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The World, the Flesh, and the Devil

Started by lumpley, February 23, 2002, 02:51:05 PM

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furashgf

Have there been any updates to WFD recently, e.g., more comments about using annotations, etc.
Gary Furash, furashgf@alumni.bowdoin.edu
"Life is what happens to you when you're making other plans"

hardcoremoose

Gary,

Paul's in Toronto right now and left me with the WFD reigns.  Naturally, I couldn't resist posting some sort of reply to your question.

I wouldn't expect any huge changes to the basic WFD rules, at least not yet.  He's agonizing over the details, but the basic concepts remain intact, or so I've been lead to believe.

Nonetheless, keep your eyes peeled...I think WFD will be generating much conversation in the months ahead.

- Scott

Paul Czege

Hey Gary,

I haven't changed the rules document, but I consider the following re-architecting of the GM's dice (from earlier on this thread) to be the only official change:

+ + + + + -
+ + + + - -
+ + + - - -
+ + - - - -
+ - - - - -

Still, I don't consider the change immutable, and if you have comments about using the +/- architecture in the rules document, or actually decide to play the game with the old +/- architecture, I'd love to hear about it.

You might also want to read my post to Kenway on http://indie-rpgs.com/forum/viewtopic.php?t=1574">this thread. It uses the phrase "uncertain creative input" and supporting text to clarify my thoughts on the functioning of the WFD die in conflict resolution, and perhaps more importantly, it provides guidance on how to think about "intent."

I hope you have fun. I hadn't realized you'd managed to put a group together so quickly after the http://indie-rpgs.com/forum/viewtopic.php?t=1260">Vampires are Killing Me situation. Congratulations.

Paul

								
My Life with Master knows codependence.
And if you're doing anything with your Acts of Evil ashcan license, of course I'm curious and would love to hear about your plans

furashgf

Actually, I don't have a group yet, but there's a gaming convention coming up and I'd love to run it as a demo.  It seems like a nifty narritivist game to use for such a thing: very few rules, generate a story in a tiny amount of time, etc.

Unless I'm missing something, there's a general assumption that the "characters are as capable as they need to be," like in Ron Edwards' "Sword and Sorcerer."  In most RPG games (and this is fine), the results of, say, a combat in terms of literal success or failure are determined by the mechanics.  In WFD or "Sword and Sorcerer," there's no problem with assuming your character nearly always succeeds, regardless of the die rolls, unless there's some story related reason why a failure would be cool.  For example, a Devil + or - used in a combat conflict w/ someone else could yield a literal success - you win, but mean something different depending upon the result.

I may have misunderstood your mechanic, so apologies in advance.
Gary Furash, furashgf@alumni.bowdoin.edu
"Life is what happens to you when you're making other plans"

furashgf

I'd like to run 'The World...' at an upcoming local gaming convention.  Any ideas for demo play (seems perfect for it - few rules, any premise)?

Gary
Gary Furash, furashgf@alumni.bowdoin.edu
"Life is what happens to you when you're making other plans"