[UA] Reactive vs Proactive Players

Chris Cooper insectking at yahoo.com
Thu Sep 14 08:39:49 PDT 2006


Okay let me put this down.

Painting the Dangling Carrot:
The Dangled Carrot can be used to motivate reactive
players.

A Cold Dish of Hot Trauma:
Provide suffering in the consequences of actions.

I also like Frank's observation about the Romance
Novel Reflex. It's the best thing I've heard all day.

I like Tim Powers use of amputation as a cost for
forbidden knowledge. It is far more visceral than
nebulous "creeping unholy insanity" and a lot more
stark.

Now, do reactive players prefer emotional turmoil
because it's safer? Should a GM cut off a few of the
PC's fingers with a secature, or merely slam them with
heartbreak all the time?

This then could devolve into a He Said She Said
exercise in Rape in RPGs.

I do possess Robin Laws of Good Gaming and he breaks
it down into seven player archetypes. I would rather
simplify the matters into two player types and how to
motivate them congruently.

Niall had his Cyberpunk PCs start in debt: their
credibility had suffered and they needed to claw their
way back up. This is fine for a UA Global game but
what about a starting UA cabal?

C.

I have a damn blog. Happy now?

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