*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
August 19, 2022, 12:33:53 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 73 - most online ever: 565 (October 17, 2020, 02:08:06 PM)
Pages: [1]
Print
Author Topic: Designer's Notes for the Interim Edition  (Read 6971 times)
Michael S. Miller
Moderator
Member
*
Posts: 846


WWW
« on: December 27, 2004, 10:33:54 AM »

As you can see, I've shot one of the Preview Edition's sneakiest Sacred Cows: IMPORTANCE. The concept no longer exists in the game. It was a left-over from the very first drafts of the game, when it still used dice. It had outlived its usefulness and needed to go.

The old Enrichment rules seemed solid when I wrote and playtested them. When I started running demos at GenCon, they bothered me a little in the back of my head. By the time my Sunday demos rolled around, I knew they were wrong. It took me a long time to fix them because I kept tripping over Importance. Once I killed Importance, the skies opened and things fell into place. I've been playtesting them, and they work much better than the previous ones.

Now, the only variable quantity of an Aspect is its Suffering. Suffering does the same job as Importance, anyway. If a certain Aspect is down to Imperiled, we know it's important to the story because we've seen it spotlighted at least four times (to move it from No Suffering to Primed, Primed to Active, Active to Threatened, and Threatened to Imperiled).

Without Importance, conflict scenes run smoother because there's not the speed bump of "Yes, you have a numerical Importance rating on your sheet, but it only means something at the beginning or end of a conflict, not in the middle."

On a lighter note, now the game has NO NUMERICAL RATINGS at all! Which is just too darn cool for a systems junkie like me.   8^)

Also, in the RPG.net review of the game, our own Spooky Fanboy asked for "Examples, examples and a side order of examples." I hope those supplied in the Interim Edition do justice to the topic of Enrichment Scenes. Fear not, the Full Edition will have the Conflict section, Hero Creation and Story Arc section just as example-riddled.

As always, I welcome any and all comments on the Interim Edition
Logged

Serial Homicide Unit Hunt down a killer!
Incarnadine Press--The Redder, the Better!
hardcoremoose
Acts of Evil Playtesters
Member

Posts: 669


WWW
« Reply #1 on: December 27, 2004, 01:48:35 PM »

I've only glanced over the Interim Edition - it's printing now, and I'll sit down with it and my Preview Edition later this evening - but it looks good.  I agree, Importance just wasn't doing enough...it either needed to count more or get gone, and I'm in favor of jettisoning it.

The example of play looks nice, what I've read of it anyway.

More later.

- Scott
Logged
Michael S. Miller
Moderator
Member
*
Posts: 846


WWW
« Reply #2 on: December 28, 2004, 03:36:03 AM »

Thaks for looking it over, Scott. I recall you and others saying "Importance needs to do more." It resounded over and over in my head. All I could reply to myself was: "I know, but it can't do any more. It's doing too much already!" When I could finally see that any game component that's "doing too much already" has to go, the design fell into place.

BTW, you'll note that I swiped Danielle's Enrichment scene lock, stock & barrell from the GenCon demo you played. It works very well, I think.
Logged

Serial Homicide Unit Hunt down a killer!
Incarnadine Press--The Redder, the Better!
Per Fischer
Member

Posts: 203


WWW
« Reply #3 on: December 28, 2004, 04:27:31 AM »

Just downloaded and unpacked the interim thing. Unfortunately I am working right now, which means I won't be able to read it until tonight. But it sounds good from the above alone ;)

I was in the middle of reviewing the Preview Ed for my local forum (on request), but now I have to incorporate the update, I think. Very well ;)

Per
Logged

Per
--------
Do not go gentle into that good night.
Rage, rage against the dying of the light.
Michael S. Miller
Moderator
Member
*
Posts: 846


WWW
« Reply #4 on: December 28, 2004, 07:08:33 AM »

Quote from: pfischer
I was in the middle of reviewing the Preview Ed for my local forum (on request), but now I have to incorporate the update, I think. Very well ;)


That's great. I love reviews. Please let me know when it's posted so I can add a link to the site.
Logged

Serial Homicide Unit Hunt down a killer!
Incarnadine Press--The Redder, the Better!
hardcoremoose
Acts of Evil Playtesters
Member

Posts: 669


WWW
« Reply #5 on: December 28, 2004, 03:29:19 PM »

I sure do recognize the example of play.  Danielle's particularly brilliant when it comes to that kind of stuff (regretfully, her PTA game hasn't received a decent actual play report from any of its participants, so I'm glad to see her getting some respect in WGP).

- Scott
Logged
Andy Kitkowski
Member

Posts: 827

I LIKE GAMES


WWW
« Reply #6 on: January 18, 2005, 10:15:35 AM »

Cool, I'll have to go through the new rules and give it another solid playtest.

Also, this is a carryover from TBZ/that demo I gave at GenCon of use of comics/manga in RPGs, but I'd love to see some of the rules explained in comic form, using examples either of a group playing with the rules, or a comic-y action scene with clear examples of the rules in use.  

That would be like Cialis for the visual geek in me.

It might be kind of expensive, though, if you're using a good artist to do such examples...

-Andy
Logged

The Story Games Community - It's like RPGNet for small press games and new play styles.
Michael S. Miller
Moderator
Member
*
Posts: 846


WWW
« Reply #7 on: January 18, 2005, 12:10:52 PM »

Hi, Andy.

That comics-in-Japanese-RPGs presentation you did at GenCon made me yearn for exactly what you describe. However, my art budget is laughably tiny and every page of example-in-comic-form script I write is one page of the text that doesn't get written in a timely fashion. I want to make it happen, but I'm not sure how much I'm realistically going to be able to do.

I look forward to reading about your playtest.
Logged

Serial Homicide Unit Hunt down a killer!
Incarnadine Press--The Redder, the Better!
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!