tag:blogger.com,1999:blog-533573536330092840.post6774002673629351538..comments2024-03-07T16:20:50.007+00:00Comments on Librarians & Leviathans: Cohesion and Numenera (again)Shimmin Beghttp://www.blogger.com/profile/10350037986748679919noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-533573536330092840.post-31571144219490350982016-03-05T21:00:30.951+00:002016-03-05T21:00:30.951+00:00Yes! Economics drives adventure: at the most basic...Yes! Economics drives adventure: at the most basic level, it tells you who's worth robbing, and who's going to ask a band of wandering nogoodniks for help against the bandits.<br /><br />Some of this feels like the old "economy of miracles" idea: the more impossible things you have in the world, the more that world feels not just strange and alien but <i>arbitrary</i>.<br /><br />This is especially true in an investigative game, where players have to be engaged with what's possible and what isn't in order to put their evidence into a useful framework. If someone is found dead in Numenera, how many ways are there it might have happened, and how far away might the culprit be?<br /><br />But I think to some extent this may be happening because the game <i>is</i> explicitly focused on those adventuring jobs: as far as I can tell from people's session reports, what you do in this game is still basically beat up weird-looking creatures and take their stuff. I do like having a game that does the elevator pitch for me: you are (type of people) who do (type of activity). But I also like having ideas about what other people in the world are doing, even if they aren't heroic adventurer types.Anonymousnoreply@blogger.com