[UA] Reactive vs Proactive Players

James Knevitt jknevitt at gmail.com
Thu Sep 14 08:56:27 PDT 2006


On 9/14/06, Chris Cooper <insectking at yahoo.com> wrote:

> How do I make games for reactive characters. Y'know
> the ones that have to be prodded and handed evidence
> on platters. Particularly in UA games.

Characters do nothing. Bad stuff happens.
Characters do something. Bad stuff does not happen.

It's all about enlightened self-interest. I'm not saying that reactive
players are all about "me me me" but if part of their recative world
is threatened, they'll circle the wagons and try to shield themselves.
So you have bad stuff happen that threatens their bubble. Then they
are forced to act.

A bit harsh sounding, I know. It'm 9am and I haven't finished my coffee yet.



-- 
James Knevitt
jknevitt at gmail.com

"Two roads diverged in a wood, and I--
  I took the one less traveled by,
 And that has made all the difference."
 -- Robert Frost


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