Re: Games and Persona

Scott Turner (srt@sun-dimas.aero.org)
Mon, 22 Aug 1994 15:51:45 -0700

In message <Pine.3.87.9408221552.I24673-0100000@crash.cts.com>you write:
>David, perhaps you can explain this for me? I can see that some
>locations (hills, groves, etc.) ought to be "transparent" to an
>observer. But I simply don't see why I should know that your castle
>garrison is 10 men, or 1000.

Especially for the noble who is passing through and spends 1 day in
the province. I'd like a system whereby a player who spends some time
and effort to observe a castle could learn what is inside, I don't
think it is realistic or a good game design to make that information
easily avaiable.

David argued that a player with good tools could analyze his turn
reports to get a good idea of what was in a sublocation. That sounds
great to me. I see no reason not to reward the person who takes the
time to carefully analyze his turn report. (Even though I myself
would probably be too lazy to do so.)

-- Scott T.


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