One of my favorite early posts on The Forge asked how many attributes a narrativist game should have. I won’t link to it, as it’s a ridiculous question. It’s not even wrong.

Man, what a n00b.

Malcolm Craig and I had a natter about attributes in his upcoming Between Continents and how picking attributes (as a designer) and then prioritising them (as a player) can define a PC. So here’s Brad Murray talking about prioritisation and what that means to the character. This is for Soft Horizon, a game being designed by VCSA, who released Diaspora about a year ago.


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