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Price to Pay - a collaborative storytelling game

Started by Osmo Rantala, September 20, 2007, 11:28:23 PM

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Osmo Rantala

I have set behind in priority my other game projects, for now, and I am going to focus on this http://baronthoughts.blogspot.com/2007/09/price-to-pay-basis-of-my-new-game.html project, until it is well-defined enough to be called "ready", as I hope to use it for the upcoming campaing of one of my current game-groups.

Price to pay features, among others, the following things:

  • Different kinds of dice used depending on Traits and Flaws that are used in resolving a conflict
  • Collaborative storytelling, where all the players, including the moderator (think: kind of GM), create the story and game-experience they want together
  • Easy to use rules and lightning-fast character creation, that support play styles of all kinds
  • Generic and all-compatible game system: not tied to a specific setting, genre or play style

The rules shouldn't be hard to use or hard to learn, although they do take some space, written as they are, and I have come up with (hopefully) helpful and clear examples to help digest the rules, but if you find them confusing or hard to understand/learn, let me know.

Tell me what you think of it? Is it a success? Do you think it has potential? Is it a lost cause? Can you think of a better name for it than the one I gave it? Do you have any suggestions? All feedback other than junk posts are appreciated.

Also, if any of you would be willing to playtest it, let me know. I'd appreciate it.

Thank you for your interest.

Rafu

Raffaele Manzo, "Rafu" for short
(...And yes, I know my English sorta sucks, so please be easy on me...)

Osmo Rantala

http://baronthoughts.blogspot.com/

That one should be more helpful, although I already removed the entry this thread was about.

Callan S.

Hi Osmo,

I can't seem to find it on that page?

Anyway, can I ask - does it have a big question at the start of the game, then gets into setting and mechanics? I'm terrible with reading RPG's where it talks about setting or mechanics first.
Philosopher Gamer
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Osmo Rantala

Hi Callan. Soryy, I removed the original version of the rules and due to personal reasons have been unable to write the next one. But for the sake of clarity, what do you mean by a "big question"?

Callan S.

Well, like a movie has a big question - the big question in the matrix might be loosely worded as 'What is freedom?'.
Philosopher Gamer
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Osmo Rantala

Ah, now I get it. Yeah, that seems to be the problem, I designed a playable mechanic, not a game, so it doesn't really have a big question. I would rather have this thread die, as I will most likely not write a new version of the rules, although I might salvage the mechanic for use in some other game (I do have more deserving things under development, I just seem to be unable to get any work done on them).

BigElvis

The problem is actually that the mechanic and the big question have to be designed at the same time, so that the mechanic supports the question. You cannot design a mechanic and then just throw big questions at it.
Lars