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General Forge Forums => Actual Play => Topic started by: Clinton R. Nixon on January 06, 2005, 10:31:36 PM

Title: [DitV] Wisdom's Ghost
Post by: Clinton R. Nixon on January 06, 2005, 10:31:36 PM
After an exceedingly lethargic - but still good - game of Sorcerer, my biweekly group has moved to Dogs in the Vineyard. This week, we created characters and went through initiation. We liked it so much that we're playing it weekly instead of biweekly.

None of the three players were incredibly familiar with the setting besides knowing it was a Western in which you play religious missionaries and problem-solvers. I did read a bit of the setting out loud, but that overview is really all we needed.

I really dug how character creation worked. At the start, not a single person seemed to have even an inkling of what they wanted to play. So often, you sit around and figure out what sort of character you want to play, and when that's done, then you start figuring out the game qualities of the character. It's anti-climatic. In Dogs in the Vineyard, you figure out who your character is, and look down and you've got game qualities. It's nice. Honestly, the best part is the first part: choose whether your character is well-rounded, has a strong background, complicated background, is from a strong community or complicated community. That's half of designing who your character is right there.

We ended up with:
Title: [DitV] Wisdom's Ghost
Post by: Kaare Berg on January 07, 2005, 04:37:50 AM
Damn it Clinton, I was all set to run HQ Star Wars this weekend now it looks like a DitV session is brewing.  

Quick one of the top of my head, in Zeb's initiation, how did you play it out?

As far as I get it what was at stake was: Can Zeb overcome his Claustrophobia. But the conflict sound like Can Zeb break out of the closet (no play on word intended).

I am currently getting to grips with the nuts and bolts of Conflict resolution, so I am curious how you did this. I had much the same problem in my inital run of DitV, with unclear and vagues statements about what was at stake. Got better as we played though.

Waiting impatiently for the next installment.
Title: [DitV] Wisdom's Ghost
Post by: Clinton R. Nixon on January 07, 2005, 09:17:23 AM
Quote from: Negilent
Quick one of the top of my head, in Zeb's initiation, how did you play it out?

As far as I get it what was at stake was: Can Zeb overcome his Claustrophobia. But the conflict sound like Can Zeb break out of the closet (no play on word intended).

I know exactly what you're getting at here, but I'm pretty sure I did it right. Basically, I played it as "will you continue to freak out about being in a closet, or accept it and be calm?" Whether or not he broke out was not the conflict, although it was the end result that he did break out. Calling on his claustrophobia trait to break out settled it - the claustrophobia won. Notice that the player was playing the character with claustrophobia, and this caused him to win and me to lose, so he didn't overcome his claustrophobia.

The nice part is he has a new trait that he can use to flip out and break free of his bonds when someone traps him in a small space.
Title: [DitV] Wisdom's Ghost
Post by: lumpley on January 07, 2005, 03:24:51 PM
Well that sounds fun! Do you have a first town in mind?

-Vincent
Title: [DitV] Wisdom's Ghost
Post by: Clinton R. Nixon on January 07, 2005, 03:30:15 PM
I do have a first town all written up. I had it for last week, but we didn't get to it. 'Cause my players might be reading, I'm not going to give it all away, but I devised a town that's all about the relationships between parents and children - adult children - and subversion of gender roles. I hope it'll be fun.
Title: Cobb pipes up
Post by: Nyarly on January 07, 2005, 04:33:26 PM
As Perserverance's player, I have to say I'm way much more excited about this game now that it's underway.  I could suddenly see a revisit of roleplaying times past, staggering through into the wee hours on caffeine and enthusiasm.  By the time we were done with initiation, I was ready to play through the entire town right then.  

It seems like there were a couple mechanical issues we should clear up before next time (the fact that the die used to Turn a Blow is half of your Raise, and we didn't get to Helping), but honestly I don't think that it's much of a deal a'tall.

Finally, I'm now waiting for my copy of Dogs, because a skim of Clinton's copy and character creation has me completely pumped to play this game.

Judson