tag:blogger.com,1999:blog-6180998051994985112.post248680016880277128..comments2013-06-23T21:36:35.056+10:00Comments on The gaming knack: How I write a con gameUnknownnoreply@blogger.comBlogger2125tag:blogger.com,1999:blog-6180998051994985112.post-75467589763382867282011-06-24T21:43:36.144+10:002011-06-24T21:43:36.144+10:00Yeah, sorry, Kitling, was taking shortcuts there. ...Yeah, sorry, Kitling, was taking shortcuts there. I'd write five or six characters for Arc (I've done both), and I have edited and redesigned five character modules to have six. <br /><br />I agree and I don't about "optional" characters - one of the trickier things about writing for cons is dealing with the vagaries of player numbers. I need to have a plan so that I can run with one or two players fewer and still give good game. <br /><br />I've also had some success with having an "extra" character available if I'm one player up - basically, the same rules apply, in that all characters need reasons to interact with the others and with the game. I don't do this for all games, just the ones where it'll fit.Stuhttps://www.blogger.com/profile/10531017413809442432noreply@blogger.comtag:blogger.com,1999:blog-6180998051994985112.post-71181712447809477412011-06-24T21:33:11.839+10:002011-06-24T21:33:11.839+10:00Just a small correction - there is no standard for...Just a small correction - there is no standard for Melbourne cons. 5 player is the Sydney/Canberra standard - but there is no right way to do it in Melbourne. I write to 5 player - because then I can take my game interstate if I want. <br />I rather dislike the idea of optional extra characters in a game - very few people do it well and I want all my characters to be equally important to the plot - that is a person opinion tho.Kitlingnoreply@blogger.com