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Started by Ron Edwards, October 28, 2006, 06:53:00 PM
Quote from: Web_Weaver on November 04, 2006, 04:43:40 AMIt seems to me that this early part of the game is the players main chance to effect things.
QuoteI could tell the participants exactly how to play, but I couldn't state a specific ruleset that would give them the "feel" they needed for throughout a scenario. That design element -- the setup -- was completely the responsibility of the participants. I've always found this setup to be difficult, and I like to think I made it much more simple and practical.
Quote from: andrew_kenrick on November 10, 2006, 04:17:42 PMAnd indeed I'm not entirely sure it's possible to sit down and decide on the feel of the game, even with various tension point settings - that sort of thing invariably comes up during play, at least in my experience. How about you Rumble? Have you tried to explicitly make the game feel one way or another via the tension mechanics, or does it just "sorta happen" for you too?
Quote from: rumble on November 13, 2006, 01:54:06 PMRemember _The Thing_ with Kurt Russel? That's all about the chase/hunt on both sides. You WANT the players to be able to catch up to the creature. You want to foil their attempts to get away from the Thing. Whether or not they Identify it is a secondary concern, and the creature's Assault and Persuade skills are so specialized there's very little hope for the PCs in the constrained scenario. If you focus Tension on Pursue and Escape, the others should take care of themselves. Choosing which stat grouping (or even more specifically, which individual stats you modify with Tension will definitely allow you to predetermine (to some extent) the flow of a particular scenario.
Quote from: Tim C Koppang on November 13, 2006, 08:39:47 PMWithout a doubt, the relationship between tension and survival points is the key to the game for me. Much like the feeling I had while playing Space Rat and counting attention points, in Dead of Night I found myself very concerned with the number of survival points Chris had and the number of tension points that Ron had. The fact that I always knew that not only did every point I spend hose either myself or Chris in the long run, but also that Chris and I were the ones who helped to craft the tension rules kept me on the edge of my seat once things got rolling.
Quote from: Tancred on November 14, 2006, 02:35:47 PMAm I understanding correctly?
Quote from: rumble on November 14, 2006, 03:32:33 PMYes! Basically, what it boils down to is: Give the characters as much freedom/power/control as possible until they directly confront a creature. Once they meet the creature, hammer them with all you've got. It's an effective description of the situation, but without the mechanism in place, it's too nebulous to implement/enforce. In most of my games, I NEVER pick up dice until a creature confrontation. Your players will learn to fear that cue. :)
Quote from: Tancred on November 14, 2006, 02:35:47 PMSo were you guessing how many Ron had based on scene description and Survival points spent, or were the current Tension points right out there for everyone to see?