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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: [Low Power Fantasy] Power 19  (Read 488 times)
Troy_Costisick
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Posts: 802


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« on: March 21, 2008, 02:51:39 PM »

Heya,

Posting this here for reference and historical purposes.  I hope to get another playtest of it in soon (weather permitting).

1.) What is your game about?**<2.) What do the characters do?**<3.) What do the players (including the GM if there is one) do?**<4.) How does your setting (or lack thereof) reinforce what your game is about?<5.) How does the Character Creation of your game reinforce what your game is about?<6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?<7.) How are behaviors and styles of play rewarded or punished in your game?<8.) How are the responsibilities of narration and credibility divided in your game?<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?)<10.) What are the resolution mechanics of your game like?<11.) How do the resolution mechanics reinforce what your game is about?

By giving players multiple opportunities to take multiple actions in a turn, the onus is put on the player to use those actions to step up and be heroic. In games where certain values dictate how much or how well a character can do something or in games where certain feats or spells are so obviously superior it would be stupid to not to choose them, this sort of thing is not possible. The emphasis is put on what players do with their actions, not how well they studied the manual to discover which number, feat, spell, magic item, or whatever is most broken.

12.) Do characters in your game advance? If so, how?

Yes, characters advance. Whenever a player chooses to use 3 or more dice after achieving at least one success on a roll, he can bank them to add 1 advancement point to his character sheet. Advancement points can be used to improve the dice pools for his various flags, buy new passions, new relationships, abilities, or advantages.

13.) How does the character advancement (or lack thereof) reinforce what your game is about?<14.) What sort of product or effect do you want your game to produce in or for the players?

I want the game itself to be a challenge for the players. I want the option it presents on every roll to make player stop, think, plan, then act. I want them to feel challenged, and then to enjoy beating the challenge and learning how to better assess a tactical situation. I want them to feel freedom- the freedom to have their character do anything they want in a contest. If they want him to leap to a beam, grab a rope, then swing down and lop off the head of their foe, then I want to provide them the chance to do that.

15.) What areas of your game receive extra attention and color? Why?<16.) Which part of your game are you most excited about or interested in? Why?

The resolution system. I think, and playtesting has proven, that it really does open up the playspace for creativity and fun.

<18.) What are your publishing goals for your game?

Free PDF download within the next year.

19.) Who is your target audience?
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