The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 10:33:40 AM
1 Hour
1 Day
1 Week
1 Month
Forever
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:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Inactive Forums
CRN Games
(Moderator:
Clinton R. Nixon
)
Keys that tie in to other players
Pages: [
1
]
« previous
next »
Author
Topic: Keys that tie in to other players (Read 1329 times)
xjermx
Member
Posts: 63
Keys that tie in to other players
«
on:
June 20, 2007, 05:24:48 AM »
So I'm thinking about a TSoY game in which some of the players are bound to other players - something like the relationship between Warders and Aes Sedai in Wheel of Time. I immediately grokked to giving Key of the Guardian in a situation like this.
So here's my question, as it relates to Keys that have another play as the primary focus: This is a good thing, right?
I recall reading somewhere on here that folks highly recommended taking keys that hit like this, and that it'll create fun and dramatic interactions, and that clever players will rake in the XP.
Samwise the PC takes Key of Unrequited Love for Frodo the PC.
Min the PC takes Key of the Guardian for Rand the PC.
etc.
My only hesitation is that some of these keys hinge on something to the effect of "making decisions based on that person". Do I need to lay out social contract/expectation for how many times I think its appropriate for someone, during the course of a session, to take the 2/3 xp hit for having had their decision influenced by their charge/love?
Logged
Eero Tuovinen
Acts of Evil Playtesters
Member
Posts: 2591
Re: Keys that tie in to other players
«
Reply #1 on:
June 20, 2007, 09:30:16 AM »
To answer the question, I've never had any trouble with players hitting Keys too often. There are plenty of ways to remedy it if it's happening, with the main one being for the whole group to realize that the xp system is totally malleable to group expectations - the players should find a pace of xp gathering that feels natural to
them
and let the system adapt to that, not the other way around.
In practice I'd say that you just need to play a session or two and if it seems that everybody is getting too much xp, adjust the xp cost of an Advance upwards. That is really pretty much everything you need, assuming that players are genuinely playing the game instead of practicing some kind of xp gathering rules lawyering. As I've yet to see the latter in a real game, I'm not overly worried.
As a fellow player, you have influence in where the other players gather their xp. If you're not rocking on their choices, feel free to ask them to elucidate a bit on why they're getting xp for something, and whether they really feel that this was an important turn of events in the game. Courteous players will either share their excitement with you or stop taking xp without good reason.
Logged
Blogging at
Game Design is about Structure
.
Publishing
Zombie Cinema
and
Solar System
at
Arkenstone Publishing
.
xjermx
Member
Posts: 63
Re: Keys that tie in to other players
«
Reply #2 on:
June 20, 2007, 09:40:24 AM »
Thanks, Eero.
Logged
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum