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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: [Nine Worlds] Euro roleplaying in the Nine Worlds  (Read 798 times)
GreatWolf
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Posts: 1155

designer of Dirty Secrets


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« on: February 18, 2008, 03:02:28 PM »

i]Nine Worlds<Getting Started<Nine Worlds<Nine Worlds<Nine Worlds is actually like the setting of Legends of Alyria<Legends of Alyria<Legends of Alyria<Prepping the Game

So, how to prep for this game?  Originally, I had planned on making a storymap and then having players select their characters.  But, the prep session morphed away from this.  Now I had a collection of PCs and their various Muses.  I had encouraged the players to make up NPCs as parts of their Muses, so I had a few of those.  But now what to do?

I was thinking of prepping Sorcerer<Nine Worlds<Land of 1000 Kings<What Happened in Play<Post Game Thoughts<this thread<My Thoughts on the Nine Worlds System

It occurred to me that Nine Worlds<Caylus, Princes of Florence, and Puerto Rico<now shape your effectiveness later.

This is exactly what the Nine Worlds<won, right?  At the same time, there feels like lots of fiddly bits.  Just like some of the best Eurogames, Nine Worlds<Nine Worlds<
Nine WorldsGetting Started<Nine Worlds<Nine Worlds<Nine Worlds is actually like the setting of Legends of Alyria<Legends of Alyria<Legends of Alyria<Prepping the Game

So, how to prep for this game?  Originally, I had planned on making a storymap and then having players select their characters.  But, the prep session morphed away from this.  Now I had a collection of PCs and their various Muses.  I had encouraged the players to make up NPCs as parts of their Muses, so I had a few of those.  But now what to do?

I was thinking of prepping Sorcerer<Nine Worlds<Land of 1000 Kings<What Happened in Play<Post Game Thoughts<
this thread<My Thoughts on the Nine Worlds System

It occurred to me that Nine Worlds<Caylus, Princes of Florence, and Puerto Rico<now shape your effectiveness later.

This is exactly what the Nine Worlds<won, right?  At the same time, there feels like lots of fiddly bits.  Just like some of the best Eurogames, Nine Worlds<Nine Worlds
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Seth Ben-Ezra
Dark Omen Games
producing Legends of Alyria, Dirty Secrets, A Flower for Mara
coming soon: Showdown
Ron Edwards
Global Moderator
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Posts: 16490


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« Reply #1 on: February 21, 2008, 09:15:38 AM »

Hey Seth,

Can you give this thread a Forge-specific focus? I think that's important when you hit several sites with similar reports.

Best, Ron
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GreatWolf
Member

Posts: 1155

designer of Dirty Secrets


WWW
« Reply #2 on: February 21, 2008, 12:23:25 PM »

Sure.  At the very least, I have a couple questions about the game.

1)  When we played, it seemed like there was very little "free play" narration outside of conflict.  So, a given scene played out by setting up a conflict, then playing it through using the conflict system.  Is this just a symptom of our beginning the learning curve of this game?  Or is this how Nine Worlds usually plays?  Again, we had fun, but I did feel like we were bouncing from conflict to conflict without much in the way of "downtime".  Any thoughts or advice on this from those familiar with the game?

2)  Based on a fellow player's comments, I'll describe Nine Worlds conflict as moving from the Abstract to the Concrete.  You begin with the "What am I trying to accomplish?", then move through the abstractrations of the conflict system, which eventually leads to the concrete outcome narration.  In particular, as I describe above, the resource management game seems like a significant disconnect from the events occurring in the fiction.  Am I missing something?  Is there a better way to integrate these things?  Or am I just thinking about this incorrectly?
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Seth Ben-Ezra
Dark Omen Games
producing Legends of Alyria, Dirty Secrets, A Flower for Mara
coming soon: Showdown
Ron Edwards
Global Moderator
Member
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Posts: 16490


WWW
« Reply #3 on: February 21, 2008, 07:32:46 PM »

I think your two points are related, and my suggestion, actually, is to work away from this trend. Return, to some extent, to plain old role-playing. I'm not talking about maundering instead of scene-framing, I'm talking about doing stuff within a scene prior to reaching for the cards. Scene creation without conflict creation, but with scenes full of individuals trying to do stuff - hence conflicts emerge, not necessarily anticipated ones. Nine Worlds works very well with this principle in mind, much like Dust Devils does (and that's where I developed my scene & conflict rules for Trollbabe, by playing Dust Devils).

Best, Ron
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