The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 11:00:05 AM
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
General Forge Forums
First Thoughts
(Moderator:
Ron Edwards
)
The Uchtman Factor: An Overview
Pages:
1
[
2
]
« previous
next »
Author
Topic: The Uchtman Factor: An Overview (Read 7045 times)
Thunder_God
Member
Posts: 486
Still Here.
Re: The Uchtman Factor: An Overview
«
Reply #15 on:
March 24, 2006, 09:31:35 AM »
Do you try to escape, do you escape and fail.
How being On the Run and Captured work? I figured Captured is how you begin and On the Run your goal, but it seems like it'd keep going while On the Run, and give you more options and opportunities to insert Fact Cards, suddenly there are way more settings and NPCs being encountered.
I think someone still needs to introduce opposition/NPCs as you go, your fellow inmates, the jailors after you escape, etc.
Logged
Guy Shalev.
Cranium Rats Central
, looking for playtesters for my various games.
CSI Games
, my RPG Blog and Project. Last Updated on:
January 29th 2010
Peter Nordstrand
Member
Posts: 501
Re: The Uchtman Factor: An Overview
«
Reply #16 on:
March 24, 2006, 02:53:33 PM »
Hi everybody,
This is my last post in this thread
. I'll be writing a first draft of the game over the next week or so; hopefully that will answer most questions. Thank you for your patience. I'll PM you all when it is done, and those who are interested will get to check it out.
David, thank you for the tip. I'll check out Guy's game.
A final note on situations. The game is centered around certain pre-defined (but rather broad)
situations
. Explaining how this is supposed to work takes as much time as writing the first draft, so it'll have to wait. I'm not sure if a single unexplained example will help, but I'll give you one anyway.
On the Run
situations work something like this:
Quote from: first draft
On the Run
Purpose
: Give active players an opportunity to increase their dice pool.
1. The active player describes an situation where Uchtman tries to escape.
2. The opposing player introduces one or more established characters that try to stop Uchtman. He describes what they do to keep him from escaping.
3. The active player picks a method to deal with the escape (the four available methods are Kill, Destroy, Conflict Management, and Flee).
4. The player rolls a number of dice as determined by method used versus the obstacle pool. If the opposing player wins, he becomes the active player. If the active player wins, immediately transfer 2 dice from the obstacle pool to the active player.
A player may elect to surrender without conflict, in which case he loses 1 die from his dice pool. The non-acting player with the smallest dice pool becomes acting player instead, adds 1 die to his dice pool, and automatically begins the next situation
Captured
.
Next Situation
: At the end of the situation, the active player gets to decide if Uchtman is
Captured
or still
On the Run
.
Opposing Player
: The non-active player with the least number of dice in his dice pool.
Obstacle Pool
: A communal pool used in conflicts betwen the active player and non-player opposition. The size of the obstacle pool decreases throughout the game as more and more dice are transferred to the players.
Finally,
Quote from: Thunder_God on March 24, 2006, 09:31:35 AM
I think someone still needs to introduce opposition/NPCs as you go, your fellow inmates, the jailors after you escape, etc.
Yes, your fellow players will do this, usually the "opposing player".
All the best,
/Peter
Logged
Thunder_God
Member
Posts: 486
Still Here.
Re: The Uchtman Factor: An Overview
«
Reply #17 on:
March 24, 2006, 09:22:30 PM »
Though you said it's the last post you'll currently be making here, I still want to raise two issues for you to consider.
1) "Doesn't resist capture" leading to Escape? That sounds all sorts of wrong, thematically. Also, you can't have one arrow leading to more than one result in an Algorithm, you have to differentiate them somehow.
2) Put some thought into the reverse "Death Spiral", the Active player who succeeds is more likely to stay the Active player, both his dice pool increases AND the obstacle pool decreases. Give it some thought. Or make sure the non-active players' parts are big enough that they will be willing to stay dormant. If that is the case, make sure the middle-personna still gets to do
something
, because currently the active player stays biggest and the opposing player stays smallest. The middle player does nothing at all.
Cheers and good luck.
Logged
Guy Shalev.
Cranium Rats Central
, looking for playtesters for my various games.
CSI Games
, my RPG Blog and Project. Last Updated on:
January 29th 2010
Peter Nordstrand
Member
Posts: 501
Re: The Uchtman Factor: An Overview
«
Reply #18 on:
March 24, 2006, 11:46:06 PM »
Hi,
Thank you for commenting. It is appreciated.
The image I linked to is a sketch, not a rule. The "doesn't resist capture" note on the arrow leading to "Escape?" is a typo.
Thank you for pointing out the "reverse death spiral". I'll certainly think about its effects.
All the best,
/Peter
Logged
Pages:
1
[
2
]
« 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