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Archive => Indie Game Design => Topic started by: TonyLB on October 13, 2004, 07:08:57 PM

Title: [Capes] New uses for Story Tokens
Post by: TonyLB on October 13, 2004, 07:08:57 PM
A few changes I tested out in last nights face-to-face play session have really gotten the Debt/Story Token/Inspiration economy running at full steam.  Here they are:
Title: [Capes] New uses for Story Tokens
Post by: LordSmerf on October 13, 2004, 08:24:37 PM
I think you definately want to cover:

Adding a character mid-scene.  ("What?  When did Specter get here?")  This may be inherent in your "include a character in the scene", but that was not clear to me.

Perhaps some sort of additive cost to bring a character in again.  That is Kate is already helping the Heroes, now the Villains bring Kate in to simultaneously slow the Heroes down.  Then the Editor brings Kate in on her own side with her own agenda.

Why does Resolving provide an ST, I strongly disagree with that idea.  I much prefer the idea that since Claiming costs STs you end up with fewer STs when you Claim and Resolve.  This provides incentive to get involved on stuff you are willing/planning to lose in order to earn more STs.

I would also present the idea that STs are an in-game currency that can be used to override the basic rules.  Normally you can not play other PCs, but if you offer enough that the player is willing to let you have a go at it then you can.

Oh, and I think that ditching Prominence is probably a good idea...  A pure ST economy also shifts focus for the Editor on effeciently guiding the Story with little nudges using well placed STs....

Thomas
Title: [Capes] New uses for Story Tokens
Post by: TonyLB on October 13, 2004, 08:47:44 PM
On Resolving, Claiming and ST costs, there are three behaviors that I'm looking at.
Title: [Capes] New uses for Story Tokens
Post by: LordSmerf on October 13, 2004, 08:50:27 PM
Quote from: TonyLBOn Resolving, Claiming and ST costs, there are three behaviors that I'm looking at.
  • Claiming an Event because you intend to do your best to win it
  • Claiming an Event in order to put pressure on the opposition
  • Claiming an Event because you can, even if you have no real interest in it[/list:u]My intuition is that we would like to encourage the first two, while discouraging the third.  The solution I proposed was aimed at that, but it's probably not the best solution.
I would think that rewarding one ST for successfully resolving would encourage 1 over 2.  Though I definately think that charging one ST to Claim should discourage 3 (and I agree, that is a good thing).

Thomas
Title: [Capes] New uses for Story Tokens
Post by: TonyLB on October 13, 2004, 08:58:59 PM
That's true.  It is sort of a tax on playing a convincing opponent with an eye toward eventual loss.  That's pretty well counter to what we want to encourage.  Hrm.... This one's a little tricky.
Title: [Capes] New uses for Story Tokens
Post by: Doug Ruff on October 13, 2004, 09:58:17 PM
First up, I like this, especially the idea of a 'pure ST economy' as Thomas puts it.

I'd take it a stage further; as well as standing in for Prominence, I would argue that ST can also stand in for Inspirations

This may be anathema, but I feel that there is a real opportunity here to simplify the rules.

Here's one way of delivering this:
Title: [Capes] New uses for Story Tokens
Post by: TonyLB on October 13, 2004, 10:19:38 PM
Okay, I'm going to address some side points before digging into the main meat here.

I definitely like the idea that the STs you get back from Gloating should be related to the Debt you've got Staked.  That's such a natural synergy I can't imagine it going wrong.  

I suggest adding a little fillip of strategizing by saying that the villain can choose how many dice to turn down to one, and get as many STs as they turn down dice:  The N dice chosen must be the highest available, and must all be greater than one.

And Tension... I think Tension is unnecessary when you can have both sides claiming on an Event.  Things seem to resolve with quite satisfactory speed when flip-flopping control no longer initiates a whole new Page.

Now, to your main point:  I'm not seeing what modification you propose to how Inspirations will function as a secondary, intertwined currency.  Can you clarify?
Title: [Capes] New uses for Story Tokens
Post by: LordSmerf on October 13, 2004, 10:32:34 PM
A couple of things:

First, the big change.  Instead of having a Hero and a Villain die on every event you may pay one ST in order to put your first die down.  This means that three Heroes get three dice.  Where it gets interesting is where people decide to combine their dice.  So three Heroes could put their three dice on one side and easily beat the Villain (unless the Villain Stakes), or they could split three ways each vying for their own version of the Event.  (Skater X anyone?)

If you put it all together then it takes a lot of STs to field and claim an Event: 1 to get a character in play, 1 to start an Event, 1 to put a die on said Event, 1 to Claim.  That's 4 STs.

One of the big (big, big, big) advantages here is that it is clear which Hero is doing the most, even when they are all on the same side of the Event.  I think that is an admireable goal.  I am not totally sure what it does to balance either...  Though it seems that it will encourage serious Stakes to be saved for those times when you are outnumbered.

I am also not sure whether we want introducing and Resolving an Event to be so expensive.  The upside is that it limits the number of Events in play, the downside is that it limits Event introduction to the "rich".

Thomas
Title: [Capes] New uses for Story Tokens
Post by: TonyLB on October 13, 2004, 10:49:03 PM
Okay, I'm confused:  What's the difference between people putting more Story Tokens on an Event (for more dice) and staking Debt to split (for more dice)?
Title: [Capes] New uses for Story Tokens
Post by: LordSmerf on October 13, 2004, 11:07:24 PM
Sorry, I knew that I was not being clear enough.  You can only buy that first die.  That is, if you want to participate in an Event you may pay a ST for that first die or you may Stake one Debt.  If you want more dice you can only Stake.  So this (hopefully) keeps things from becoming too cluttered.

Thomas
Title: [Capes] New uses for Story Tokens
Post by: Doug Ruff on October 13, 2004, 11:24:59 PM
Quote from: TonyLBNow, to your main point: I'm not seeing what modification you propose to how Inspirations will function as a secondary, intertwined currency. Can you clarify?

Inspirations can be spent to introduce new Events. If Story Tokens can be used to perform the same task, Inspirations aren't as necessary.

Granted, it doesn't allow players to start a die at a higher level, but I don't think this is necessary any more. Therefore, are Inspirations necessary?

Thomas, that's an interesting idea, I confess I have no idea how this would balance out! My only concern is that this may devalue Staking in some way; at the moment, you can only get extra dice by Staking. That's not to say it's a bad idea at all; I'd like to see this played out.

One alternative: each hero can place their own dice onto an Event, but only the highest total counts. A Hero can still 'roll up' another Hero's dice (teamwork!), but they can only split their own dice by Staking.

One more thought before I go to bed; if we do move to a 'pure Story Token' economy, the only resources a player has are their Story Tokens, and their Debt. Is there a way of unifying the two?

[There is already an 'exchange rate' insofar as Debt is exchanged for Story Tokens when an event resolves. I'm just wondering whether it's possible to make the two equivalent in some way. Especially as both appear to signify the 'importance' of an Event.]

I'm going to sleep on this and post later, good night!
Title: [Capes] New uses for Story Tokens
Post by: LordSmerf on October 14, 2004, 12:47:26 AM
How about each Hero having one die that they can move around.  Spend a ST to move your personal heroic die from your character sheet to an Event or from an Event to another Event.  This provides the interesting possibility of "jumping ship" to a new Event and leaving your team mates out to dry.  Hopefully this would produce some incredibly cool Events since you will run into cases of "I have to get Zip to move his personal die from Ninjas crash through the skylights so that I can win that...  What can I create to get him to move?"

Thomas
Title: [Capes] New uses for Story Tokens
Post by: TonyLB on October 14, 2004, 02:53:59 AM
Quote from: Doug RuffInspirations can be spent to introduce new Events. If Story Tokens can be used to perform the same task, Inspirations aren't as necessary.

Granted, it doesn't allow players to start a die at a higher level, but I don't think this is necessary any more. Therefore, are Inspirations necessary?
Well, they still serve the game system by providing a thematic chain of events ("Love of Jessica" -> "Won challenge against Gigantor" -> "Galactic Renown" -> "Asked Jessica to marry me") and they're the backbone of the current non-conflict mechanic.  I don't see Story Tokens as being descriptive enough to really handle either of those tasks.

Quote[There is already an 'exchange rate' insofar as Debt is exchanged for Story Tokens when an event resolves. I'm just wondering whether it's possible to make the two equivalent in some way. Especially as both appear to signify the 'importance' of an Event.]
There's definitely an exchange going on there, but remember that it's not "Your Debt = Your Story Tokens"... it's "Anybody Elses Debt + Your Support in telling their Story = Your Story Tokens".  So if it's an economy it's not a capitalist economy.  If anything it's a gift economy, in both directions.  People do well by doing good.
Title: [Capes] New uses for Story Tokens
Post by: Doug Ruff on October 14, 2004, 08:35:26 PM
Tony,

Good points, both of them.

Although I think Story Tokens could be used to handle these tasks, it would probably bend the game all out of shape, so I'll leave this.

And, yes, it's definitely a "gift economy" which is what makes it so nice. I wouldn't want to change that.

What I'm thinking more about is whether there it is possible to extract a genuine "exchange rate" between the different resources in play.

For example: 1 Debt = 1 Story Token = 1 Die

Thomas' last post is another example: 1 Story Token = 1 "move"

This doesn't, and shouldn't, prevent resources from being given by one player to another. But it may help to provide guidelines for what a player can do with a Story Token (or a point of Debt), without "breaking the game".
Title: [Capes] New uses for Story Tokens
Post by: TonyLB on October 14, 2004, 09:37:09 PM
I have no idea whether you can draw an explicit exchange rate.  The fact that a Debt token now is only a Story Token later throws the economic theory into realms I'm not equipped to explore formally.  Maybe I'll ask my wife... she's much better educated in this particular area than I am.

Informally, I can draw you a little map on two axes, though:

Horizontal Axis:  Debt
Vertical Axis:  Total Inspirations vs. Story Tokens

Players migrate from point to point in this map.  In the Debt + Story Token corner you win, even if you aren't trying to.  In the No-Debt + Inspiration corner you can put up a good fight, but still have the control to lose.  Winning shoves you toward the losing corner and losing shoves you toward the winning corner.  The Debt + Inspiration and No-Debt + Story Token corners are self-correcting... there are clear lines of action to drift them in whatever direction the player chooses.


Aside:  Your economics slant on things has opened up a pandoras box of thoughts in my brain for non-conflict scenes, but I'm going to try to codify them before starting another thread.
Title: Prominence
Post by: Gamskee on October 17, 2004, 10:54:17 PM
I actually kind of liked prominence, though maybe I misunderstood what it did.

If I am not mistaken it gave a) initiative to claim cards and b) more actions.

The reasons why I liked this(once again I may have misunderstood) is becaue of the balance of prominence between heroes and villains.

Say you want to do a 'master villain' plot. Do you have to make the character sheet any differently or more 'twinked' than a normal sheet? No, just throw more prominence on this central villain until he is equal with the heroes. Then that villain can react a few extra times and sort of pick and choose what he would like to deal with. More actions = more power to choose what the villain is trying to do. Note that some players might feel a bit railroaded with this technique, but at the same time dice are an equalizer.

But that was just what it seemed like to me. Though I believe a richer story token system is much better. More uses is also a good thought.
Title: [Capes] New uses for Story Tokens
Post by: TonyLB on October 18, 2004, 05:09:29 PM
You can still have more actions at a cost in Story Tokens.  It's just that you don't keep getting that advantage in actions, Page after Page.

I agree (and worry) that this undercuts the ability to make a singleton villain so strong that he can challenge a whole team of heroes, page after page after page.  Basically, if you've got one guy fighting five, and you want equal actions for him, then it costs five STs for the heroes and five STs for the villain in the first page.  But then the next page it costs zero STs for the heroes and four STs for the villain.

The Editor needs to have some substantial resource advantage before he can whip out such a villain and hope to play him effectively.  And these resources are going to go away (barring investment strategies... see below) as the pages go on, so the villain will eventually run out of stamina and succumb to greater numbers.

That having been said, I sort of think that the Editor should lose resources for whipping out such a villain.  You're talking about delivering a fairly humiliating loss to the heroes, which is all well and good, but which should set them up for a later victory.


Investment Strategies

The advantage a singleton villain can have over a group of heroes is that he can more easily control how he spends his resources.  Specifically, he has better opportunities to win the easy battles and lose the hard ones.  This leads to a lot of flexibility for investing your energy precisely where it is most useful.