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[Codex] Using Story Tokens

Started by Byron, August 12, 2006, 04:21:59 AM

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Byron

I would like some direction on the subject of using story tokens.  I can envision how I want them to work but I would like to see some examples and hear some opinions.

Codex, I hope, will become a  game about exploring myths and legends.  In my mind I can see a group of players coming together and the GM begins to tell a story.  At some point a player or two adds in a minor detail here and there.  However, now and then a player wants a specific aspect of the story enhanced for his character, maybe adding in that there is a village outside where he might get something in particular, or maybe one of the treasures in the story is a "magic" weapon they want.  At this point the player tosses in a coin and he and the GM write this down as a story goal.  If another player likes the idea they add another coin to that specific goal, making it more valuable to the story.  Or another player may toss in a coin for a different reason, adjusting parts of the legend for himself.  More coins are added by other players as they help develop the legend.  When the legend is complete, play begins.


Now, in my mind I can see that each player has a limited amount of coins, lets say 5. 
I can see that when they have completed their goal that they put their coin in for, they get that coin back.

I can also see that sometimes, players keep adding coins to a specific goal in a way to buy their own legend.  This needs a bit of explaining.  For instance, a player puts in a coin so that his character comes across a good sword.  At the end of the session, instead of getting the coin back to use, he keeps the investment in that sword.  In the next session he adds another coin to the legend, something about finding out a secret about his sword.  Now he has 2 coins invested in the sword.  The more coins invested in the sword, the more powerful and "legendary" it becomes. 

The key is that if the sword is every broken, stolen or taken out of game for some reason, probably by an epic story reason from the player, then the player gets all those coins invested back to use.

The last thing is how should players get more coins?  I was thinking that if a player puts in a coin about a good idea that everyone else likes then another player can put in a coin as well, making that idea more critical to the legend.  At the end of the session, if the characters achieve whatever goal was invested in, both players get both coins, effectively winning another coin for their purse.



So, after thinking about how I would like to see a game of Codex played, I have all these questions about Story tokens.  Could you guys give me some direction?  I would like to look at some "free" games which emulate this sort of play.

Troy_Costisick

Heya,

I believe Universalis uses something like that.  You can check out stuff about that game here: http://www.indie-rpgs.com/forum/index.php?board=21.0

Let me know if that's the sort of thing you meant.

Peace,

-Troy

Byron

I've continued thinking about this idea and have read a bit over Universalis and a few children's games that work similarly.  I am trying to figure out how the token currency works back and forth between GM and Players. 

I have started thinking about the GM adding coins to a central pool (bowl) as the story progresses.  This way the GM is able to regulate the Token Economy sorta speak.  When a Player wants a coin, they can introduce a challenge, either for their character, another character or to the story as a whole and win a coin based on the level of challenge introduced.  A Player can spend these coins back to the pool by buying parts of the story or legend of their character as described above.

The Story tokens work with and separate from the game mechanics.  For instance, until I get my game mechanics down, I was hoping to test this simple Story system on top of a D&D game or similar system.

TroyLovesRPG

Story tokens/points are good for keeping each player focused and dedicated. I like the use of tokens to develop a story around a person, place or thing. Investing in it brings clarity and keeps the player on track.

I suggest giving players 10 tokens to use as they want. A player can create one or more story threads dedicated to something personal or with another player. This could introduce some bookkeeping as the tokens must be accounted. A player can start a story, continue a story, be part of another player's story, stop his own story or but not stop another player's story. A player can spend one token per act (sub-adventure) and as many tokens as there are acts.

A player starts a story with a token. They can be part of another player's story with a token. They can stop their own story by declaring it. They can't stop another player's story. The GM can enhance a story with a token. As a story is completed, it has a value equal to the number of tokens spent by the owning player. The tokens that other players spent to "ride" on the story doesn't count toward the value. The player then continues the adventure and must not spend a token to reclaim one. So, if the magic sword cost 5 story tokens, that player can reclaim tokens by simply not spending them at the end of the act. The token comes off the player's creation and goes back in his wallet. If the player wants to further the story then he must pay 2 tokens to open the story then modify it the next act. This gives the player an incentive to completely flesh out the story and not close it prematurely. A player can have multiple stories but still only has 10 tokens to divide among them. If a player involves himself with another player's creation, then he must wait until the owner closes it before he can get his tokens back.

At the end of the adventure, all the player's creations close and they can begin to reclaim tokens.

When the tokens are reclaimed, that creation has a value of the number of tokens placed into it by the owning player. It has value in terms of the game, but no tokens are reclaimed if lost or destroyed. That gives the players incentives to protect what they have.

Troy