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(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
First Thoughts
(Moderator:
Ron Edwards
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My game about, for lack of a better term, Dirty Princesses
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Topic: My game about, for lack of a better term, Dirty Princesses (Read 1765 times)
Callan S.
Member
Posts: 3588
Re: My game about, for lack of a better term, Dirty Princesses
«
Reply #15 on:
November 03, 2008, 11:01:58 PM »
I think 'Dirty Princesses' is shocking and kicks ass as a title, already! I reckon you'll make extra sales just from that title alone.
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Philosopher Gamer
<meaning></meaning>
David C
Member
Posts: 262
lost in the woods...
Re: My game about, for lack of a better term, Dirty Princesses
«
Reply #16 on:
November 03, 2008, 11:23:01 PM »
Quote from: Callan S. on November 03, 2008, 11:01:58 PM
I think 'Dirty Princesses' is shocking and kicks ass as a title, already! I reckon you'll make extra sales just from that title alone.
You make a great point Callan!
For my previous comment, I never intended to say that my ideas were better than the OP's, his (thread) title just lead me to believe he might appreciate a little brain storming.
The idea sounds excellent, btw. If only I could convince my friends to try a game like this.
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...but enjoying the scenery.
Ron Edwards
Global Moderator
Member
Posts: 16490
Re: My game about, for lack of a better term, Dirty Princesses
«
Reply #17 on:
November 14, 2008, 09:24:35 AM »
Hey, one thing - I recommend checking out the game
The Prince's Kingdom
, by Clinton R. Nixon. It has a similar premise, and the term "prince" in the game is gender-neutral if I recall correctly.
I'm not posting to say your idea's been done (in fact, the theme is very different based on what you've posted), but rather to encourage as much input as possible, for you to see how yours is different, and to design toward precisely what you want.
Best, Ron
edited to add one important parenthesis - RE
«
Last Edit: November 14, 2008, 09:27:36 AM by Ron Edwards
»
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JCunkle
Member
Posts: 8
Re: My game about, for lack of a better term, Dirty Princesses
«
Reply #18 on:
November 26, 2008, 10:44:40 PM »
Wow. The possibilities for this kind of game are really great!
Have you looked at, or are you familiar with Nicotine Girls? There are some really great mechanics for getting want you want at a price/ your world falls apart in that game.
Man, I really want to play dirty princesses now.
I did come up with a really basic system if you are interested, I have no clue how functional it is. If I can arrange it, I'll do some playtesting.
These are just some quick notes I plodged together. If something needs explaining, I'll do my best.
things to lose:
equipment - explicit
trust - implicit
things to gain:
victory - explicit
issues and concerns - explicit
Stats:
Combat
Social
Privilege
total of 7 points to spread
during challenges roll your rating in d6, 5+ is a success
Gear:
narring one into your action grants a 2/1/0 d6 bonus to linked stat.
Lance - Sword - knife (combat)
Retinue - Handmaiden - alone (combat)
Horse - Boots - Feet (combat)
Fine clothes - underclothes - naked (social)
Perfumed - soaped - muddy (social)
Gold - Coppers - penniless (social)
These get knocked down a peg during 'Consequence of Victory' sometimes
Victory conditions:
Health - Wounded - Dying breath (special)
Absolute Fealty - The Throne - Nobility (special)
These two can be used for consequence dismissal as with gear (see below).
Going down to the third level in either one eliminates the PC from victory.
The last to die or give up the throne wins.
Challenge types: (scene setting)
Combat - use combat stat on challenge (earns challenge points per success), or use privilege on PCs (take a gear level? - something less than earning points here, unsure.)
Social - use social on challenge, use privilege on PCs (same as above)
victory occurs in either type for the first PC to accumulate 10 challenge points
consequence for victory:
declared by conflict winner
always affects someone else - villagers, PCs
- affected rolls a contested privilege vs privilege to turn the consequence on someone else (who has no such option)
- or affected sacrifices a gear level to dismiss the problem
- or affected takes on an issue
then the affected declare the new conflict type. (narrates the beginnings of it?)
Issues:
a moral imperitive - won't (fill in the blank), or must (fill in the blank)
this gives the other players room to put you in difficult positions, role wise, without affecting your chances of actually winning.
It'll define the kind of queen you become.
villiagers:
will always take an issue if complicated, and not in the princesses favor (as the PCs move farther from their homeland common folk are less inclined to help dirty, naked, self proclaimed 'royalty'
Afterward:
It would be appropriate to describe the 'coming home' and perhaps even some piece of legend about the queens reign, as from the distant future.
Note: Should this be GM-ish or GM-less?
Any thoughts anyone?
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