Forum changes: Editing of posts has been turned off until further notice.
Started by Conteur, October 21, 2007, 06:18:47 PM
Quote from: Conteur on October 21, 2007, 06:18:47 PM1.) What is your game about?It's about strong dilemas like "If I could drain the sun's energy to save my lover's soul, should I do it?". Some sacrifices are necessary to gain something, and the planet is often the one making the sacrifice.2.) What do the characters do?The characters are generally adventurers or important characters hoping to change the face of the world in whatever way they want. They are rarely seeking glory, fortune or danger for the fun of it (respect is not acquired this way in Kissanil). 6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?. . . I award xp for a good laugh or intense drama and emotion.
Quote from: Conteur on October 21, 2007, 06:18:47 PM2.) What do the characters do? . . . I also work presently on the need to respect the usefulness of a team. Characters used to be able to do everything; now they are more specialized19.) Who is your target audience? . . . Peope who like details, who like tactical combats
Quote from: Conteur on October 21, 2007, 06:18:47 PM11.) How do the resolution mechanics reinforce what your game is about?Should I save my dying friend or strike my nemesis now? Dilemas like that happen a lot when tactical battle is involved.
Quote5.) How does the Character Creation of your game reinforce what your game is about?Everyone in Kissanil is powerful. They can transform the world around them much more than a simple human could. For exemple, they can craft stone with their hands very quickly, creating a house in less than 3 hours. Every character also has flaws giving him more depth.
Quote6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?I reward fun around the table. I award xp for a good laugh or intense drama and emotion. I would punish hack and slash gamers.
QuoteSometimes, when he's really angry, hate consumes him and he go on a rampage of destruction. It's okay with me so far as he recognize many people will hear about that and consider to eliminate him. Many games passed by without any fights (that player dislike fighting) but when it's story oriented, it's necessary...
QuoteAs for my flaws, I didn't say it but you gain Character Creation points for every flaws you take. Most players also love to have flaws that adds a great roleplaying complexity.
QuoteI think it would make this post too long for nothing. It's not because Power 19 is not useful, far from it. It's because my product is about a Setting more than about a System.
QuoteI've played Star Wars with the Shadowrun system, Call of Cthulhu with the old White Wolf system.I've begun Kissanil with the Rolemaster system, and then we played it with the Earthdawn system. My system came only lately and is still somewhat unfinished (some Kissan are still flawed).
QuoteMore than that, though, is that I dislike things like Nature/Demeanor of the old White Wolf or the Keys system of TsoY. They try to link system with roleplay, I prefer to award xp for good roleplay. One of my ex-player often took Bravo as a Nature and tried to play a hack and slash brujah vampire...
QuoteSome things that my system is good for are:
QuoteSo I think the meat of my system is mostly centered on character's advancement rather than on Character creation. My System is not really made to force roleplay. My Setting is.
QuoteFinally, I have a question about enforcing my goal in some mechanical way. I've seen some games and I've never found something I liked there. Do you have an idea?
QuoteThe overral goal of Kissanil is dilemmas and evasion, but more than that, every RPG goal should be to have fun.
QuoteI would not play TSoY as it stand because I think xp should be always awarded for what you learn, not what you are.
QuoteI thought of a new system I could use by seeing some of the games you mentionned. Instead of awarding xp for roleplay and fun (like I do), I would award something like a Player's pool. They could have a communal pool of point increasing every time we have fun or we see good drama. Every player could boost one of his roll by using these communal points. Is it a good idea?
Quote from: pells on November 07, 2007, 01:36:08 PMBe careful with fun. Fun is just like humor, it depends on the person. What you might think as fun may not be found fun by others. For some people, having fun in a rpg is to play without DM, short games with a strong system that takes into account narrative power. That might not seem fun to you.
Quoteyour approach should not be "do I like this ?", but "do these rules help reach the designer's goals ?".
QuoteThat said, the place of your setting in your product, the way it is written, the information you provide : state this and tell the public how it helps reach your goals.
QuoteIn d20, you earn xp by killing monsters, so this is what is encouraged.
QuoteAnyway, Patrick, I strongly advice you, again, to think about your game as a whole, not just separated pieces (PC creation, progression ...).
QuoteYou said that maybe that goal wasn't for me. Why it it, so, that every player felt my world was the most dilemma-making world they have seen? I don't think it's just my Storytelling style...
QuoteI know my rules are not really oriented for dilemmas but that's only because I can't find a way that please me to do that. If I don't like the rules I create, I will stop to create my game right now. My goal was and is achieved through my setting, if I could achieve it through my system in a way that I like, I would do it.
QuoteI could use an example about that. Is the way I wrote my Frakal (in my PDF) a good way?
QuoteIn fact, in D20, you can earn xp with any challenge. I've played intrigue, horror and political game with that system. You earn xp when you learn. I want to use a system like that. In fact, that's why the D20 system and Rolemaster work so well in Kissanil (I could also try Fudge). Anyway, all Storyteller use the Golden rule and keep only the core idea).
QuoteI just think you can also have poor roleplay in TSoY when a player choose to take every Key just to gain more xp (yeah, stupid of them but when you think about power, you think this way (and you forget the rule about Transcend)).
QuoteI'm still not finished with it but I just wanted to know if I'm on track...
QuoteAs for a game system about dilemma, one of my player made me look upon my Fëas Pacts system. I wasn't discussing it and it's one of the primary way to create hard dilemma. Maybe I should find a way to create weaker Fëas Pacts that are more common.
QuoteMeanwhile, the Storyteller decides that to create confusion and wonder, the KissanJiJi must succeed.