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General Forge Forums => Actual Play => Topic started by: TonyLB on February 02, 2005, 01:22:10 PM

Title: [Universalis] Furry Sixties
Post by: TonyLB on February 02, 2005, 01:22:10 PM
So Dreamation (http://www.indie-rpgs.com/viewtopic.php?t=14127) was winding down, and Michael gathered us all around for a game of Universalis.  I wish I could remember everyone's name, but I can't.  Here's where we went:

We listed some tenets:[list=1]
Title: [Universalis] Furry Sixties
Post by: CPXB on February 02, 2005, 06:18:43 PM
About the whole "winning" thing, one of the people I've played Universalis with did precisely that.  He would only spend coins to win complications to get more coins.

It was only a one-shot, and he didn't like the game, but talking about it with people who do like Universalis, if that sort of thing had continued we would have started making rules gimmicks to eliminate abuses.  Indeed, even in that game the guy wanted to add -- no lie -- "cybernetic body x 10" and I just challenged it outright as being silly.  There was wide support for it and the player, instead, just spent ten coins to get ten extra dice for the complication . . . which if a player tried that, again, I would challenge on the spot unless he could really convince me that the situation merited that many extra dice.

So I guess I'm saying that the rules gimmick system and challenge system easily check players who try to dominate the game economy.  But even truer, I think, is those sorts of players probably will not like Universalis in the first place.
Title: [Universalis] Furry Sixties
Post by: TonyLB on February 02, 2005, 06:23:57 PM
Ummm... isn't that essentially saying that it's socially unacceptable to play according to the rules?

EDIT:  But, more to the point, I'm not talking about people spending 10 coins on cybernetic body.  I'm talking about people having a HUNDRED coins in hand, as the natural outgrowth of a story that they're happily co-creating with the other players.  Scarcity of resources ceases to be an issue at that point.
Title: [Universalis] Furry Sixties
Post by: Michael S. Miller on February 02, 2005, 07:00:56 PM
Tony, thanks for posting this. The story was jumping like a toad on a ... um, never mind.

BTW, the players besides Tony and I were Andrew Morris (indie stalker that he was--everytime I turned around, there he was!), Toby (last name unknown) and Shawn DeLancey (possibly misremembering last name--maybe if I'm wrong enough, he'll post to correct me!). And Shawn actually framed the first scene and created JFK. I just stole Control and breathed life into him, for this generation and for ... um, never mind.

Stray thought: That "dialog is free" rule is part of the culprit with the coin inflation problem. Let's see, I seem to recall at least one coin for each of in that first scene alone that would have been spent on dialog. I think, due to end-of-con weariness, we were also playing a bit fast and loose with paying for events. If you look at the examples in the book, they pay for every little thing.

Of course, I've never played Uni for longer than one session, so I can't say for certain.
Title: [Universalis] Furry Sixties
Post by: Shawn De Arment on February 02, 2005, 07:24:41 PM
I was the allegedly clever guy.

I have played Uni a number of times, and I was impressed with the coherency in this game. Normally in face-to-face games with a new group there is a stumbling around period.

I set the first scene and Tony (the real clever guy) immediately picked up that I was heading for a bay-of-pigs pun. Between pushing the animal puns and Michael's JFK accent, the story seemed to flow easily.

Tony, I don't think you have to worry about Uni in the long run. In the middle of play rules gimmicks can adjust the coin totals if necessary, but I have never seen it get to that point. Generally, rich players just make more stuff (or pay more for the things they buy and do).
Title: [Universalis] Furry Sixties
Post by: TonyLB on February 02, 2005, 07:46:38 PM
I don't think the game suffered from people not paying coins for all the things they defined.  I think some players suffered for it though.

I was as close to utterly scrupulous about paying for things as I could manage.  Because the way I see it, any trait is a potential income source in later conflicts.

If I get to use the trait... great!  Income for me!

If someone else gets to use the trait... great!  They're helping me to tell the story that I set out to tell.
Title: [Universalis] Furry Sixties
Post by: CPXB on February 02, 2005, 09:08:50 PM
Quote from: TonyLBUmmm... isn't that essentially saying that it's socially unacceptable to play according to the rules?

EDIT:  But, more to the point, I'm not talking about people spending 10 coins on cybernetic body.  I'm talking about people having a HUNDRED coins in hand, as the natural outgrowth of a story that they're happily co-creating with the other players.  Scarcity of resources ceases to be an issue at that point.
Rules gimmicks and challenges are the rules.  ;)

I have never seen that happen and I've played a fair bit of Universalis.  IME, players get slightly embarrassed to have a lot of coins when other people have none.
Title: [Universalis] Furry Sixties
Post by: CPXB on February 02, 2005, 09:10:20 PM
Quote from: Michael S. MillerStray thought: That "dialog is free" rule is part of the culprit with the coin inflation problem.
Dialogue is free, anyway.  A person who controls a component can engage in dialogue at any time for free.
Title: [Universalis] Furry Sixties
Post by: Valamir on February 02, 2005, 09:54:39 PM
Ha, hysterical.  That ones going up on the website with my next update.

Re: Coin Inflation, in the long run there are two self balancing mechanism to deal with it in the game before Gimmicks and the like become necessary.

First, if you add alot of Traits to Components in order to generate more Coinsin Complications it also takes more Coins to eliminate a Component from play.  That can soak up a goodly amount of Coins in certain sorts of games.

Second, Challenges tend to naturally get inflated too (IME).  People tend to think in terms of what portion of their Wealth they're willing to commit to winning a Challenge, and if they have 10 Coins in front of them they might be willing to go 2 Coins.  But if they have 100 Coins in front of them they'd be likely to go as high as 20.

Beyond that, the rules recommend altering the starting Coins and Refresh rates to accomodate whether your group tends to pay more or less Coins for a given amount of game statements.  Heck, I don't suggest it outright, but there's nothing that says you can't have a negative refresh rate...

Also some rules that often get overlooked in the heat of the moment in one shot demo / type games are paying Coins to Interupt and Take Control of Components.  If you have a lot of trading off of Components in a scene, alot of Coins can get spent that way.  


Re: Dialog.  In the rules Dialog does cost 1 Coin because its technically an event.  Jack punches Bobby is an Event for 1 Coin.  Jack talks to Bobby is an Event for 1 Coin.  The actual words of the dialog don't cost themselves except for those things that you want to make Fact in the game.  For example if a player were to have Bobby say "no way Jack, I'm not messing with the Black Widow" the sentence is free.  But you could easily buy any of a number of possible Traits related to the statement like "Bobby fears the Black Widow", or "Bobby refused a vital mission", or even "Bobby like to make Jack beg before giving in" etc.
Title: [Universalis] Furry Sixties
Post by: Tony Irwin on February 20, 2005, 10:12:14 AM
That sounds like it was great fun. I was wondering, did the humour ever get in the way of the game?

Also did anyone implement the rules about using their coins to subtract dice from other people's dice pools, or using their coins won in a conflict to subtract the coins other players win in a conflict? It often means that the winner is the only one to come away with coins (and its a very few).

I've found those two rules really purge coin bloat and also add a new intensity to play.

Tony
Title: [Universalis] Furry Sixties
Post by: TonyLB on February 20, 2005, 10:21:12 AM
Those rules sound wholly unfamiliar to me... and since my experience of the rules is only what happened in this game, I'm inclined to think that those rules didn't get taught.
Title: [Universalis] Furry Sixties
Post by: Valamir on February 20, 2005, 12:43:04 PM
Which two?  The two I mentioned above, or Tony Irwin's two.

If Tony's, I'm not entirely surprised.  Both of those rules tend to be among the first to get house ruled away with Gimmicks.  For some people the idea of taking away other's dice before they can earn Coins with them, or just flat out taking away the Coins they've earned seems undesireable.

In practice, however, I find those two rules lead to tighter stories.  Part of that is the removing Coins from play effect which means players, having fewer Coins, have to be more precise with their use.  And part of it is that when you win a Complication it is possible (especially if the bonus Coins are lopsided in favor of the winner) to completely (or nearly so) shut the loser out of the resolution.

While it may not be desireable to do this ALL the time.  At times it helps to ensure that the winner's vision doesn't get diluted in that instance.  It also provides additional motivation for both sides to try to win.  While it is true that the loser can get all of their Coins back and have some narrative authority...the threat that sometimes this might not happen helps keep all players more involved in the Complication.
Title: [Universalis] Furry Sixties
Post by: TonyLB on February 20, 2005, 02:41:49 PM
I was referring to the ones Tony Irwin posted.  I agree with you that they'd make for tighter stories.  My experience is that when people take away the parts of games that they fear will hurt other people's feelings, what they're actually doing is removing the only objective check that could, in fact, be applied without causing hard feelings.  But that's just me.