10-08-2005, 11:52 PM
Well, it may be good to design a system, then base a story on the limitations of the system - so if we can't, for instance, open a door, then if the story requires it, we're sunk (yes, that was a bad example)
but if we devise what you can and cannot do, it would be very helpful
oz~
but if we devise what you can and cannot do, it would be very helpful
oz~