*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
July 25, 2014, 03:21:09 AM

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: 66 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: How to play Nicotine Girls?  (Read 5349 times)
Jiri Petru
Member

Posts: 27


WWW
« on: April 06, 2007, 12:11:44 PM »

How to play Nicotine Girls?

I know this sounds strange... but really, how? There's absolutely no advice in the game rules of how to play it, how to frame scenes, who states what, etc. I've played I think 5 sessions already, each one with different setup of game mechanics and a slighty different gaming style (I've even posted to Actual Play about our first 2 sessions), and already have my own rules variant slowly emerging somewhere in the back of my brain. I'd like to put in on a paper someday, but before I actually write something, I'd really appreciate some input from the author himself and other players as well.

So, ahem... Paul?

Thanks,

Jiri
Logged
Jiri Petru
Member

Posts: 27


WWW
« Reply #1 on: August 31, 2007, 02:41:53 PM »

I don't mean to be rude, but... Paul, I'd really appreciate your opinion on this one.

Thanks,

Jiri
Logged
hix
Member

Posts: 531

Steve Hickey


« Reply #2 on: August 31, 2007, 02:54:33 PM »

Droog discusses this over at the RPGSite.
Logged

Cheers,
Steve

Gametime: a New Zealand blog about RPGs
JC
Member

Posts: 150


WWW
« Reply #3 on: September 02, 2007, 01:42:17 AM »

hope this isn't too much of a thread-jack...

if it is, just have a Moderator erase this post

so... since I only play one-shots these days, is there any way to play NG as a one-shot?

I guess I'm specifically asking about the possibility of modifying these rules:

Hope
If a character uses Hope as their Motivation in a conflict, and fails the roll, they may not use Hope again as a Motivation for the rest of the game session. If a character uses Hope as their motivation in a conflict, and the roll is successful, the character's Fear goes down by 1. A nicotine girl who uses her Hope in a game session and makes it through that whole session without losing her Hope gains an increase of 1 Hope.


perhaps replace "session" with "next two scenes"?
Logged

Jiri Petru
Member

Posts: 27


WWW
« Reply #4 on: September 03, 2007, 11:59:50 AM »

Steve, thanks for the link. It sure is helpful.

JC, I've played Nicotine Girls... uh... a few times already, and always as an one-shot. I am that kind of player, too. What we did was that we divided the session into two or three "virtual sessions". Basically, we "ended" one session after about two hours in a dramatically appropriate moment. Then reset the Hope and began a new session.

By the way, I think the rules for Hope are broken. It gets to be used only one time each session - and a rule that's used only one per session is pretty much useless by my standards. I think I've made up some rules variant for this, but I can't quite find my notes. Ahem...
Logged
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!