Forum changes: Editing of posts has been turned off until further notice.
Started by Paganini, June 19, 2002, 10:53:10 PM
Quote from: Mike HolmesOK, first Nathan, using your strategy, you will not often have MOVs.
Quote from: Mike HolmesIn play, you are probably going to want to take an MoV from time to time. If you want to play it as a Gamist exercise where you are just trying to accumulate points, you can "win" going home with the most points at the end of the night (heck, you can just roll your base dice and gamble nothing, and most certainly increase in points). But that's hardly the point of play in The Pool. Ron pointed this out before, and you have yet to rebut in any way.
Quote from: PaganiniSo, anyway, Mike, I disagree with you when you talk about the pool not being Gamist. Or rather, I see it as a bit of a non sequitir. The Pool gives you a resource, and it makes it valuable. This encourages skillful management of the resource, *without* implying any sort of inter-player competition. If a way exists to maximize returns, then there is absolutely no reason not to take advantage of it. In fact, the design of the system encourages this sort of thinking: "How can I use my dice most effectively?" Not "more effectively than everyone else," just "how can I get the most out of them?" They're a resource... that's what they're for. :)
Quote from: James V. WestI find it very difficult to concive a group playing the same characters long enough to run into a bloated pool scenario. Certainly never in the 30,000 rolls range. I average 4-6 rolls per session in my games so far (usually around 3 hours of playing).
QuoteI want the rules to express that a "success" for the player means the ball is in his court, whereas a "failure" puts it back in the GMs court. Nothing more or less. If you opt out of a MoV, you essentially put that ball back into the GM's court. I can't imagine someone having so little interest in the story that's happening to their character that they would give up MoVs regularly for dice--unless their pool was dangerously low.
Quote from: Buddha NatureOkay, I think stimuli is heading in the right direction here, namely - make changes as you feel they are needed/warranted to your own game, don't ask James to make them canon. If someone out there wants to write up a webpage of tack-on rules, by all means do it--I am all for that kind of thing--heck if James really likes it he might link off his main site.
QuoteSuffice to say, none of this really is going to come into play (at least as far as I can tell). I don't think people are _really_ going to get into the 60+ roll area, and I seriously doubt any normal player is going to grow their pool beyond 20 dice.
QuoteI just don't see it happening, A) because the game is about the MoV's--they are what you want! B) I have done some rolling of my own, and you will lose sooner rather than later. C) Why play wussy? Play it fast and loose and have fun--you are playing a Narrativist game so stop thinking about the dice so much and think about the story--taking dice over MoV's is good for the player (and maybe the character) but not for the story.
QuoteDon't try to play a Narrativist game like a Gamist, it is just not going to be fun for anyone.
Quote from: James V. WestSo, it seems that some people like the one-die reward better than the two-die reward. Let me clarify why I changed it in the first place: There were a couple of discussions about "thrashing", as Paul pointed out earlier in the thread. I wanted to help the problem by giving players a slightly higher reward. Because you tend to start with few dice, you tend to lose them fast. Getting two dice in stead of one helps with this problem--but it isn't as intuitive as getting a single die.
Quote from: PaganiniYou could do the same thing with reward dice. "If you succeed you may take a MoV - blah blah blah - or you may choose to recieve reward dice from the GM," - leaving the number of reward dice up to the GM. He could do it by feel - if you're thrashing, he can give you 2. If you have a +99 Pool Of Dominion he can give you 1 - or he could go by one of the suggestions above, or whatever.
Quote from: James V. WestThis isn't a bad idea, really. No goofy rule add-ons, just an extension of the current rule for gift dice.
QuoteI wasn't going to include any "optional" rules with the game, but what do you folks think? Perhaps a bit of guidance in terms of tweaks such as this one wouldn't hurt as an aside?