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[Name in Progress] Power 19!

Started by opsneakie, December 05, 2007, 09:44:08 AM

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Troy_Costisick

Heya,

QuoteSide note, I'm considering the name "Sorcerer's Gambit" for this game, since the magic plays a big part,

-That's fine.

Let's talk about this one for a bit:

Quote6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?


   This game rewards remaining uncorrupted and following their own goals

I'm not clear on how following one's own goals necessarily means that person is not "corrupted."  What does Corruption mean and your game, and how does following one's own personal desires sheild a person from it?  I think, taken to an extreem, your answer to this question could be interpreted to mean that selfishness is the opposite of corruption.  But that's probably not what you mean, is it?

Peace,

-Troy

opsneakie

No, that's definitely not what I had in mind there. I didn't mean following your goals as in selfishness, I meant it more in an accomplishing your dreams kind of way. i.e. your character has a faith he finds very important, he gets rewarded for making steps to spread his faith. In my head it would work kind of like how Keys worked in The Shadow of Yesterday. I suppose you could have something like a Key of Corruption, and get experience for degenerating. It's about picking those keys that mean your character can advance, and that xp is controlled by the player.
- "aww, I wanted to explode..."

Troy_Costisick

Heya,

QuoteIn my head it would work kind of like how Keys worked in The Shadow of Yesterday. I suppose you could have something like a Key of Corruption

Working it like keys in TSoY would be sweet.  Definately go for that.  But I am not sure how I feel about the Key of Corruption.  That might wreck a game unless everyone buys into that.  How do you feel?  One possibility would be to make it an optional rule at the end of the book.  If people want to go for a "Corrupted Campaign" they could- and in that section you could give special case rules to assist them.  But still, how would that fit in with your vision for the game?

Quote#8.   The GM is responsible for the primary narration, although the players are expected to narrate when they have control of the scene. Players who are winning a conflict control the resolution of that scene.

The players gain control as they are winning or after they have won the conflict?  Could you clear that up for me?

Peace,

-Troy

opsneakie

Players narrate the scenes they win control of: example following

So, Mr. Example, who has been a Fire 7 / Water 3 mage for some time now, starts a fight with... a Wind Mage say, who's Air 6 / Earth 4 at the moment. Mr. Example wins the conflict resolution roll easily, so the scene is his. He can narrate the way in which he wins the conflict, with some interjections from the player of his opponent (or the GM).

Now, if Mr. E's opponent isn't satisfied with how the scene is going, he can break into task resolution. He can bend the story to suit him a little bit. Using the same resolution system, they break into tasks instead of conflicts - individual attacks.

Conflict resolution will cover the majority of encounters that have a small amount of 'weight' in the plot. In order to shift higher weight events (i.e. a showdown with a major villian), the players must use task resolution.
- "aww, I wanted to explode..."