Message-ID: <3D97069E.50608@csi.com>
Date: Sun, 29 Sep 2002 09:56:46 -0400
From: John Colagioia <JColagioia@csi.com>
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Subject: Re: How much autopilot is too much?
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Peter Seebach wrote:
> In article <3D95FDA0.5000108@csi.com>,
> John Colagioia  <JColagioia@csi.com> wrote:
[...]
> I'm thinking much more along the lines of characterization; making it clear
> that the protagonist has certain preferences or traits which cannot simply
> be ignored.  Definitely *not* a transcript game; that's not so fun.  (Which
> isn't to say I haven't played at least one which I liked.)

I don't want to give away too much concept, here, in case someone is
worried about that sort of thing, but one thing you might do is play
with the PC's perceptions.

Uhm...spoiler space, kind of, I guess...










If you, the author, have decided that the only thing that the PC
would consider doing is shoot the guard, then you might arrange it
so that the only objects in scope (at the appropriate time) are the
gun and the guard.

Or, rather, not "scope" in the traditional sense, but rather a
refusal to discuss anything in scope that isn't one of the two key
objects.

Any turns in which the player tries to do something else ("should")
serve to build tension, as the player has probably already figured
out what needs to be done.

