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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: okay let's post my game's P19  (Read 623 times)
poireau
Member

Posts: 6


« on: March 19, 2008, 10:07:20 AM »

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Willow
Member

Posts: 202


« Reply #1 on: March 19, 2008, 05:18:14 PM »

Do you have any questions for discussion?
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poireau
Member

Posts: 6


« Reply #2 on: March 20, 2008, 08:25:30 AM »

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joepub
Acts of Evil Playtesters
Member

Posts: 569

Joe Thomas McDonald


« Reply #3 on: March 21, 2008, 02:03:26 PM »

Your idea reminds me of Underground.

One thing that stands out as potentially problematic for me is this:
Quote
4.) How does your setting (or lack thereof) reinforce what your game is about?

The player try to beat the scenario, the GM write the base situation. it's like creating a dungeon, only the traps are social one and the monster layers and journalist.

Contrast that with what you say later on:
Quote
9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)

It involve them in the creation of the game world and put them in charge of deciding what the story is about.

The social-situation-as-dungeon model you describe in Answer 4 doesn't mesh with the player empowerment you talk about in Answer 9, or the multiple answers you give about player goals driving play. In my opinion.

What I think would be better than creating a dungeon or a linear "adventure" would be to create complex situations that are relationship-driven, rather than plot-driven. You are already using a lot of the tools that make that possible: setting up relationships as a part of character creation, setting up a "relationship map", having characters that work towards personal goals, having an ethical battle surrounding the use of power going on. What I would urge you to do is experiment with different ways to use those tools to create a session's content, rather than defaulting to the "dungeon style". It's fun, but I don't see it fitting with this idea at all.
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poireau
Member

Posts: 6


« Reply #4 on: March 24, 2008, 04:03:03 AM »

first I'll talk a bit more about the background of my game.

The game take place in 2050 and since the fall of the Berlin wall, superpower people have appeared, but only 15 couples, each one with there own power. All of them have reached prominent position in there country, some are dictators, some are top business owner and some are police boss.

The player are the grand son and grand daughter of these people, an not only the grand son of one families but they descend of two families. It means that each player is a key elements of the world political situation, more of it since the default assumption is that players characters have a common goal and work together too obtain it.

Secondly, about the post of joepub, when I say dunjeon, i just think complexe situation set before the game begins. I think that what I want is to have player to find way's to overcomes complexe situation using the powers and contact they have, and working to achieve it.
I think that's important that player chose what they want to do, especially in a game where they have such powers, but I think that I prefers to follow the gamist agenda. In game situation, even if I like to introduce moral dilemma and hard choice, what I like is making player work there game.
 I want them to think what to do, how to do it, who should we talk to, when shall we talk to him and so on. What I really appreciate is when my player find a way to overcome obstacle that surprise me.

Thirdly, I have a question for you, I this game has a said earlier I have 15 families each one with its power, do you think I need to make a long list of power with levels and such, or that a free-form power system a la Mage can do the trick?

P.S. I 'd really appreciate feed back on my social resolution system.
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