The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 02:32:19 PM
1 Hour
1 Day
1 Week
1 Month
Forever
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
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Independent Game Forums
lumpley games
(Moderator:
lumpley
)
[DitV] Question about Relationships
Pages:
1
[
2
]
3
4
« previous
next »
Author
Topic: [DitV] Question about Relationships (Read 6182 times)
Simon Kamber
Member
Posts: 175
[DitV] Question about Relationships
«
Reply #15 on:
April 18, 2005, 09:30:39 AM »
Quote from: Ul
Just me that considers the talk about dogs and game balance completely off?
Might be off, but not way off. Most of the things that seem wildly out of sync at first glance make sense when you take a second look. You could concievably recreate characters over and over, but it would cost you more storywise than it would gain you stat-wise.
I'm just trying to figure out how that works with relationships, because it seems to me that a trait at 2d6 would earn you far more influence on the game in the long run than a relationship in the same size. I'm asking mainly because I have that "it makes sense, I'm just not seeing it" feeling.
Logged
Simon Kamber
Joshua A.C. Newman
Member
Posts: 1144
the glyphpress
[DitV] Question about Relationships
«
Reply #16 on:
April 18, 2005, 10:37:05 AM »
Quote from: Ul
If a powergamer wants to abuse the system, so he can. Easily. Play it however you like it, although I do prefer the way lumpley describes it, makes more sense to me.
Really? How?
Dogs is a pretty strict rule set. In Dogs, power gaming is synonymous to good character development and story creation. Min/Maxing can only be done by making an interesting character.
Logged
the glyphpress
's games are
Shock: Social Science Fiction
and
Under the Bed
.
I
design books
like
Dogs in the Vineyard
and
The Mountain Witch
.
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
[DitV] Question about Relationships
«
Reply #17 on:
April 18, 2005, 01:50:40 PM »
Quote from: Simon Kamber
Quote from: Ul
Just me that considers the talk about dogs and game balance completely off?
Might be off, but not way off. Most of the things that seem wildly out of sync at first glance make sense when you take a second look. You could concievably recreate characters over and over, but it would cost you more storywise than it would gain you stat-wise.
I'm just trying to figure out how that works with relationships, because it seems to me that a trait at 2d6 would earn you far more influence on the game in the long run than a relationship in the same size. I'm asking mainly because I have that "it makes sense, I'm just not seeing it" feeling.
I'm with Simon on this one. Not that I've played a ton, but when we did, we didn't see even one relationship die come into play. Not one. Now, in part this is because we didn't assign any in play. But it's also because the conditions in which they can come into play seem somewhat limiting. Basically there seems to be one big one missing:
D) When the Dog would worry about what the character would think.
Even if it's not stakes in the contest, if the player says, "Eustace thinks about his brother Jake, and how he'd be ashamed if he lost this spittin' contest," that should count.
I mean, consider - towns are not built around the NPCs that a player takes relationships to, neccessarily. As such, there's no reason that the characters might even be present. Actually if they aren't present, the GM can bring them in as stakes by threatening the NPC. But that'll grow old fast, too.
Can anyone think of other ways to ensure that NPCs will be available for contests? I mean it's one thing to suggest taking broad groups as relationships and whatnot. But I'm just thinking that people will want to take "My Dad" as a relationship, and that it ought to be able to come into play somehow with some frequency. As it stands I was thinking that it might never happen.
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
Yokiboy
Member
Posts: 363
[DitV] Question about Relationships
«
Reply #18 on:
April 18, 2005, 10:48:57 PM »
Quote from: Mike Holmes
Not that I've played a ton, but when we did, we didn't see even one relationship die come into play. Not one. Now, in part this is because we didn't assign any in play. But it's also because the conditions in which they can come into play seem somewhat limiting.
Why did you not assign any during play? And what stopped you from putting some of their selected relationships in the town played, character generation comes before town creation? In order to make a "grabby" town, is there a better way than filling it with NPCs that the characters have relations with? The rules say the following regarding the allocation of relationship dice.
Quote from: The Rules
Don’t create very many, and leave most of your character’s Relationship Dice unassigned! You can assign them to the people your character meets after play begins, so save a bunch of them for that.
Remember the automatic 1d6 for all blood relations as well, it is quite easy to have relatives pop up in just about every town.
I must say though, that I like your suggestion, Mike, of bringing relations into conflicts in the same manner as traits.
TTFN,
Yoki
Logged
Holken ~ my gaming stuff
joshua neff
Member
Posts: 949
[DitV] Question about Relationships
«
Reply #19 on:
April 19, 2005, 03:44:28 AM »
Quote from: Yokiboy
Quote from: Mike Holmes
Not that I've played a ton, but when we did, we didn't see even one relationship die come into play. Not one. Now, in part this is because we didn't assign any in play. But it's also because the conditions in which they can come into play seem somewhat limiting.
Why did you not assign any during play? And what stopped you from putting some of their selected relationships in the town played, character generation comes before town creation? In order to make a "grabby" town, is there a better way than filling it with NPCs that the characters have relations with? The rules say the following regarding the allocation of relationship dice.
Because I, the GM, wrote up the town before character creation, so that we'd have a town we could start playing in the same session as characters were created. The town didn't have anyone the Dogs had relationships with for that reason. They could have assigned Relationship dice to any of the NPCs at any time, but I don't know if all of the players remembered that, and I didn't think to remind them.
Quote from: Yokiboy
Quote from: The Rules
Don’t create very many, and leave most of your character’s Relationship Dice unassigned! You can assign them to the people your character meets after play begins, so save a bunch of them for that.
Remember the automatic 1d6 for all blood relations as well, it is quite easy to have relatives pop up in just about every town.
I actually did plan on having at least one blood relation for a Dog--but in the heat of GMing, I forgot to make any of the NPCs a blood relation.
Logged
--josh
"You can't ignore a rain of toads!"--Mike Holmes
Yokiboy
Member
Posts: 363
[DitV] Question about Relationships
«
Reply #20 on:
April 19, 2005, 04:06:18 AM »
Quote from: joshua neff
Because I, the GM, wrote up the town before character creation, so that we'd have a town we could start playing in the same session as characters were created. The town didn't have anyone the Dogs had relationships with for that reason. They could have assigned Relationship dice to any of the NPCs at any time, but I don't know if all of the players remembered that, and I didn't think to remind them.
I think the creation process in the game is listed in the order it is for a reason. You wouldn't create kickers and start playing Sorcerer in the same night would you? Anyhow, this is one thing that I have a hard time with narrative style games as well, the prep work before the first session means less playing right away, but obviously leads to a more interesting story and less prep-work as the campaign takes on a life of its own.
One suggestion though, could you not have simply taken a few of the players' relations and swapped out the names of the people in your town? Who would've known the difference except for you?
TTFN,
Yoki
Logged
Holken ~ my gaming stuff
lumpley
Administrator
Member
Posts: 3453
[DitV] Question about Relationships
«
Reply #21 on:
April 19, 2005, 05:02:15 AM »
Yoki: I always bring a prepped town to the first session. No need to wait to see the characters.
Mike: I have two answers. Answer one: try assigning some relationship dice next time and see how it goes. Answer two: bringing relationships' dice in as though they were traits is a bad idea, but I'm very comfortable with implicating distant relations
in the stakes
of the conflict. "What's at stake is: do I win the spitting contest? I'm gonna let Jake down if I lose to these yokels."
What's important is that it be genuinely at stake. Not "what would Jake say?" but "what
will
Jake say?"
-Vincent
Logged
TonyLB
Member
Posts: 3702
[DitV] Question about Relationships
«
Reply #22 on:
April 19, 2005, 05:08:20 AM »
With the implication being that your relations bring you strength
because
they are constantly judging your actions. Right?
Logged
Just published:
Capes
New Project: Misery Bubblegum
lumpley
Administrator
Member
Posts: 3453
[DitV] Question about Relationships
«
Reply #23 on:
April 19, 2005, 05:12:24 AM »
...Yeah, I guess that's the implication, isn't it? Cool.
-Vincent
Logged
sirogit
Member
Posts: 503
[DitV] Question about Relationships
«
Reply #24 on:
April 19, 2005, 05:39:15 AM »
I think the thing that makes Relationship dice viable is, that people in general, such as the players of the game, care more about what happens to the people than they do about thier character's shtick.
'Course, there are some players that couldn't give a damn about npcs and wouldn't let anything get between them and their shtick, but the system allows for that by distegarding relationship dice altogether.
Logged
joshua neff
Member
Posts: 949
[DitV] Question about Relationships
«
Reply #25 on:
April 19, 2005, 06:57:21 AM »
Quote from: Yokiboy
Quote from: joshua neff
Because I, the GM, wrote up the town before character creation, so that we'd have a town we could start playing in the same session as characters were created. The town didn't have anyone the Dogs had relationships with for that reason. They could have assigned Relationship dice to any of the NPCs at any time, but I don't know if all of the players remembered that, and I didn't think to remind them.
I think the creation process in the game is listed in the order it is for a reason. You wouldn't create kickers and start playing Sorcerer in the same night would you? Anyhow, this is one thing that I have a hard time with narrative style games as well, the prep work before the first session means less playing right away, but obviously leads to a more interesting story and less prep-work as the campaign takes on a life of its own.
I think in general you're correct, although Vincent did just point out that he brings a pre-created town to the first session. In fact, doesn't the text explicity say, "Create characters, then go straight to the first town"?
Practically speaking, if I hadn't done that, we never would have played. We got that one session in, and then school and work schedules have conspired to keep us from playing a second session so far.
Quote from: Yokiboy
One suggestion though, could you not have simply taken a few of the players' relations and swapped out the names of the people in your town? Who would've known the difference except for you?
I absolutely could have done that. But again, in the heat of GMing and my usual nerves about performing well--especially since we had a new player who had mostly only played D&D before and not had a great time, and I wanted to show her that gaming can be fun--I completely forgot to do that.
But since everyone had fun, I don't think it was a major loss.
Logged
--josh
"You can't ignore a rain of toads!"--Mike Holmes
Brand_Robins
Member
Posts: 650
[DitV] Question about Relationships
«
Reply #26 on:
April 19, 2005, 07:04:05 AM »
I have a player who loves to use relationship dice. Just loves the hell out of them. He took the "Complicated Community" background at chargen, and has decided to play the hell out of the fact that his family is the most FUBARed family in the land.
He'll sit collecting fallout dice into his unassigned pool and grabbing them up left and right in reflection phase. Then when we come into a new town he waits for the first half hour or so as the Dogs go through the "everyone in town tells us what is wrong with everyone else in town" phase. He'll select the person that sounds the most screwed up of all, the one he bets money will be a sorcerer, and then says "Yea, well what would you expect? She's my cousin" and plonks down 1d6 for Blood and usually something like 2d8 or 4d4 from old fallout/reflection dice.
The result is that in every town we've played so far (a whole 6, I'm the most experienced GM in the world!) that character's relationships have ended up in numerous pivitol conflicts, because even when he doesn't get the sorcerer he'll get one of the NPCs most involved in the town's sin, and they tend to be related to most of the other big sinners -- letting him play on the web of judgement, sin, and degredation to work that relationship into contest after contest.
The other players, however, horde their relationship dice like they were gold nuggets and as a result tend to have maybe one or two blood relations per town (because they get them for free and I tend to design towns with blood relations anyway). They haven't yet found a way to make the relationship dice work in a solidly protagonizing/conflict generating way for them as of yet, and don't seem to value them as much -- despite having seen what "Mr. FUBAR Family" does with them regularly.
Logged
- Brand Robins
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
[DitV] Question about Relationships
«
Reply #27 on:
April 20, 2005, 10:07:09 AM »
Quote from: Yokiboy
Why did you not assign any during play?
As a veteran of lots of HQ play, I love relationships and getting to make characters associated with them. So I blew all my dice on established relationships (or are you required to save some?). Otherwise I would have, likely, spent some dice in play.
Basically I shoulda known that putting lots of dice into a cool brother figure and then heading into a pre-gen town wasn't going to do a lot for me.
That said, in HQ, I'm constantly using relationships for non-present people. Characters are rarely at home, so you have to get creative about it. I understand the idea the neatness of having the stakes mean that it's about people's judgment, but what I think is cool about my method is that the character let's the NPCs judgment affect them even when they're not present.
Consider how cool this is. Morals are transmitted from one individual to another by people having expectations of others. What ends up happening is that the person being transmitted to, doesn't need to have the transmitter present, merely the memory of the transmitter is enough to inform the characters values. If it's always "What will he do when he finds out?" then you never get the very real motive "What would he do if he found out?" Even if the person in question can't possibly find out.
I mean, think about it. People teach you that it's not enough to do good only when you might get caught at it. You have to do good even if there's no chance of detection. People teach this by saying, "What would so and so say?"
What's at stake is your personal sense of pride that, if you had been seen by the individual that you would have come out looking good. That you have stood up to their standards even though they aren't present makes it all the more powerful, not less.
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
lumpley
Administrator
Member
Posts: 3453
[DitV] Question about Relationships
«
Reply #28 on:
April 20, 2005, 10:33:39 AM »
Like I say, make it part of the stakes, not part of a raise or see, and it's by the rules.
-Vincent
Logged
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
[DitV] Question about Relationships
«
Reply #29 on:
April 20, 2005, 01:59:41 PM »
Well that seems to contradict what you've said above. You implied that "what would X think" isn't stakes. If I said, "Where would my pride be at if I did something that X would disapprove of?" would that suffice?
I feel that I'm being made to jump through some semantical hoop in order to get to roll that die. :-)
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
Pages:
1
[
2
]
3
4
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum