The Forge Archives

General Forge Forums => Actual Play => Topic started by: Clinton R. Nixon on June 02, 2004, 08:35:12 PM

Title: [The Shadow of Yesterday] The Sea of Teeth
Post by: Clinton R. Nixon on June 02, 2004, 08:35:12 PM
This last weekend, I had a few friends down to New Orleans for ClintonCon 2004 (http://www.dog-eared-designs.com/clintoncon.html), my sometimes-annual home convention. We played a ton of great games - see our Burning Wheel thread elsewhere in this forum - but one of the most exciting for me was getting to test out the current version of The Shadow of Yesterday (http://www.anvilwerks.com/index.php/TheShadowOfYesterday/TheShadowOfYesterday), the game that keeps threatening to make me the "Game Designer of Yesterday."

The short version: it was awesome.

The long version: the game worked well, and I think we all had a good time. Character creation ran into some serious problems: my math on ability distribution was demi-retarded, and we made some quick decisions to simplify it, which made characters more interesting. (By simplifying it, characters came out much harder to diversify initially, thereby focusing their story influence in one area. For the beginning of a game, I think this is good.) Even with the point distribution problems, great characters were made, bouyed by the Secret and Key sub-systems. We ended up with characters that all had a vested interest in other PCs. The characters:

Title: [The Shadow of Yesterday] The Sea of Teeth
Post by: Matt Wilson on June 02, 2004, 09:07:51 PM
The reward system in TSOY is nothing less than brilliant. I almost hung up my game design pen and said "why bother."

For those who aren't familiar with it, it's like this:

Choose from a big-ass list of "keys," which describe various circumstances under which a character earns XP. If you, for example, take the "key of making sandwiches," you would earn XP whenever your character makes a really good sandwich.

Okay, that one I just made up, but there's loads of them, and they mean that the player decides what's going to be important in the game, and gets rewarded for doing it. Take a key that has to do with protecting someone, and you get XP every time your character does protection-related stuff. Take a key that has to do with being greedy, and you gain XP for amassing wealth.

It gets really interesting when you have a situation where, say, Wilhelm has the key of defeating the evil orcs who killed his family, and I have the key of protecting the helpless, and we find a wounded orc in the woods. Someone's going to get XP out of that situation, but not everyone.

You can also force a dramatic change in a character's life by "buying off" a key. Don't want to be a greedy bastard? Give away all your possessions. You lose the key and gain a huge sum of XP, with which you can buy a new key for the character.
Title: [The Shadow of Yesterday] The Sea of Teeth
Post by: ethan_greer on June 02, 2004, 09:22:49 PM
Hell, yeah. I've been wondering when TSoY was going to get some more stage time. Now I am well pleased. Thanks for the write-up.
Title: [The Shadow of Yesterday] The Sea of Teeth
Post by: Clinton R. Nixon on June 02, 2004, 09:28:29 PM
Quote from: Matt WilsonChoose from a big-ass list of "keys," which describe various circumstances under which a character earns XP. If you, for example, take the "key of making sandwiches," you would earn XP whenever your character makes a really good sandwich.

Buyoff: Take a vow to never make another sandwich, or any foodstuff consisting of meat within bread. Gain 10 XP. (See the character of Arthur Dent, Mostly Harmless.)
Title: [The Shadow of Yesterday] The Sea of Teeth
Post by: xiombarg on June 02, 2004, 09:48:35 PM
So, Clinton, have the current tweaks from this play made it onto the web?
Title: [The Shadow of Yesterday] The Sea of Teeth
Post by: Clinton R. Nixon on June 02, 2004, 09:57:32 PM
Quote from: xiombargSo, Clinton, have the current tweaks from this play made it onto the web?

Not quite yet. They'll be on the wiki in about a week, hopefully.

If you're really jonesing, they'll be here first: https://opensvn.csie.org/anvilwerks/The_Shadow_of_Yesterday/. I'm not promising any certain date on that, either, though.
Title: [The Shadow of Yesterday] The Sea of Teeth
Post by: Matt Wilson on June 02, 2004, 10:16:27 PM
Hey Prez:

I forgot to mention: John and I were having lunch yesterday and talking about the abilities. To clarify my position after play, I'm fine with the number to choose from, but I'd prefer to start with a smaller number on the charsheet. 6/5/4 is just a bit too much on top of freebies.

Maybe 5/4/3 or 4/3/2?
Title: [The Shadow of Yesterday] The Sea of Teeth
Post by: rafial on June 02, 2004, 10:40:45 PM
Quote from: Matt Wilson6/5/4 is just a bit too much on top of freebies.

I'll have to respectfully disagree...  I like the fact that my freshly generated character did not feel like boob right out of the gate, but rather a competent warrior with some chiefly flavor skills.  At the same time, I didn't get everything I wanted during character creation, I did have to make some choices in the B and C categories about what parts of my character concept I wanted to emphasize.

Okay, I suppose I could be persuaded that 5/4/3 might be a little "leaner and meaner" but I also liked the fact that my mostly badass warrior could afford to take "Story Telling".
Title: [The Shadow of Yesterday] The Sea of Teeth
Post by: Clinton R. Nixon on June 03, 2004, 05:52:20 AM
Just to note - the changes are up at the aforementioned URL. (Which is a Subversion repository, if that means anything to you, and you want to scan the actual changes.)
Title: [The Shadow of Yesterday] The Sea of Teeth
Post by: joshua neff on June 03, 2004, 12:30:12 PM
That sounds really cool, Clinton. I think TSOY has loads of potential to be a brilliant RPG. I agree with Matt that the reward system is fantastic. I'll check out the changes. The only real thing holding me back from running it myself is that I still don't feel like I have a good handle on the setting. Mostly minor details, though.