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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: [TSoY] Need advice  (Read 1785 times)
Rustin
Member

Posts: 91


« on: May 14, 2007, 10:08:10 AM »

I've managed to play TSoY three times in the past two weeks.  I'm playing it again tonight. TSOY is now my preferred game. I still have two main issues.

Stakes
Over on Story games, and maybe here, I don't know where or I'd link it, I read the thread by Ron or where Ron contributed and brought up the notion of "chesting" in the stakes negotiation phase (not necessarily in TSOY, just any game that has stakes setting).

Basically saying, from what I remember, if you don't have a game mechanic to control the outcome then, well, you're going to end up setting narrative consequences for success and failure in possibly arbitrary ways.

At any rate, that thought really resonated with me.
I know in TSOY, as SG, I have all the narrative power to determine the stakes and its take it or leave it.  But, I must say, I'm just a bit gun shy when it comes to stakes because I know they can be so arbitrary.

I'm sure there are tons of threads on stake setting i could try to slog through.  But I'm lazy. What I'm asking here is: in TSOY what are a few good rules of thumb for setting stakes?

A very common stakes setting situation in my games seems to be the Stealth up on someone and then kill them (i know, they are not seeing the potential of the system).  But I had difficulty setting interesting, stakes.

Usually I said: if you succeed, they are dead.  If you fail they are able to pull a weapon, and get into a defensive stance, or maybe i'd let them run away.

How much Harm should I be willing to deal out: ie, if you fail you take 3 harm to your Vigor and 1 harm to your Reason. (I mean, if you did this against some cool NPC that has cat like reflexes-- this actually sounds like a cool secret -- sort of anti-sudden knife).

My other issue is based on an argument that developed during a BDtP with a first time player, long time gaming friend.

I had managed to get a good hit in early in the combat, got him to Bloodied (V).
My player then nickled and dimed me through all my bruised stages and finally got me to Bloodied (V). 

I then managed to bruise him again in Vigor, so his next check was at 2 penalty dice, while I was in a state where I could never get 2 penalty dice in one check (because he nickled and dimed me but I had survived through that early stage of the combat).

He complained that the system was broken and not realistic.

I tried to explain that my guy got in an incredibly good shot early, and that's one of the benefits of hitting someone hard early. 
He said I didn't understand his argument and we just ended it there.

I think he's now made up his mind that TSoY is a broken system.  Does he have a point that I'm not seeing?

Oh, and another point, when would be good situations where other players can join a BDtP.  I got the feeling that it was a zoom in on one action and a series of blows and punches took place rather quickly, so I didn't let other players (in the above case), who were one Athletics check away (there was a chase), join the BDtP.

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Clinton R. Nixon
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« Reply #1 on: May 14, 2007, 10:47:02 AM »

Rustin,

That's a lot of questions, and I don't have answers to all of them. It seems like the most important one, and the one I can't answer, is what to tell your friend. I mean, I don't think the system's broken, obviously. I don't think it's realistic, either. I think your friend wants something different out of a game than TSOY gives, and that's great. (Has he even noticed that characters can be harmed by arguments yet?)

As for "stakes setting," I realize I talk some about that, but realize it's the same thing as in any game: one character is trying to do something, and another character is trying to stop them. Start from there. There's no need for "bigger stakes." I also wouldn't have Harm as an effect of a roll unless it's a roll against an inanimate force, like climbing a mountain or leaping a chasm.
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Clinton R. Nixon
CRN Games
oliof
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Posts: 449

Harald Wagener - Zurich, Switzerland


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« Reply #2 on: May 14, 2007, 11:14:25 AM »

url=http://www.indie-rpgs.com/forum/index.php?topic=23421.msg231023#msg231023]here[/url] for a variant explanation of this. In short: People can join during the open/free-and-clear phase of a volley if they wish, stating their own intent, or supporting an existing onehere for a variant explanation of this. In short: People can join during the open/free-and-clear phase of a volley if they wish, stating their own intent, or supporting an existing one.
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Rob Alexander
Member

Posts: 76


« Reply #3 on: May 17, 2007, 12:06:14 AM »

That's a lot of questions, and I don't have answers to all of them. It seems like the most important one, and the one I can't answer, is what to tell your friend. I mean, I don't think the system's broken, obviously. I don't think it's realistic, either.

Just to follow on from this a bit... is it reasonable to follow "the system isn't meant to give 'realistic' results" with "it's meant to help the players (all of them, not just the GM) create an interesting and dramatic story involving their characters".

With regard to "realism" - even within the flexible genre boundaries of weird fantasy, the narrative that is created needs to have some element of plausibility to it - "this happened because this happened..." and so forth. But am I right in thinking that TSOY avoids the traditional assumptions of "realistic" rolegames in that:

1) The relationship between mechanical events in the game and narrated events in story is very flexible (as in Oliof's comments on time in BDTP).

and

2) The description of the actual narrative events happens after a significant part of the mechnical resolution has occurred (this is FITM, right?).
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Rustin
Member

Posts: 91


« Reply #4 on: May 18, 2007, 11:27:56 AM »

I found the link to the discussion on stakes I mentioned earlier.

Linky

Thanks for the replies.

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