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Far From Home (Power 19) - working title
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Topic: Far From Home (Power 19) - working title (Read 616 times)
ghashsnaga
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Posts: 14
Far From Home (Power 19) - working title
«
on:
January 14, 2007, 09:49:11 AM »
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Anders Larsen
Member
Posts: 270
Re: Far From Home (Power 19) - working title
«
Reply #1 on:
January 15, 2007, 11:44:42 AM »
Hi
I like this idea. It is always fun to look at the more real world problem in a tale about heroes.
I have tried to summarise what i think is the central ideas of the game (please correct me if I have missed the point):
It seems like you want three important aspects related to the character:
* His tie to his home and family.
* His relation with his companions.
* His dedication to the adventure.
You will properly also have some general abilities tied to the character. And, as a suggestion, you might want to have something that indicate how renowned he is.
You want a mechanism like: The more dedicated he is to the adventures and the more of a hero he become, his relations and ties to his family will begin to suffer. And you properly want it to be possible for the hero to strengthen his ties and relations if he choose to spend time with his friend and family.
To this I have a couple of questions:
Can you give some example of how the relations begin to wear down? What is it that can happen between the hero and his friend and family that is a sign of trouble?
When the GM tries to wear down the character's relationships, what approach does he take. Does he try to temp the hero with wealth and fame and hope the hero will leave his family and friends behind? Or does he attack the relationships directly? Maybe both, or something else?
- Anders
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Troy_Costisick
Member
Posts: 802
Re: Far From Home (Power 19) - working title
«
Reply #2 on:
January 17, 2007, 11:45:37 AM »
Heya,
I'd like to focus on this one for a sec.:
Quote
6. What types of behaviors/styles of play does your game reward (and punish if necessary)?
Hopefully reward shared narratives, player teamwork, .... there are some others I want as well.
Okay, I'm seeing that more than one player working in concert at the same time is important to your game. That's cool. What your game will need, then, is mechanics to help players do this. So, for an example, let's say we've got two players. Their characters want to break into a library vault to steal a map to the Dragon's Lair. There are two guards. That's our situation for this scene.
Now, what you have to come up with is a way for these two players to use various components from their characters (and perhaps a mechanic or two from your rules) to overcome the guards, open the safe, and escape unnoticed by the city's Night Watch. The way you want your game to work requires that each character have something the other character needs to do his job.
So, what does Player-character A have that Player-character B needs to complete his mission, and vice-versa. What does Player-character B have that Player-character A needs to achieve his goal? What can they give each other to help each other? I'm not talking about gear in this case. I'm talking about the mechanics of your game. To achieve the cooperative narration level you are wanting, the two characters must work closely together at the same time. What are your mechanics to achieve that? (in other words, how would this look in play?)
Peace,
-Troy
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