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[Chthonian] It's back (thanks to the IGC)
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Topic: [Chthonian] It's back (thanks to the IGC) (Read 511 times)
Zak Arntson
Member
Posts: 839
[Chthonian] It's back (thanks to the IGC)
«
on:
May 26, 2004, 12:53:38 PM »
Okay, I'm looking at
Terra Australis
, and it weirdly adds the features I was missing (but wanted, in some form) from Chthonian: Evidence and Resources.
During the Chthonian playtests, the biggest conceptual hurdles for me were to allow for a shared mythos creation, and get the player's (not just the characters) emotionally involved. I didn't have these things in the rules, and I wasn't sure about how to get them in.
With Terra Australis, that's the entire system. How do you combine shared mythos creation & emotional involvement. Hence the reduction of the entire system to a single roll (which creates evidence, resolves conflict, and stresses resources). After reading and considering Ron Edwards'
Trollbabe
, I simplified Terra Australis even further, reducing a character to a set of resources (no scores, no nothing, just the name of the resource).
Then I realized that I have two games with the same design goal: Fight monsters, create a shared mythos, stress resources (resources being people, mostly). So why not combine the two systems? Now I have Chthonian, with a Terra Australis supplement. Chthonian characters have:
[*]Skills (Role, Investigate, Aware, Fight, Attitude), each with descriptors (that can be used as a resource).
[*]Safety, in-game "health", spent as a resource or damaged during conflict.
[*]A list of resources: PCs, NPCs and items (maybe history and destiny will come into play, too) that are used.[/list:u]
The last one is key. All other PCs are a resource. NPCs are a potential resource. if you use these resources (gain bonus dice), there is a chance to damage the resource, or even remove it. Chthonian's design very much stresses decisions based on survival, wrapped around the gambling of a resource in order to succeed. With the addition of PCs & NPCS as resources, I hope to get the emotional player investment.
Now, two questions.
1.
With the design supporting play based on gambling resources for survival, am I risking rules that encouarge incoherent play?
I may have some players pushing for biggest reward, and spending resources at a purely metagame level. Other players will approach the issue of spending PC/NPC resources, and ask the question: "Is it worth sacrificing the well-being of others for my own gain?" Do these two options complement each other? Contradict each other?
2.
How do I encourage the shared creation of Evidence/Mythos?
My current thinking is that new facts become another resource, usable by the entire group. Any other suggestions?
Logged
Zak
Harlekin-Maus Games
John Harper
Member
Posts: 1054
flip you for real
[Chthonian] It's back (thanks to the IGC)
«
Reply #1 on:
June 01, 2004, 09:26:36 AM »
I just wanted to say: YEEEHAW!
I somehow mised this post from last week. As Zak knows, I'm a big fan of Terra Australis, and it does seem to be a perfect fit for Cthonian.
Now, some answers:
1. I think you have to build the game assuming that a player will always go for the biggest reward with the smallest risk,
given several options
. The reason Sorcerer works both as a thematic engine as well as a tight mechanical reward system is that it does not allow multiple paths to (say) demon summoning. You always have to match your Will - Humanity vs. the Demon's power, and risk Humanity loss as a result. There's no other way to do it. If you want more power at a metagame level you have to address the thematic element of the game (Humanity).
As long as the most-sensible risk/reward method at a metagame level corresponds to the thematic element, you're good to go.
2. I like the idea of new facts becoming a group-resource. I don't have any other bright ideas at the moment, but I'll mull it over.
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Agon
: An ancient Greek RPG. Prove the glory of your name!
Zak Arntson
Member
Posts: 839
[Chthonian] It's back (thanks to the IGC)
«
Reply #2 on:
June 04, 2004, 08:49:17 AM »
Quote from: John Harper
1. I think you have to build the game assuming that a player will always go for the biggest reward with the smallest risk,
given several options
.
Oh man, big duh on my part. That's one of those things made obvious once it's pointed out to you. I think that's where my uncomfortability comes from on an intuitive, but not conscious (until now) level. I have multiple ways to spend resources, but I haven't considered the thematic (PC & NPCs and Safety as a resource) vs. less-thematic (Skills, Items).
So now, thinking that I want to encourage three stages of play, beginning, mid, and endgame. The beginning consists of investigation and discovery, the mid- consists of the discovery leading to conflict, and endgame is the "big boss fight".
So we have the no-risk expenditure: Skills. These will tend to be used up at the beginning. Which is fine, with skills like, Role, Investigate, Aware. Fight and Attitude will come into play in the mid-game, with its heightened emphasis on conflict.
After that, the two risky expenditures: Safety and PCs/NPCs. Since these come with a higher risk, the system encourages saving them for when they're absolutely needed. So Safety and PCs/NPCs will be burnt at the mid- and especially end-game, because the player will be all out of Skills to burn.
Now I have to think about the other resources to spend: Items & Evidence.
Man, thanks, John!
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Zak
Harlekin-Maus Games
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