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[Coraçao Selvagem] Power 19
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Topic: [Coraçao Selvagem] Power 19 (Read 465 times)
imago
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Posts: 36
Ian Berger
[Coraçao Selvagem] Power 19
«
on:
May 06, 2008, 04:59:21 PM »
/b] (Wild Heart) comes from the eponymous song from Wolf's Rain soundtrack, by Yoko Kanno, one of the inspirations for this project.
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?**
<
the Regent Pentacle<
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?
Characters must choose Goals, which will make them interact (and conflict) with the world, building up both tension and Tension.
Bonds are also chosen at Character Generation, thus linking this stage to the Commitment theme. They get to choose their side of them (since Bonds are bilateral mystical links with their Packmates), reflecting their dependance and ties with other PCs (and some NPCs).
And Selvagem have different traits than normal people.
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?
<
World Shaping
event on the Supernatural Taint of the Pentacle Regent.
Getting involved (through effecting the Regent Pentacle) affects both Goal fulfillment and endgame.
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?<
12.) Do characters in your game advance? If so, how?
Yes, through Experience (points), which can only be gained from fulfilling Goals.
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?
<
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?<<
18.) What are your publishing goals for your game?<
19.) Who is your target audience?/b] (Wild Heart) comes from the eponymous song from Wolf's Rain soundtrack, by Yoko Kanno, one of the inspirations for this project.
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?**
<
the Regent Pentacle<
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?
Characters must choose Goals, which will make them interact (and conflict) with the world, building up both tension and Tension.
Bonds are also chosen at Character Generation, thus linking this stage to the Commitment theme. They get to choose their side of them (since Bonds are bilateral mystical links with their Packmates), reflecting their dependance and ties with other PCs (and some NPCs).
And Selvagem have different traits than normal people.
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?
<
World Shaping
event on the Supernatural Taint of the Pentacle Regent.
Getting involved (through effecting the Regent Pentacle) affects both Goal fulfillment and endgame.
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?<
12.) Do characters in your game advance? If so, how?
Yes, through Experience (points), which can only be gained from fulfilling Goals.
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?
<
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?<<
18.) What are your publishing goals for your game?<
19.) Who is your target audience?<
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?**
<
the Regent Pentacle<
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?
Characters must choose Goals, which will make them interact (and conflict) with the world, building up both tension and Tension.
Bonds are also chosen at Character Generation, thus linking this stage to the Commitment theme. They get to choose their side of them (since Bonds are bilateral mystical links with their Packmates), reflecting their dependance and ties with other PCs (and some NPCs).
And Selvagem have different traits than normal people.
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?
<
World Shaping
event on the Supernatural Taint of the Pentacle Regent.
Getting involved (through effecting the Regent Pentacle) affects both Goal fulfillment and endgame.
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?<
12.) Do characters in your game advance? If so, how?
Yes, through Experience (points), which can only be gained from fulfilling Goals.
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?
<
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?<<
18.) What are your publishing goals for your game?<
19.) Who is your target audience?/b] (Wild Heart) comes from the eponymous song from Wolf's Rain soundtrack, by Yoko Kanno, one of the inspirations for this project.
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?**
<
the Regent Pentacle<
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?
Characters must choose Goals, which will make them interact (and conflict) with the world, building up both tension and Tension.
Bonds are also chosen at Character Generation, thus linking this stage to the Commitment theme. They get to choose their side of them (since Bonds are bilateral mystical links with their Packmates), reflecting their dependance and ties with other PCs (and some NPCs).
And Selvagem have different traits than normal people.
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?
<
World Shaping
event on the Supernatural Taint of the Pentacle Regent.
Getting involved (through effecting the Regent Pentacle) affects both Goal fulfillment and endgame.
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?<
12.) Do characters in your game advance? If so, how?
Yes, through Experience (points), which can only be gained from fulfilling Goals.
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?
<
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?<<
18.) What are your publishing goals for your game?<
19.) Who is your target audience?
Logged
Narrativist on a Simulationist world that wants to be Gamist
Eero Tuovinen
Acts of Evil Playtesters
Member
Posts: 2591
Re: [Coraçao Selvagem] Power 19
«
Reply #1 on:
May 07, 2008, 07:57:17 AM »
Thanks for posting, seems interesting. I can't say that I'd parse the P19 format very well, but I'm sure it's useful as a design tool. I'll look forward to further developments with your game.
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