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General Forge Forums => Actual Play => Topic started by: LordSmerf on November 03, 2004, 06:03:57 AM

Title: [Capes] Breakin' the rules
Post by: LordSmerf on November 03, 2004, 06:03:57 AM
So, we played Capes tonight at my local university RPG club.  The group was small (me and two others).  The club itself is decently sized, but attendence is pretty bad.  These are the two that regularly show up.  Anyway, I've been talking up Capes and Primetime Adventures for a while now and tonight one of the players said, "So, I was hoping we could play Capes tonight."  So we did.  Rules explainations, chargen, and playing through scene one took just under three hours.  Not too bad.

Since Tony has not (quite yet) finished the latest version of the rules I used what is on the Indie Design board and then tossed in a few ideas I wanted to try.  Here's what I did different from the rules and how I think that went:
Title: [Capes] Breakin' the rules
Post by: Vaxalon on November 03, 2004, 11:35:17 AM
Is there an uptodate version available yet?  I'd like to give this a try too, but collecting the most recent rules together is very confusing.
Title: [Capes] Breakin' the rules
Post by: LordSmerf on November 03, 2004, 03:36:15 PM
Last I heard from Tony, he is pushing himself really hard to get something in print by Dreamation 2005 in January.  He feels he needs at least an initial draft of the final rules by the middle of this month.  If things go as he plans then we should be seeing something then...

Thomas
Title: [Capes] Breakin' the rules
Post by: TonyLB on November 04, 2004, 01:43:02 PM
Three hours for a total of one scene, face-to-face?  Yowch!  Sounds incredibly frustrating to me.  Lots of questions...

Where was that time spent?

How many Pages were in the scene?

Did you use Click and Lock character construction?

What was your motivation for giving people five Story Tokens, rather than one?

Was the Goal that the Shadowy Figure won the "Blake gets to Warehouse" goal?  If so, how did he prevent Blake from getting to the warehouse?  Kidnapping, I hope?
Title: [Capes] Breakin' the rules
Post by: LordSmerf on November 04, 2004, 09:25:15 PM
Good questions.  I'll answer them and then get on to that extra commentary I promised.

Time: No click and lock for us...  They wanted to get down and dirty with the system.  I think we spent about an hour or so doing chargen.  I think what people found most difficult was filling in all 12 of their abilities... They could get most of them, but then they were kind of stumped.  I think next time I will have them assign what they know they want, and leave the others blank to fill in during play.  We did that with Carl the Reporter: we decided what his first three Abilities were in every category and left his 4s and 5 (and where they went) blank.  He ended up getting all of that filled in during that one scene.

I think we had somewhere between 8 and 12 pages.  With five characters split among three players almost the entire time.  It didn't exactly feel slow, but it did feel unfocused.  I'm not sure that any of us knew where we wanted to go with it...

Story Tokens.  I hadn't really used them before, and I couldn't remember how many you were supposed to start with.  I wanted to encourage people to use them.  We all did to some degree, but not as much as I had hoped.

Preventing Blake getting to the warehouse was indeed the goal that was thwarted.  It almost ended up begin a kidnapping, but instead the Shadowy Figure's goons raked Blake's car with automatic fire.  This was especially appropriate since one of Blake's Powers is "Really cool car".  It didn't actually do too much, but Blake was complaining "Man, I just got that thing painted!"  When Carl kindly offered to drive Blake to the warehouse in his own car, that car promptly blew up.  Another thing I like about Blake is his "Lucky" Power.  He used it to trip and see the ninja planting a bomb under his car, his response was "Is that a ninja under my car?  Oh well."  All in all the session was a lot of fun.

Now, onto my personal commentary.  I had two major problems, one was systemic, one was personal.  The systemic one was that I still couldn't figure out when a scene ends.  We kind of had an unspoken group consensus to stop introducing new stuff until we managed to close out everything on the table which is why there were so many dice (like 8 or something) stacked on the final Goal.  A clear definition of Scenes would be cool.

The personal problem was lack of direction.  I could totally feel that my two players were pretty much unfamiliar with the degree of control that Capes hands players.  In such situations the Editor (or someone at least) needs to have a solid idea of where the story is headed and how to challenge the players and their character's Drives.  I didn't.  So, next time, more focus...  I started off with some ninjas mainly because I think ninjas are fun.  I didn't really threaten any Exemplars...  Next time Gadget!

Thomas
Title: [Capes] Breakin' the rules
Post by: Vaxalon on November 04, 2004, 11:38:47 PM
Quote from: LordSmerfI started off with some ninjas mainly because I think ninjas are fun.

Next time you need monkeys, pirates, and robots.
Title: [Capes] Breakin' the rules
Post by: TonyLB on November 05, 2004, 12:56:56 PM
Interesting.  I have more questions.  

What proportion of the Events and Goals did the other players create?

How much Debt did they accrue (net) by the end of the scene?  

Was this Debt in the Drives that had Exemplars present in the scene?

Related to all of the above (and my main question):  How aggressively did you frame scenes?
Title: [Capes] Breakin' the rules
Post by: LordSmerf on November 05, 2004, 04:43:05 PM
We had two Goals and one Event in the scene.  I kicked things off with one of the Goals and the Event, Blake's player kicked in the second goal sometime after we resolved the first Goal but before we resolved the Event.  That was it for introduction.

Debt...  Blake had two or three Debt at the end, most of it was in Truth (of which Carl is his Exemplar).  Melissa had, I believe, one or two in Love (also Carl).  Melissa was also able to dump some Love on the Event "Ninjas Appear" when she won that one.  The Shadowy Figure was also overdrawn in Pride (4 over 2) at the end of that Event, so I immediately dropped 2 Pride on the last goal in play.

Scene Framing...  Aggression was low.  I pretty much lobbed the one scene we did at them...  No real good reason to be involved.  It is sort of an interesting situation, I am still feeling my way around with these people.  I've only ever played an RPG with them once before (Great Ork Gods), and I have only known them for a few months.  I guess I was sort of feeling my way into things, and I wasn't really doing them any favors...

Thomas
Title: [Capes] Breakin' the rules
Post by: TonyLB on November 05, 2004, 04:57:03 PM
You had only three conflicts, and they lasted eight (or maybe twelve) pages?  Wow.  I've seen that many Conflicts resolve in a single Page (often).  Do you think this was an effect of charging someone an action to claim, or something else?

On the scene-framing, let me make a recommendation.  If your intuition screams "this won't work with these players" then you're probably right, but I'll toss it out anyway:  Don't frame the scene yourself.  Tell one of the other players to do it, and then pick your character in response, to best create Conflicts in the scene as they've defined it.

For instance, if Blake's player says that he is racing toward a crime-scene, you can immediately say "Okay, I'll play some ninjas whose attack will delay him."  But if the player says he's already at the crime scene then you know that you want to play Sgt. Hanson, and be obstructive instead.

You may end up with exactly the same scene you'd have defined yourself, but the early player input goes a long way toward framing directly to the right moment for them, the moment when the conflict they're most interested in begins.
Title: [Capes] Breakin' the rules
Post by: LordSmerf on November 05, 2004, 06:57:19 PM
I think that requiring an action to claim definately contributed to the low number of conflicts.  It was difficult to win since you would essentially give your opponent(s) an entire round to beat you out without increasing your lead at all...  So, I won't be doing that again :)

As to allowing the players to frame the scenes I might try it.  I just don't know these people well enough yet to know how they would handle it.  Blake's player seemed pretty self motivated, he set himself an agenda and then worked toward it.  Very proactive.  Melissa's player was more reactive, but still fun to play with.  Both of them are old Champions hands, so this was definately a different kind of Supers game for them.

Thomas