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Dungeon World co-designer and game streamer Adam Koebel shares insight on the relationship between design and play, and the future of streaming and game publishing.
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Very interesting, I whole heartedly agree with all Adam says about the non-binary nature of love, and indeed you can sometimes love a thing because of it’s flaws as well despite of them. The idea that to love a thing (or person) is to see no flaws is, in my opinion not love but self delusion and can be rather detrimental to all involved.
On the note of Horror games, I don’t think this is an easy thing to create. As obviously a lot depends on the GM and the players and a system that can accurately enforce the requirements for horror in a general enough way to allow innovation from it’s GM and players but still be ridged enough to contain the knee-jerk, primal brain instincts to pull away from things that make us afraid or uncomfortable would be a thing of beauty but I worry it might super rules dense.
But for just a good example of a well run game that MIGHT do a good job of horror, in the right circumstances… Check out the One Shot episode of Bluebeard’s Bride:
It mostly fall into that “uncomfortable” zone Adam mentioned rather than the specific “fear” zone of horror, but I thought it touched on it a couple of times and if that’s the type of Horror you are after a good GM and some player on board for the experience could very easily lean into that side of it if they wanted. As for people breaking tension with jokes… well to quote Jim McClure, “if people are making jokes to lighten the mood then you’re doing it right. You just have to let them have the moment then gently bring them back in…” after all, just because they’ve come up for air doesn’t mean they’re going to be in a different situation when they drop back in – you just need to make sure they don’t have too much time out of the flow of the game.
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