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Author Topic: [Terra Fantastica] Power 19  (Read 671 times)
Martians
Member

Posts: 9


« on: July 27, 2008, 08:54:27 PM »

Hi all, i finally did it...i sat down today and filled out a power 19 for my game Terra Fantastica, here it is i tried not to give away to many specific plot points or get too specific into any one aspect of the game as i was just trying to get an overall view of the game out there for you all to see of course i just want to know what everyone thinks, ill have mechanics and more specifics up soon, ive written up an example of combat and am working on a character creation example ill post up as well...lets get the gears a' grindin' and thanks in advance for any and all comments!
-brandon

1.) What is your game about?<2.) What do the characters do?

The characters take sides in a worldwide conflict, both world war two as we know it, and in the race to save humanity.  The characters are scientists, based out of the World Coalition of Scientific Minds in New York City, racing against time to return earth to its proper orbit before it freezes entirely, eradicating the already depleted and embattled human race, or worse, before it crashes into Mars destroying both planets.  The characters are young soldiers in the Allied army serving aboard an experimental Skyship patrolling high above the frozen trans-atlantic front, a wasteland of ice-shelves and glaciers where once an ocean churned.  The characters are thrust into a time of great desperation, but also a time of hope, where great men are driven to achieve great things in the face of adversity, where adventure is found in everyday life, in a time where urgency of each moment becomes ever so apparent.   

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?<.) How are the responsibilities of narration and credibility divided in your game?

The GM handles the narration of setting and all NPC action and interaction.  The characters are responsible for all of their characters actions reactions and speech.

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?

The Resolution mechanics for skill based non-combat tasks are very simple; A GM determined target number, based on difficulty and situational modifiers which is rolled against with a predetermined factor based on level of expertise in a skill. 

Combat is handled in a very cinematic fasion which will reflect the back and forth of a swashbuckling, bare knuckle, knock-down-drag-out fight.  Players will roll a single die added to a modifier bassed on combat prowess and skills   
compared to an opposed roll and try to gain the upper hand in combat allowing them to administer the knock out punch or killing blow.  The combat system is designed to simulate hollywood style back and forth brawls
 
11.) How do the resolution mechanics reinforce what your game is about?<12.) Do characters in your game advance? If so, how?<13.) How does the character advancement (or lack thereof) reinforce what your game is about?

The character advancement system of my game helps to reinforce a feeling of achievement.  It will give the players a reason to keep playing and keep fighting the forces of evil and keep trying to save the world.  As the characters develop the GM is able to present them with greater and greater challenges, allowing them to effect the world around them in more and more meaningful ways.  It will reinforce the feeling that although the world cant be saved in one day, by one man, through perseverence and hope the characters can achieve something worth fighting for.

14.) What sort of product or effect do you want your game to produce in or for the players?

I want the game to create a real sense of achievement and adventure.  The game will create a sort of nostalgia and familiarity through its use of human characters fighting for ordinary goals of freedom, survival and justice but fighting for them in very extrodinary setting which magnifies each and every human triumph be it in a globe spanning conflict or just everyday life.  I want my game to provide great characters and great fun for its players. I think that the two go hand in hand.

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?

Everyone.  But more so, fans of Science Fiction, Action, Adventure, War and Crime Drama movies, fans of the works of H.G. Wells and Jules Verne, Fans of the Steam-Punk genre and rpg enthusiasts in general.

thanks to everyone for suffering through this ramble...what do you think!
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dindenver
Member

Posts: 928

Don't Panic!


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« Reply #1 on: July 29, 2008, 01:25:32 PM »

Brandon,
  Here is some thoughts for you to chew on:
Quote
i tried not to give away to many specific plot points or get too specific into any one aspect of the game
  This will not serve you well. the more unique your setting is, the more you need to shout it from the rooftop. Give it away, what's the worst that could happen?

Patriotism is a sticky point too, right?
  One person's patriotism is another person's Nationalism is another person's Jingoism, right?

Quote
2.) What do the characters do?

The characters take sides in a worldwide conflict, both world war two as we know it, and in the race to save humanity.  The characters are scientists, based out of the World Coalition of Scientific Minds in New York City, racing against time to return earth to its proper orbit before it freezes entirely, eradicating the already depleted and embattled human race, or worse, before it crashes into Mars destroying both planets.  The characters are young soldiers in the Allied army serving aboard an experimental Skyship patrolling high above the frozen trans-atlantic front, a wasteland of ice-shelves and glaciers where once an ocean churned.  The characters are thrust into a time of great desperation, but also a time of hope, where great men are driven to achieve great things in the face of adversity, where adventure is found in everyday life, in a time where urgency of each moment becomes ever so apparent.   

  Ok, this answer is kinda all over the place. I see what you are trying to do, but I wonder about the execution, you know? What I mean is, if you make a game where you can be a reporter, scientist, soldier or politician. Then how do the players get together, makes compatible characters and have fun.
  To give you an example of what I mean, I heard about a game that only lasted 15 minutes into actual play. One character made a big, bad fire Mage, the other a noble Shipwright. So, the GM puts them in a Tavern to meet each other and immediately they clash. One is a man with physical power over fire, the other a man with massive political connection. MEchanically equal in most ways. Except that when a shipwright mouths off to a fire mage, someone gets burned...
  What I am trying to illustrate is that if you make a game where the characters can be anything, what is to motivate them to be anything compatible? Maybe the above is just evidence of dysfunctional play. But certainly the system didn't do anythign to encourage the players to make compatible characters, right?

Quote
Based in New York City, one of the last unfrozen places in north America
  OK, this part was confusing to me, I love games set in New York City. But I mean come on, how can New York be thawed and Arizona not? Is the tilt of the earth off kilter too?

Quote
Quote
The characters are faced with choices that literally spell the fate of humanity.
How? By and large, I find that most of these settings heavy games (and I love settings heavy games, btw) require the setting to sort of maintain an equilibrium in order to keep working. For instance, Exalted, The Dragon-Blooded loose their teeth if they don't have the political power of the Empire behind them, right? So, how does your game empower the players to change the world, while avoiding the pitfall of ruining the setting if they actually do?

Quote
My game will reward self sacrifice and daring actions,  it will benefit players who are willing to make descisions that benefit the betterment of humanity while putting there characters at risk of harm, imprisonment or death!
  OK, there are a couple of red flags I see here:
 - Self-sacrifice, does not go well with long intricate character design. You want the players to mold their characters backgrounds and personalities, then ask them to jump on the sword? This does not seem to be compatible to me.
 - Imprisonment is kinda worse than death in an RPG, really. I mean, you can't do anything but try and escape. I mean unless the whole group is imprisoned or they know its a Jail Break game, its going to derail the whole thing, you know? For instance, in a high minded game like this, some characters will refuse to jail break someone, even if wrongly convicted, right? I mean a mistake in the law is no excuse to break it, right?
 - In a pure skill-based game like this, its hard to get that I made X better, so it makes me better. You mentioned some kind of Karma system, but again, that is not always a good reflection of what you want the system to be like. I mean essentially, you are saying, if a character does good, they will get a little bit luckier later, right? There is no link between the good deeds and the luck, really...

Quote
Staring death in the face without blinking, fearlessly walking the razors edge and never backing down in the face of seemingly insurmountable odds are all activities that are not only encouraged and expected in my game but ones that will be met with rewards and hopefully a sense of achievement in the players.
  I love this idea! Love it, but how does it work? I mean, if they are always facing insurmountable odds, what stops them from getting smooshed? Also, if the characters are able to regularly face insurmountable odds, then are they insurmountable? Seems like this game could turn into Exalted (godly powers and what not) in order to routinely face these kinds of opposition, right? Is that what you want? If not how do you reconcile the idea that a char is facing tough odds and winning consistently?

Quote
Quote
8.) How are the responsibilities of narration and credibility divided in your game?
For more Traditional Games, this question is meant to bring focus on three issues that seem to come up and their permutations:
1) Can the GM dictate what your char does and doesn't do?
2) Can a player dictate the actions of any other character?
3) How does persuasion and other social conflict work. If I use my charms to persuade character X do do an errand for me, how does that work?

  Also, this is a time to address other issues, like can a player introduce a subplot. Can a player suggest a different solution to a puzzle (like in InSpectres)? Those sorts of things.

Quote
19.) Who is your target audience?

Everyone.  But more so, fans of Science Fiction, Action, Adventure, War and Crime Drama movies, fans of the works of H.G. Wells and Jules Verne, Fans of the Steam-Punk genre and rpg enthusiasts in general.
  Um, no offense, but that is not a good target audience. Yuo just can't make a product tha will appeal to all of those people...

  Anyways, seems like a great setting and if the mechanics allows you to do what the setting suggests, then you are golden!
  Good luck man!

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Dave M
Author of Legends of Lanasia RPG (Still in beta)
My blog
Free Demo
Martians
Member

Posts: 9


« Reply #2 on: July 29, 2008, 11:23:31 PM »


dindenver,
thanks alot man im glad to finally get some feedback, i just got home from work and it is 3am...i am going to respond to each of your questions in the morning but i couldnt resist thanking you now!
brandon
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Martians
Member

Posts: 9


« Reply #3 on: July 30, 2008, 09:00:24 PM »

dindenver,
thanks for the feedback heres what i have to say in response...

Quote

Quote
i tried not to give away to many specific plot points or get too specific into any one aspect of the game
  This will not serve you well. the more unique your setting is, the more you need to shout it from the rooftop. Give it away, what's the worst that could happen?

Patriotism is a sticky point too, right?
  One person's patriotism is another person's Nationalism is another person's Jingoism, right?


Quote
Based in New York City, one of the last unfrozen places in north America
  OK, this part was confusing to me, I love games set in New York City. But I mean come on, how can New York be thawed and Arizona not? Is the tilt of the earth off kilter too?


Quote
Quote
Quote
2.) What do the characters do?

The characters take sides in a worldwide conflict, both world war two as we know it, and in the race to save humanity.  The characters are scientists, based out of the World Coalition of Scientific Minds in New York City, racing against time to return earth to its proper orbit before it freezes entirely, eradicating the already depleted and embattled human race, or worse, before it crashes into Mars destroying both planets.  The characters are young soldiers in the Allied army serving aboard an experimental Skyship patrolling high above the frozen trans-atlantic front, a wasteland of ice-shelves and glaciers where once an ocean churned.  The characters are thrust into a time of great desperation, but also a time of hope, where great men are driven to achieve great things in the face of adversity, where adventure is found in everyday life, in a time where urgency of each moment becomes ever so apparent.   
  Ok, this answer is kinda all over the place. I see what you are trying to do, but I wonder about the execution, you know? What I mean is, if you make a game where you can be a reporter, scientist, soldier or politician. Then how do the players get together, makes compatible characters and have fun.
  To give you an example of what I mean, I heard about a game that only lasted 15 minutes into actual play. One character made a big, bad fire Mage, the other a noble Shipwright. So, the GM puts them in a Tavern to meet each other and immediately they clash. One is a man with physical power over fire, the other a man with massive political connection. MEchanically equal in most ways. Except that when a shipwright mouths off to a fire mage, someone gets burned...
  What I am trying to illustrate is that if you make a game where the characters can be anything, what is to motivate them to be anything compatible? Maybe the above is just evidence of dysfunctional play. But certainly the system didn't do anythign to encourage the players to make compatible characters, right?

One of the absolute best role-playing experiences i ever had was a World of Darkness game i took part in where the characters included a construction worker, a college professor, a private detective and a bum.   Part of the fun of the game was seeing our GM craft a story that connected the players and, as it unfolded showcased each characters strengths and really included each of us in the chronicle.  Man, what an incredible game come to think of it it was probably my second favorite of all time. 

i think the responsibility of the gaming group as a whole should be to create characters that "can work together" and then for the GM to create a story where these characters, even if they are a motley crew do! work together.  i could just have to much faith in the players thought, i realize not every group will run like my group, hopefully people will have the respect for the setting to not create "dysfunctional" characters.

Quote
Quote
The characters are faced with choices that literally spell the fate of humanity.
How? By and large, I find that most of these settings heavy games (and I love settings heavy games, btw) require the setting to sort of maintain an equilibrium in order to keep working. For instance, Exalted, The Dragon-Blooded loose their teeth if they don't have the political power of the Empire behind them, right? So, how does your game empower the players to change the world, while avoiding the pitfall of ruining the setting if they actually do?

Maybe my wording was a little strong here.  The overall point of the game does not HAVE to be the end all be all salvation of humanity by fixing what is wrong with the world.  A sample adventure could consist of a rescue mission into the frozen wastes of Staten Island to recover the survivors of a research party which has been cut off from radio contact by a blizzard.  Every single adventure does not have to be about the final goal of saving the world,  but the characters actions can seek to help that goal along by backing the actions and interests of a faction who's goals and attitude parallel's their own.  If however the characters are allowed to save the world in a given campaign the earth is still frozen, it still going to take 40 or so years for it to return to its previous state and a lot of things have changed, not to mention there is still a world war going on, oh yeah and martian spies to be dealt with!

Thanks Alot for the feedback! ill continue with my response tommorrow night! lets keep this exchange open     
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dindenver
Member

Posts: 928

Don't Panic!


WWW
« Reply #4 on: July 30, 2008, 09:43:07 PM »

Brandon,
  No prob man.

  OK, most of your answers were cool. Only two things really make me pause:
1) The whole idea that you can put ANY group of characters together and expect the GM to somehow magically make an adventure that features all their talents is a stretch. I KNOW it can be done, but can it be done consistently and by a novice GM? One thing WOD has going for it is that it is a very hostile environment. That encourages smart PCs to line up on the side of good and work together, despite their differences.
  But what I fear is not that issue (although I guess it probably still is an issue in your game), but the netrunner issue from CP2020. So, if one character is a Tesla-like mad scientist and another is a field reporter, how does that work? One wants to be in the lab unless he is testing, the other wants to be in the field finding a story? You could run it as two separate plots, maybe but then how do the characters know/like each other AND how do they maintain that relationship if they don't have any contact? Do you see what I am trying to say? By making the options so varied, you are almost guaranteeing that some characters made will not have compatible agendas/environments. I mean a true inventor who is trying to save the world is not going to want to leave his workshop until the world is saved (maybe for field tests, but if you hand wave the lab time, then the player has nothing to do for like 70-90% of the game's time line). And a dedicated reported is not going to sit around in a lab waiting for the story to come to them, right?
2) Some of what you said concerns me. If I am trying to save the world, I'd like to be able to actually change it, you know? Even if its a little change, it still needs to be possible, right? Otherwise, what's the point? That is part of the darkness/emo vibe of Vampire and other WoD games. You can't actually fix the world, right? No mtter how many vampires a Hunter kills, there will still be more. They might even be able to take out one whole Clan (not likely, but maybe), but that will just serve to make the other Clans unite and fight back harder, right? But, I don't think you want to go that Dark/emo, do you? If that is the case, how do you enable the players and GM to change the setting in a meaningful way and still have the same fun that got us there available? It's a thin line to tread. On one hand, if you make it so that the world is still the same after they change the world, then they don't really change it, right? And if you make it so that the world changes too much, then the fun that got you there evaporates, right?

  Anyways, stick to your guns about what you want and make sure the mechanics does what you want/say it does, you know?

  Good luck man!
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Dave M
Author of Legends of Lanasia RPG (Still in beta)
My blog
Free Demo
Jason Morningstar
Member

Posts: 1428


WWW
« Reply #5 on: July 31, 2008, 04:39:25 AM »

Your setting sounds wonderful!  It's crazy in the best way.  I could easily imagine having many adventures in it.

You say the game's about patriotism, faith in humanity, and hope, but I don't see the system lining up to support that.  How will the design reinforce those themes?
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