[UA] The Future of UA?
John Tynes
john at tynes.com
Wed Feb 4 09:17:24 PST 2004
> I just can't believe looking at the
> quality of the work, and how well was everything planned, that the line
> wasn't succesful.
I think a lot of gaming is tied up in power fantasies, and the steady
accumulation of additional power. Typically, the price you pay for increased
power is spending lots of time demonstrating how powerful you already are --
i.e., use your power to gain experience to improve your power to use your
power to gain experience etc. So, the wielding of power itself makes you
more powerful, and the whole thing is a very rewarding, reinforcing
experience.
UA offers a fair amount of power, in the RPG sense: spells, magic artifacts,
guns, and so on. But it extracts a sizable price, as often as possible: the
costs of doing magick, the madness meters, the deadliness of combat. To some
extent, the game tells players they don't want power, and should even feel
guilty for seeking it.
Which, it turns out, does not appeal to most gamers. This really shouldn't
have been a surprise, but I thought there were more of us out there than
there turned out to be.
> One thing I'm really interested in knowing is: Had you mr. Tynes or mr.
> Stolze anything planned for the game? I mean, had you in mind any future
> books? And what was the story behind the Naked Goddess (Hey I had to try
> it ;)).
We've discussed a variety of possible projects over the years, but not in
enough detail to be worth discussing. And no, we're not about to spill any
beans -- that's for you and your campaigns.
--
<- John Tynes - john at tynes.com - http://www.JohnTynes.com/ ->
"Always remember that if editors were so damned smart,
they would know how to dress." --Dave Barry
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