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Archive => Indie Game Design => Topic started by: Emily Care on April 15, 2005, 08:47:11 PM

Title: [shooting the moon] of mechanisms and fairy tales
Post by: Emily Care on April 15, 2005, 08:47:11 PM
The second of my games I got to playtest this weekend, thanks to Ben Lehman's help, was Shooting the Moon which is very much in development.  This is the very first time I've gotten to put the mechanics I came up with into real practice, so I'm posting this here in the design forum, rather than actual play.  Oh, such a pain to put those first bits of ideas into play.  Just a stage to get through, but nonetheless...

So, Shooting the Moon is another of my (crazy) relationship games. This one is intended to be quick & competitive.  Its mechanics deal a lot more with resource allocation than breaking the ice.  It is a 2-3 player game, with 2 people taking the roles of Suitors vying for a third character's attentions, the Beloved. If there is a third player, that person plays the desired Beloved.  

The overall structure of the game is this:
Title: [shooting the moon] of mechanisms and fairy tales
Post by: Andrew Morris on April 25, 2005, 09:24:39 PM
Two questions:

1) Why is the game limited to 2 or 3 players?

3) If there is a third (playing the Beloved), it seems like they won't have much to do, at least during the hurdles, and probably not that much during the subgoals. Is this accurate, or am I misreading?
Title: [shooting the moon] of mechanisms and fairy tales
Post by: Emily Care on April 26, 2005, 05:57:57 PM
Hi again,
Quote from: Andrew MorrisTwo questions:
1) Why is the game limited to 2 or 3 players?
The game arose in response to the limitation of having 2 players in Breaking the Ice, actually.  Odd numbered groups would have issues. This was a natural & related situation to have 2-3 players, allowing a play group to round out their numbers.  I'll have to think on whether it would make sense for it to be able to support more than 2 suitors. Hm.

Quote3) If there is a third (playing the Beloved), it seems like they won't have much to do, at least during the hurdles, and probably not that much during the subgoals. Is this accurate, or am I misreading?
The Beloved's player has 2 main roles right now--giving feed back, in the way of bonus dice, in response to the Suitors' players narration of hurdles, and playing the Beloved itself.  Not a big job in scenarios like the one above, but then it's ideal to have less screen time for a 2 player session.

I believe the player of the Beloved may become responsible for narration of outcomes after the Hurdles.

best,
Emily
Title: [shooting the moon] of mechanisms and fairy tales
Post by: MatrixGamer on April 26, 2005, 08:53:03 PM
When I look at the rules they seem very boardgame like but they aren't because the "board" is made up an elaborated on by the players. In the end though play is made up of what people are doing at the gaming table.

Your players are...

Making up the scene.
Making up the characters.
Making up the goals, subgoals, and hurdles.
Building up dice pools to use to cross the hurdles.
Then making up how they do it and roll dice.

The players certainly have to do a lot of work!

The actual play would seem to be a race game. Players compete to reach the end goal first (or at all) and then duke it out to win. A very competitive view of love. Do you have anything built into your rules that encourage players to work together? That would moderate the race aspect of the game.

The geography of goals/hurdles is similar to how I view quests in Matrix Games. The players have an end goal. They know up front how many barriers/challenges stand in their way. They first investigate to find out/define what the barriers are. They then plan how to over come them, then do it by initiating a conflict round of arguments. The scenario allows players pick rival characters or out right enemies. It also allows players to switch sides by merely arguing against the side they first worked with. Certainly competitive but not tied to a dice pool - instead tied to arguments (where players remain equal at for the whole game).

Chris Engle
Hamster Press
Title: [shooting the moon] of mechanisms and fairy tales
Post by: Andrew Morris on April 26, 2005, 09:32:26 PM
Quote from: MatrixGamerDo you have anything built into your rules that encourage players to work together?
That would seem to run counter to her stated goal of a competitive game, don't you think? Change that, and you're changing the game entirely.

As to being a lot of work for the players, have you played My Life with Master? You have to create everything in that game, too, but it's actually part of the fun.
Title: [shooting the moon] of mechanisms and fairy tales
Post by: MatrixGamer on April 26, 2005, 10:55:30 PM
I just got My life with Master and am reading it now, so haven't played it yet. I can see how world building can be fun I guess I'm just thinking how a dull twelve year old would react to the rules.

The dull twelve year old test is one I've used for years. When this consumer can read and understand how to play then anyone can. This rule of thumb is only important if you want to appeal to a mass audience. The internet is working to end the necessity of that sales model though.

The game is competitive - but competition does not preclude cooperation. The TV reality show Survivor is a perfect example of that. The fun of it is seeing who will defect and how it plays out.

Chris Engle
Hamster Press
Title: [shooting the moon] of mechanisms and fairy tales
Post by: Emily Care on April 27, 2005, 11:39:53 PM
Hi Chris!

Interesting questions.  
Quote from: MatrixGamerThe game is competitive - but competition does not preclude cooperation.
This game will be published with Breaking the Ice (http://www.indie-rpgs.com/viewtopic.php?t=15133), which is completely cooperative.  The intent for this game is to accentuate the competitive aspects, in contradistinction with BtI. Together they make two very different ways of looking at quite similar situations.  I'm not averse to people making their own decisions about the implications of each. : )  

QuoteYour players are...

Making up the scene.
Making up the characters.
Making up the goals, subgoals, and hurdles.
Building up dice pools to use to cross the hurdles.
Then making up how they do it and roll dice.

The players certainly have to do a lot of work!
Someone has to do it. (smile) They do all that in Matrix games, too. In Shooting the Moon, if there is a third player, the creation of settings & characters will be fully collaborative with them as well.  My intent is to give a lot of support to the players so that they can do these things easily & well.  (In this case, I think I'm a good party to be a play tester--I have a terrible time coming up with things on the fly under pressure, so if I can make myself comfortable, likely others will be too. No substitute for beta testing, though!)

QuoteThe actual play would seem to be a race game. Players compete to reach the end goal first (or at all) and then duke it out to win. A very competitive view of love. Do you have anything built into your rules that encourage players to work together? That would moderate the race aspect of the game.
The players will work together on most of the set up. The role of the Beloved's player will affect the straight "race" dynamic while, perhaps, accentuating the competition.  This player will give feedback, in the form of mechanical bonuses to the other players as they play (a la fanmail).  

The biggest question in my mind is whether there is a single best strategy for playing the coins (ie always putting forward 5, none or whatever).  If so, the mechanics are plain old broken & I'll have to go back to the drawing board, or modify it or what have you.  If anyone has insight into that aspect, I'd be grateful for it.

best,
Emily
Title: [shooting the moon] of mechanisms and fairy tales
Post by: MatrixGamer on April 28, 2005, 01:59:40 PM
Quote from: Emily Care
The biggest question in my mind is whether there is a single best strategy for playing the coins (ie always putting forward 5, none or whatever).  If so, the mechanics are plain old broken & I'll have to go back to the drawing board, or modify it or what have you.  If anyone has insight into that aspect, I'd be grateful for it.

best,
Emily


What about looking at the "Can I break this" question by imagining a highly dysfunctional relationahsip. For instance - a beloved that sends mixed messages and suitors who insight jealousy, bully, and embarrass their beloved taking advantage of low self esteem. This way you can see how to coin system might be twisted for evil ends.

Just a thought.

Chris Engle
Hamster Press

In Matrix Games while players can make up everything the sold game provides them with a framework world to operate in (character descriptions, locations, even the story opener.) A game can be played by literally reading the openning from the book and going from there - the dull 12 year old rule.