Talk:Mark/Amber comes to check on Ethan: Difference between revisions
Jackmaster (talk | contribs) Created page with "you like the 'charm effect' premise don't you? :P This is an interesting concept; I'm particularly interested to see how things will happen when his luck turns and is forced t..." |
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you like the 'charm effect' premise don't you? :P This is an interesting concept; I'm particularly interested to see how things will happen when his luck turns and is forced to do whatever he is told to! In the meantime; a ten year old just got a blowjob out his sister, and how has another girl sat right next to him...a kid (boys) instinct would say "wonder ifbthis girl would do stuff like that as well?"!!! --[[User:Jackmaster|Jackmaster]] ([[User talk:Jackmaster|talk]]) 15:27, 27 February 2017 (CET) | you like the 'charm effect' premise don't you? :P This is an interesting concept; I'm particularly interested to see how things will happen when his luck turns and is forced to do whatever he is told to! In the meantime; a ten year old just got a blowjob out his sister, and how has another girl sat right next to him...a kid (boys) instinct would say "wonder ifbthis girl would do stuff like that as well?"!!! --[[User:Jackmaster|Jackmaster]] ([[User talk:Jackmaster|talk]]) 15:27, 27 February 2017 (CET) | ||
Basically I'm drawn to any story involving power. As I have a dearth of power in my own existence, I find stories and games where the main character has a large degree of power over their environment to be very compelling. About the only way I can enjoy a story or game where the MC is occasionally powerless (like this one) is that there has to be a flip side where they have as much if not more power than when they are powerless, otherwise I can't enjoy it at all. I'm defiantly not into being the victim, and therefore don't enjoy those types of stories/games. [[Mark|The Mark of Fate]] ''is'' very similar to [[Yes]], the biggest differences are 1)The charm effect is MUCH more limited, 2)The power is fickle and turns on the character as often as it benefits them (theoretically, I'll actually be flipping a coin for each possible change), 3)There is an additional luck aspect associated with the charm and 4)The story is ''designed'' to change main characters readily and as often as one wishes without jumping through a bunch of hoops (like you are having to do on your [[Yes]] branch). I felt that made the concept different enough to warrant its own entry. I hope it is enjoyed, and perhaps even contributed to (that always helps me maintain my interest longer). I will continue to work on [[Yes]] and [[Life Hacks]] of course (at least for now, I'll eventually get tired of them). --[[User:Elerneron|Elerneron]] ([[User talk:Elerneron|talk]]) 15:51, 27 February 2017 (CET) |
Revision as of 14:51, 27 February 2017
you like the 'charm effect' premise don't you? :P This is an interesting concept; I'm particularly interested to see how things will happen when his luck turns and is forced to do whatever he is told to! In the meantime; a ten year old just got a blowjob out his sister, and how has another girl sat right next to him...a kid (boys) instinct would say "wonder ifbthis girl would do stuff like that as well?"!!! --Jackmaster (talk) 15:27, 27 February 2017 (CET)
Basically I'm drawn to any story involving power. As I have a dearth of power in my own existence, I find stories and games where the main character has a large degree of power over their environment to be very compelling. About the only way I can enjoy a story or game where the MC is occasionally powerless (like this one) is that there has to be a flip side where they have as much if not more power than when they are powerless, otherwise I can't enjoy it at all. I'm defiantly not into being the victim, and therefore don't enjoy those types of stories/games. The Mark of Fate is very similar to Yes, the biggest differences are 1)The charm effect is MUCH more limited, 2)The power is fickle and turns on the character as often as it benefits them (theoretically, I'll actually be flipping a coin for each possible change), 3)There is an additional luck aspect associated with the charm and 4)The story is designed to change main characters readily and as often as one wishes without jumping through a bunch of hoops (like you are having to do on your Yes branch). I felt that made the concept different enough to warrant its own entry. I hope it is enjoyed, and perhaps even contributed to (that always helps me maintain my interest longer). I will continue to work on Yes and Life Hacks of course (at least for now, I'll eventually get tired of them). --Elerneron (talk) 15:51, 27 February 2017 (CET)