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Kill Bill Inspired Mechanics

Started by Ben O'Neal, May 16, 2004, 03:41:57 AM

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Rob Carriere

Quote from: RavienAlso, come to think of it, it also doesn't fit with the inability of PCs to die
Oops, forgot about that part. My bad.

How about: A PC can only be killed by another PC who is not on his list? That way you retain the effect that you cannot be killed by those you are hunting.

SR
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Kirk Mitchell

As I see it, the game is narrativist/gamist. The game has narrativist tendancies (narration out of binds etc.) but also has a focus on "winning" (killing the people on your list). But all in all, it sounds like a very good idea.

I think that the endgame and the progression onto another vengeful character has potential. That way you can display the cycle of revenge.

What if the character kills the people on his or her list, and then you play as the next character who is seeking revenge for killing the people on the previous character's list. I don't think that player characters should be killed at all. Having them be killed steps away from the Kill Bill mould. I also like the idea of players against each other.

How about narrating out of a bind (to encourage this sort of behavour) gives some sort of reward, extra coolness, more story power, whatever you want to give players as a reward. But the first player to kill off all of the people on their list becomes the GM and they take over the game, and their character becomes one of the people on the previous GM's list. Then the next person to kill off all of their people becomes the GM and their character becomes a target for the previous GM. And so the cycle of blood continues... Dumduuummmm!

Just some thoughts.

(oh, and I found out that I have access to PhotoShop so I'll be right. Thanks though) :)

Kirk
Teddy Bears Are Cool: My art and design place on the internet tubes.

Kin: A Game About Family

Ben O'Neal

QuoteI don't think that player characters should be killed at all.
PC's cannot die. Once a player retires a character (because they have reached endgame), that character becomes an NPC, and thus able to die. By analogy, Bill may once have been a PC, but now he is an NPC because the "player" (Tarantino?) has retired him and takes over The Bride as thier character.

QuoteI also like the idea of players against each other.
Me too, but it seems to be incompatible with PC's being unable to die.

QuoteHow about narrating out of a bind (to encourage this sort of behavour) gives some sort of reward, extra coolness, more story power, whatever you want to give players as a reward.
Already does. You can increase your Luck by triggering and narrating a history relevant to your escape from the bind. You can increase your Grudge by narrating your way out of a serious debilitating bind using only present-tense.

QuoteBut the first player to kill off all of the people on their list becomes the GM and they take over the game, and their character becomes one of the people on the previous GM's list.
Not a bad idea, but it makes killing everyone on your list a race, which I don't want. I want players to relish their revenge, embellishing every cool step of the way, and I want players to "take turns" so-to-speak, so that their is no inter-player competition (as opposed to inter-character competition) for playing rights. This is especially important because I want players to co-operate with each other to help individual players narrate their binds and histories.

Basically, I want play to involve players helping each other out and co-operating to collectively create a very cool shared imaginary space that all enjoy. I don't want players to compete to have the shared imaginary space dominated by their own cool ideas.

-Ben

M. J. Young

Quote from: DumirikThe game has narrativist tendancies (narration out of binds etc.)
To attempt to clear up a misunderstanding, the use of narration as part of a system or mechanic in play has nothing to do with narrativism. Using narration to get the character out of a bind is a gamist application of a narration technique.

In this game, there would have to be some sort of relevance to choices related to moral issues for narrativism to have any part. Collateral damage issues might provide such a thing, if somehow it was worked into play that this was something the player needed to consider. I didn't see the movie, but from the description of the game I don't see any narrativism in it. It's definitely shaping up gamist. Even the plot immunity afforded player characters is gamist--it isn't about their character dying, but about how they kill their targets.

--M. J. Young