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Independent Game Forums => Bully Pulpit Games => Topic started by: oliof on October 30, 2006, 02:26:06 PM

Title: roach theme cards
Post by: oliof on October 30, 2006, 02:26:06 PM
A significant number of people have been telling me they like the roach but for the lack of an overarching structure. So, what I'd like to do is collect a number of Theme cards one can either draw at the start of the game or the beginning of each event to give people something to work with. In an ideal world, one would need about twenty to thirty different cards, or as a game component it would be too limiting. In addition, the themes should be generic enough to avoid cutting into the veils and limits discussion of the game.

In the spirit of the game, adhering to the theme should have a mechanical advantage that is different for roached and un-roached characters. I'm not totally sure about that. Basically I am imagining. opportunity/command cards that are overarching and valid for all players/characters.

So, what I would like to collect here is cards and mechanics. Card ideas that come from actual play reports and other sources of inspiration:

As you can see, I tried to keep the ideas to concentrate on the academic setting. Some of the ideas might be of an advantage for some characters, but it might turn to their dismay if the event in question is damaging their reputation considerably.

Title: Re: roach theme cards
Post by: Eero Tuovinen on October 30, 2006, 02:48:57 PM
I have only little experience with Roach at this point, but I always thought that the event structure was intented to do exactly this - it gives a location and implies lots of different activities that are reasonable in that context. Perhaps the different events should have more elaborate descriptions, with some suggestions for materials that could be introduced during the event? How do you view your theme cards as not overlapping and contradicting the explicit and implied content of the different events?
Title: Re: roach theme cards
Post by: Jason Morningstar on October 30, 2006, 03:20:45 PM
I'm definitely in favor of players agreeing on an over-arching theme to guide play before beginning if they prefer, and several of your suggestions would make great ones.  If you want a stack of themes to choose from, I might suggest choosing broader concepts like "sex", "loyalty", "duty", and so forth.  I think having an explicit theme would lead to less insanity over all.

Eero's correct that the individual Events are intended to provide some situation - the Pemberton Follies, for example, must appear in play and duplicate one of your points.  I don't see any reason why you couldn't substitute out one Event for another, with everyone's agreement - they are sequenced in loose time order and to encourage alternating Power/Status and Everything Else conflicts, but beyond that they are flexible.  If you found the Christmas Ball unappealing, for example, it would do no harm at all to substitute the annual Winter Carnival or another sporting event.