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General Forge Forums => First Thoughts => Topic started by: Keith on September 25, 2008, 08:58:23 AM

Title: Two vital concepts missing!
Post by: Keith on September 25, 2008, 08:58:23 AM
So I've got this World War 2 game a-brewin' where the players play a band of werewolves dropped behind enemy lines for a special mission.  I've done something different for the GM - instead of it being a person, it's a roll.  You roll dice, and the players get together and interpret the roll for the next scene - it frames the scene and sets the scene's initial conflict.  I want to keep this 100% in the dice, I want the dice to be the game's GM.  I want them to set scenes and arbitrate anything required.

The basic idea goes as such:

Thanks for reading all that.  The problem I have, you've probably noticed - for one, I don't have a way for the target numbers to be reached.  I'm thinking, maybe you roll for story-important actions and the result goes towards the target number, but I want to keep the dice somewhat universal - that red d8 always means one thing, that purple d4 always means the same thing, etc.  (note however that I don't have any concept of what dice to use or what they mean, I just know I want to keep it very basic and very open)

For two, the notion of having the dice frame the initial scene and conflict seems way too complex, but I know there's a way.  I'm trying to avoid "roll this, then consult this chart".  Rather, I want the results to be simple, like say, "All even numbers mean this, and all odd numbers mean that.  Also, if you rolled a 1, 2, or 3, it's good - 4, 5, or 6, it's bad", along that vein.  Universal and simple.  I'm just not finding the words to tie into mechanics.

Any help with these two problems would be much appreciated, as would any general feedback.  Thanks!

(My ideal vision is for everyone to roll dice initially and then the results give you a loose skeleton that you as a group interpret and flesh out.  Then, you grab dice mid-scene to change things.  It would be an issue of, Should I roll these or not?  It could help, but it might hurt, and with half the player saying, "Do it, we need it!" and the other half saying, "Don't, we'll never make it!")

Title: Re: Two vital concepts missing!
Post by: Vulpinoid on September 25, 2008, 12:40:57 PM
I'll give what seems to be my standard response at the moment...

"Why not try cards?"

With custom generated cards for the game you can write up some basic scene development concepts and have them drawn randomly at the start of each scene. You might have location, threat, victory benefit, failure penalty, difficulty factor all present on the same card, or you could have two (or more piles) with these factors distributed amongst different piles (eg. This pile determines location and possible results of victory, while that pile determines the actual confrontation and the penalty suffered by failure..combining a number in the top right corner of each card might generate the difficulty factor).

For a basic version of this, you'd just have to come up with some templates that fit into normal card sleeves, and a couple of sample scenes. At a more advanced level, you could come up with a system for generating these and allow the players to generate their own scene elements. This would give even more narrative ownership to the players.

I realise it get's away from your concept of "100% in the dice", but it's quicker and doesn't involve table look-ups during the flow of the game...

It's just an idea...

V
Title: Re: Two vital concepts missing!
Post by: chronoplasm on September 25, 2008, 09:28:16 PM
It might be useful if you used some special dice with symbols instead of numbers for rolling scene concept (depends on your publishing goals, however).

What kinds of dice are you thinking of using?
Title: Re: Two vital concepts missing!
Post by: Keith on September 25, 2008, 11:29:09 PM
Quote from: Vulpinoid on September 25, 2008, 12:40:57 PM
I'll give what seems to be my standard response at the moment...

"Why not try cards?"

With custom generated cards for the game you can write up some basic scene development concepts and have them drawn randomly at the start of each scene. You might have location, threat, victory benefit, failure penalty, difficulty factor all present on the same card, or you could have two (or more piles) with these factors distributed amongst different piles (eg. This pile determines location and possible results of victory, while that pile determines the actual confrontation and the penalty suffered by failure..combining a number in the top right corner of each card might generate the difficulty factor).

For a basic version of this, you'd just have to come up with some templates that fit into normal card sleeves, and a couple of sample scenes. At a more advanced level, you could come up with a system for generating these and allow the players to generate their own scene elements. This would give even more narrative ownership to the players.

I realise it get's away from your concept of "100% in the dice", but it's quicker and doesn't involve table look-ups during the flow of the game...

It has its merits, and I hadn't thought about it.  It doesn't use dice, no, but I really want the dices' function (GMing) to be entirely held within whatever device is used.  So if there's cards, I want it to be completely and totally obvious what happens JUST by using the cards.  And it's a good idea - I could actually use a combination of dice and cards for more flexibility.  Draw some custom cards, they give you a framework, and you use dice to flesh it out.  (though that doesn't keep it just in the cards, that splits duties between two things... but, eh, I can live with that.)

So it's an idea I'm going to work over and keep open.  Thank you.

Quote from: chronoplasm on September 25, 2008, 09:28:16 PM
It might be useful if you used some special dice with symbols instead of numbers for rolling scene concept (depends on your publishing goals, however).

What kinds of dice are you thinking of using?

I'm aiming for standard d6s, d10s, things you'd already have lying around.  So, you get the rules, grab some of your own dice, and you're good to go.  I want to keep the required accessories to a bare minimum.
Title: Re: Two vital concepts missing!
Post by: chronoplasm on September 26, 2008, 06:39:25 AM
Ah. I see.

Heres an idea:

The person who chooses the "I will take those bastards down" claim gets to choose who those bastards are. Their roll determines a point pool that they have to spend to create a group of adversaries.
The person who chooses the "I will prove my competence" claim gets to determine the nature of the conflict. Their roll determines danger level.
The person who chooses the "I will save my own skin" claim gets to create the location. Their roll determines a point pool that they get to spend to fill the location with things that are advantageous to the players I.E. escape route, etc.
Title: Re: Two vital concepts missing!
Post by: Keith on September 27, 2008, 01:36:38 AM
Quote from: chronoplasm on September 26, 2008, 06:39:25 AM
Ah. I see.

Heres an idea:

The person who chooses the "I will take those bastards down" claim gets to choose who those bastards are. Their roll determines a point pool that they have to spend to create a group of adversaries.
The person who chooses the "I will prove my competence" claim gets to determine the nature of the conflict. Their roll determines danger level.
The person who chooses the "I will save my own skin" claim gets to create the location. Their roll determines a point pool that they get to spend to fill the location with things that are advantageous to the players I.E. escape route, etc.


Seriously digging this.  The only, only problem is, I now have four claims, and I don't want to force the game to have a certain amount of players.  I guess, technically, I could condense down to three.  But then, what if there's more players than claims?  Maybe, "If you have X amount of players, you use these claims".  Or maybe each player makes their own claim

I do like that scene framing and content is divided between players, though.  Here's what I tried:

1.  To start, everyone takes some index cards and writes the beginning of a sentence, like, "We can't go this way, because..." or, "The group doesn't trust me, since..."  And then mix these up.

2.  To start a scene, pick a card at random.  Determine a winner, and that winner fills in the rest of the sentence.  This provides a basic scene frame.
Determine some sort of victory condition or way for the scene to end, some sort of target number.  Not sure how yet.

3.  Roll to give things impact, and the result colors the scene and puts points towards your target number.

4.  Rolling mid-scene involves you grabbing one of several claims (they weren't going to take affect immediately anyway, this is more natural) as a response to all the threat.  By doing this, you get to drastically change how the scene goes according to what you picked.
Each response lets you make a roll which gives you lots of points towards the goal.  It also makes you immune to dying in the scene, but increases the chance the other players will die.

5.  There's also a Carnage die, which gives you mucho points by having you transform into a werewolf.  And either, you roll and get a Safe Number (I'm thinking that stress and conflict gives you some numbers) and you take out the baddies, or you get a Dangerous Number and immediately kill another player, who then becomes your primal side.  Transforming is addictive - you get tons of benefits after doing it, plus each time you do it.

6.  Taking into account all the risk from rolling mid-scene, dish out injuries.  You can take one or two injuries before you die.  There's a good chance you'll take an injury, but it's not certain.

Suspense and dread rule the day.

Any further feedback is still appreciated, I'm far from concrete about all this.  It's been wonderful so far.