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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)
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Author Topic: [Design Riff inspired by Zak Arnston's Deplorable] Dark Nar/Game Supers  (Read 1251 times)
Bailywolf
Member

Posts: 729


« on: January 10, 2007, 06:17:05 AM »

This design riff is inspired by Zak Arston's lost gem Deplorable... in fact, 'inspired' isn't really a strong enough word.  This is more an extrapolation on what Zak was going with Deplorable- an attempt to turn it into something larger.  I've tried to get a nod from Zak on playing with his ideas this way, but can't seem to get hold of him, but I'm really excited about the way this thing seems to be taking shape, and wanted to float the concepts here for discussion.  But before that, I wanted to make sure everyone knew where the roots of these design concepts run, and that I didn't originate them so much as elaborate on them.  Ground effects lighting and a pimp sound system mounted on an already better mousetrap.  Anyhow...

Basic Design Concepts<Trollbabe.  It is even conceivable that it might run without a GM at all- though this might take some jiggery-pokery.  This, of course, is a direct nod at The Shab Al-Hiri Roach, which was the first GM-free RPG I ever really groked. 

Assuming a standard GM/PLAYER split though, things run thusly- the GM outlines the Adventure.  Literally outlines it.  Along a Plot Line, with major things and points running from 0 to whatever (say 20), and with key Scenes noted at various stages along the way.  Say, 'Confrontation with John Wong' at 10 and 'Fight in Flour Factory' at 15'

Success and Failure

Players get to pick their level of success or failure within a given scene, and based on the degree of Danger they are in, this advances the plot more or less.  When Danger is low, success advances the plot better.  When Danger is high, failure advances the plot better.  But success/fail is all within the hands of the players all the time.

Scenes & Frames<Romance<Mystery- dealing with discovery, investigation, or  revelation.  Mystery scenes are Complicated by Exposure, Soothe Danger, and Spawn (Peril/Romance/Action)

Peril - dealing with unexpected risk, threat, or menace.  Death traps, accidents, or trials of nature.  Peril scenes are Complicated by Danger, Soothe Exposure, and Spawn (Mystery/Action/Romance)

Action-
« Last Edit: January 10, 2007, 12:30:47 PM by Ron Edwards » Logged
Bailywolf
Member

Posts: 729


« Reply #1 on: January 10, 2007, 06:17:33 AM »

Characters

For this basic rundown, characters have a Score called Control and have a Human aspect and a Monstrous aspect.  Under their Human aspect they will have traits- backgrounds, experiences, skills, reputations... stuff they can do.  Under their Monstrous aspect, they will have scary, inhuman, or dangerous traits.  Further beneath each Aspect there is a Menace scale with 3 levels- the first level has 3 check boxes, the second has 2, and the third has 1.  The Human Menace scale measures how much personal Danger the character is under, while the Monstrous Menace scale represents how much Exposure the character is subject to.  What this means is, resolving conflicts with Human traits puts you in personal danger, while using Monstrous traits risks revealing your inhuman side and exposing you.  Both are Bad, but in different ways.

Conflicts, Scenes, and Advancing the Plot<Menace<<One with the Darkness<Other bits and bobs<interesting <On the Threshold where the struggle is between the mundane and the magical, and too much magic gets you in Trouble.  You can port most of the nWoD lines into the same framework too. 

It all depends on the structure provided by the Plot Line- and on the episodic nature of the thing.  The Line keeps things moving to a conclusion.     


[/b]Example Character [/b]

Danny Fang
Concept- half-demon cop
Control 3
Human Aspect
Last Honest Cop in Hong Kong
Warrior Poet
Friends in Low Places
Danger
1 OOO
2 OO
3 O
Monstrous Aspect
Inhuman Speed
One With the Shadows
Unnatural Strength
Exposure
1 OOO
2 OO
3 O

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Bailywolf
Member

Posts: 729


« Reply #2 on: January 15, 2007, 08:43:03 AM »


I was looking at this thread, and I realized that the reason nobody had responded, beyond this thread already being a massive infodump, is that I completely failed to ask the questions I wanted answered and to point to the bits I thought could most benefit from feedback... "Oh noes! why hasn't anyone responded?  Cause you just trailed off there at the end, and didn't ask anything, braindog. 

So, what I was most hoping to get some feedback on was the scene economy- how scenes spawn followup scene types.  Is the concept itself sound?  Are the scene types and those they spawn logical enough to pass muster?  Would something like this- a gamey system to guide scene framing- something you would consider valuable- or better yet- fun?

Thanks,

-Ben
 
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Anders Larsen
Member

Posts: 270


« Reply #3 on: January 17, 2007, 11:17:16 AM »

Hi

I have looked at this a couple of times, and thought I should properly give you some response, though I do not really have much to say.

I is hard for me to get an good overview of how the game will work, but from what I understand of it I can not see any real problem, and in general, it look like it could be a fun game. The way the scenes are structured seems to be an interesting idea. The only thing I am uncertain of, is what the point with it is. Is to create a certain type of story?

My recommendation is just: Play-test it.

 - Anders
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Bailywolf
Member

Posts: 729


« Reply #4 on: January 17, 2007, 11:40:23 AM »

Hi

I have looked at this a couple of times, and thought I should properly give you some response, though I do not really have much to say.

I is hard for me to get an good overview of how the game will work, but from what I understand of it I can not see any real problem, and in general, it look like it could be a fun game. The way the scenes are structured seems to be an interesting idea. The only thing I am uncertain of, is what the point with it is. Is to create a certain type of story?

My recommendation is just: Play-test it.

 - Anders

The purpose of the scene-spawning thing is two-fold.  One one hand, yes, it is intended to produce a certain kind of play, with a certain requirement to do 'other stuff' before working back around to an action scene or whatnot.  On the other, I thought adding an element of game to the way the story itself is structured could be fun.  It might provide another level on which to enjoy the thing.

And you are of course right- to be sure of anything, I need to get some players to break it.

-Ben
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