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Archive => Indie Game Design => Topic started by: Keith Senkowski on September 20, 2004, 08:28:27 PM

Title: [The City] Rough Cut Game Idea
Post by: Keith Senkowski on September 20, 2004, 08:28:27 PM
Hey,

So I was sitting in traffic and thinking about Sin City and realized I wanted to make a game that captures that, Chow Yun-Fat movies & Film Noir and started jotting down ideas.  Here is what I came up with:

Mechanic
Title: [The City] Rough Cut Game Idea
Post by: Keith Senkowski on September 23, 2004, 02:42:01 PM
Hey,

Another idea for the resolution mechanic:

Conflict Resolution
Title: [The City] Rough Cut Game Idea
Post by: TonyLB on September 23, 2004, 03:21:41 PM
General worry #1:  Dice Pools.  They're slow.  They're almost entirely non-random.  They don't allow much in the way of gradation of facts.

You're going to be talking about pretty large dice pools (eight to ten, at least, every single action of a combat).  It looks unwieldy to me.  I tried something like it in Capes, and it was unwieldy there.  But maybe you've got a better way... hard to say.

General worry #2:  Movies like "The Killer" and "Hard Boiled" don't really have opposed actions, as far as I can see.  They have unstoppable people wreaking stylish havoc, largely on bands of mooks who don't stand a chance in hell of stopping them.

If you design primarily for opposed actions I worry that you're designing for the once-in-a-story final climax, and not giving folks the game mechanics that they'll need to do everything leading up to it.

General worry #3:  Are you trying to simulate the genre (i.e. "I can't be out of bullets, I still have guns left") or are you trying to address a premise common to it (e.g. "One cannot fight monsters without becoming a monster") or something else?  What you've got right now is a conflict mechanic, but it is entirely possible that your game won't need a conflict mechanic.  Many don't.

Mechanical Quibble #1:  Isn't 1-Graft, 1-Grit, 8-Guts a powerfully minimaxed set of attributes?  Yeah, yeah, I know, they're going to horribly embarass themselves every time they try something easy... but if they've got a huge pile of power when it really counts, isn't that worth it?
Title: [The City] Rough Cut Game Idea
Post by: GregS on September 23, 2004, 03:24:54 PM
As a fellow fan of the genre, I both see a really strong point to this system and a potential negative.  The positive is that firm target numbers make the dice rolling, and finding successes, easy.  The potential negative is that, with the sheer volume of combat, I'm a little concerned tossing out tons of dice, stopping to find the result, and then moving on may break up your guns akimbo feel.  Mainly because there are sooo many actions per fight that sorting out the dozens of gunshots and effects may be a little slow.

I've got three ways to address this so far, if you're even worried about it.  The first is to do "groups of attacks"; i.e. when Li makes his attack roll, it's not "a kick" it's "a flurry of kicks all thrown at incredible speeds".  I like this in abstract, but I think gamers, historically, have kind of shunned the concept when other games have done it.

The second option is to significantly limit the number of dice in the pool, but this can make it hard for distinguishing the heavy skill disparity between the heroes and the thuggies.

Finally, is to break the mold and have a genre specific dynamic to accomplish the goal.  It may seem a bit radical, but since those fights are always "seat of the pants" anyways, I have cool visions of a little chart that tells you "6 successes means you have landed 3 fists, 2 feet, and an elbow" so it's presented in a story, rather than literal, sense.  The other thing that comes to mind on this line is to, in example, compare the "Fu" value of each character when the action begins, with the attacker rolling a number of dice equal to the difference between their Fu and the defender's Fu (minimum of 1).  That way, you're rolling a low number of dice, and it's directly effected by the skill levels of the combatants.  For gun fights this would be the difference between the attackers "Shoot 'em Up" and the defenders "Dive and Dash".
Title: [The City] Rough Cut Game Idea
Post by: Keith Senkowski on September 23, 2004, 04:12:39 PM
Hey,

Thanks for the feedback.
General worry #1...
How are they slow and non-random?

General worry #2...
I was thinking of abstracting the action.  Instead of rolling against each goon individually, rather rolling against a given situation with maybe a chart of the Difficulty of various situations.  Win and you narrate how you handle it.  Lose and the GM narrates (or maybe get rid of the GM and use some sort of collective storytelling thing, dunno?).

General worry #3...
Interesting point.  I'm not entirely sure.  I think the most important part of the genre is the personal conflict of the characters (Virtue vs Vice).  To draw from Sin City, Dwights issues with releasing the "monster" or his problems with women (which are related).

Mechanical Quibble
I was thinking of having a cap of 4 for any one trait or something.  Maybe even lower the total number to divide into the Traits to say 7 with a cap of 3.
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with the sheer volume of combat...
I think that is why it needs to be abstracted to situations opposed to round by round challenges...  I think that is the only way to keep with the raw energy of the genre.

little chart that tells you
Do you mean some sort of guide?  Or is this kind of like how Curb Your Enthusiasm is put together?  If you are unaware, since it is mostly all improve they only write scenes or sometimes write up a few lines they want an actor to say, but the when and how is up to them.

compare the "Fu" value
This is an interesting idea.  It essentially eliminates any sort of opposed roll.

Keith
Title: [The City] Rough Cut Game Idea
Post by: TonyLB on September 23, 2004, 04:24:07 PM
On dice-pools and randomness, I recommend this thread (http://www.indie-rpgs.com/viewtopic.php?p=130413).
Title: [The City] Rough Cut Game Idea
Post by: Nathan P. on September 23, 2004, 07:43:56 PM
Thought that popped into my head while skimming this thread, and maybe not one that will work for you at all, but -

Yer rolling a handful of dice for each attack. What if, not only do you read the dice to determine the overall outcome (I win with 3 successes), but the individual result of each dice codes to different individual hits/strikes/whatever (I rolled two 3's, two 4's, two 5's and a 6, so I punch him twice (two 3s) then pistol-whip him (a 5)).

I guess this is kind of a specification of the "each success means a fact" thing, but it may be genre-appropriate and fun. Each weapon or style gets a different spiffy little chart, or something.

Again, just a thought.
Title: [The City] Rough Cut Game Idea
Post by: Ron Edwards on September 25, 2004, 02:00:51 AM
Whoa, gotta say:

Keith, you must, must read and internalize the content of Extreme Vengeance. This is one of the finest RPGs available, belied by its over-humorous presentation.

Really, not kidding. Get, read, process, and come right back to this thread topic after.

Best,
Ron