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Started by Troy_Costisick, May 06, 2007, 02:19:59 PM
QuoteI'm most excited to see how people react to using real life aspects of their lives in a fictional world.
Quote10.) What are the resolution mechanics of your game like?The dice rolling mechanics are very simple. The players generate a pool of d6's from their stats and roll them against an equal number of dice used by the GM. A result of 4-6 is considered a success. The GM and the Player have a target number of successes they must get in order to win. The winner narrates the outcome according to guidelines set out in the rules.
Quote from: joepub on May 06, 2007, 03:40:56 PMQuoteI'm most excited to see how people react to using real life aspects of their lives in a fictional world. Troy, can you explain how this works? I can't find reference to it anywhere.
Quote from: joepub on May 07, 2007, 02:44:17 AMTroy, that's hella cool.I'm interested to know why, if there are real-life objects of affection involved, there is a detailed fictional setting in the game.It's an interesting combination. What's the reasoning?
Quote from: Troy_Costisick on May 06, 2007, 02:19:59 PM13.) How does the character advancement (or lack thereof) reinforce what your game is about?Characters are born to die. The advancement forces the players into making the decision to go for saving their beloved or to walk away from the situation.
QuoteIs this idea of "protecting a beloved person" inspired by your Game-Chef experience? Or was it already on your mind? Just curious.
QuoteI'm seeing several possible games here, and I'm curious which one you are actually designing. Much of it comes down to the protections awarded to the sacrifice of one's life for the beloved. If the sacrifice is sacrosanct - i.e. it will fully save the beloved, then the GM and the game should center on the aspects of a character's life other than the beloved, to accentuate the cost.
Quote from: Troy_Costisick on May 07, 2007, 12:13:42 PMNow here is where I answer your second question. In order to allow the players freedom to define the characters, conflicts, and resolutions for themselves, they must also have the freedom to decide not to address those things. If I provided no avenue for players to give up, walk away, or extract themselves from the story, then I would be answering the question the game asks for them. As the designer, I don't want to do that. A "giving up" mechanic is absolutely necessary to preserve the sanctity of choice in this game. But remember, you would be giving up on your own child, your grandmother, or your girlfriend. That's not an easy choice to make.As for what players gain by choosing to give up is a release from the pressure and tension the game forces on them. I'm not sure how this will work in play yet.
Quote from: joepub on May 07, 2007, 03:49:31 PMTroy, I am not sure your answer really solved my question.The question was this: why is the setting a FICTIONAL one, when the beloved is a REAL one.Not why is the setting detailed.
Quote from: Arturo G. on May 07, 2007, 04:09:21 PMII'm still not clearly seeing how you envision players quiting.Is this of help? Or I'm just too stubborn?
Quote from: Troy_Costisick on May 07, 2007, 07:40:19 PMHeya,Quote from: Arturo G. on May 07, 2007, 04:09:21 PMII'm still not clearly seeing how you envision players quiting.Is this of help? Or I'm just too stubborn?Heh, no you are not being too stubborn. Walking away from the game allows the players to come to the realization that they aren't willing to die for whatever they said they were. That might be for a million different reasons. Each player will be different. I imagine most players will try to save their beloved or die trying. However, I do believe there will be some who say, "This isn't worth it." or "I can't take this anymore." I want a mechanic that supports that. Hence, the "quitting" mechanic. It's not the easy way out. The player is quitting on his wife, his child, his mother, etc. That's not an easy thing to do. But the option is always there. And the GM can tempt you every moment. It's delicious, but nasty and scary.Peace,-Troy