The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 03:44:31 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
First Thoughts
(Moderator:
Ron Edwards
)
Considering a New Idea
Pages:
1
[
2
]
« previous
next »
Author
Topic: Considering a New Idea (Read 1243 times)
Abkajud
Member
Posts: 188
Re: Considering a New Idea
«
Reply #15 on:
June 16, 2009, 02:15:05 AM »
Noclue,
I agree with you about
Dogs
. Where I don't agree is this: in relation to the Premise of a game, players need to be able to make any and all choices they wish. By Premise I mean the big one, the moral-ethical question that the game asks the group to answer, or at least discuss, through play. Given the Forge definition of Premise, then, it's imperative that, with regard to dream-beasts, transformation, etc., players need the freedom to do whatever they want in relation to the power they could gain from huffing dream-fog.
See what I mean?
Noah, it sounds like we're on exactly the same page. -grin-
Logged
Mask of the Emperor
rules, admittedly a work in progress -
http://abbysgamerbasement.blogspot.com/
noahtrammell
Member
Posts: 56
Re: Considering a New Idea
«
Reply #16 on:
June 16, 2009, 08:38:13 AM »
I was considering the actual rules of my game today, and I might add a "Despair" system. It basically arose from the fact that social skills really have no use if all you're trying to do is survive. Despair is basically like damage, except that it doesn't just influence, say, physical rolls. It also branches off into mental and focus rolls and should be roleplayed, too. However, Traits can purchase Attributes like "Inspiring," and can then be used to dispel Despair. This'll make things like eloquence or music important because without them, the only way to overcome those penalties will be to use your Powers. I'll have to come up with guidelines of when Despair comes into play. Maybe when partymembers die/lose their humanity, that way you'll be depressed and have a monster on your tail.
Man, I feel sorry for my players. They may have freedom, Abkajus, but going the "good guy" route is not going to be easy.
Logged
"The difference between the right word and the almost-right word is the difference between lightning and a lightning bug."
-Mark Twain
My Tiny but Growing Blog
Abkajud
Member
Posts: 188
Re: Considering a New Idea
«
Reply #17 on:
June 16, 2009, 02:33:55 PM »
Noah,
You might want to check out
Polaris
for an example of how to do this Despair idea without railroading players, in the manner of
Vampire
's Humanity system or
Call of Cthulhu
's Sanity score. Maybe Despair gives players more power, but power that can only be used in certain, antisocial ways?
Logged
Mask of the Emperor
rules, admittedly a work in progress -
http://abbysgamerbasement.blogspot.com/
noahtrammell
Member
Posts: 56
Re: Considering a New Idea
«
Reply #18 on:
June 16, 2009, 03:32:39 PM »
Well, I was considering that Despair just accumulates as your situation worsens. However, today I came up with the idea of a Coping system, where your player has a psychological disorder they use to cope. If you were anorexic, you could take a Hunger status to remove Despair, but that would come back to bite you later. As with everything else in the game, you're staving off your inevitable doom.
However, I'll check out Polaris. I've heard a lot of good things about it, and I don't want the only option for staying happy to be harming yourself
Logged
"The difference between the right word and the almost-right word is the difference between lightning and a lightning bug."
-Mark Twain
My Tiny but Growing Blog
noahtrammell
Member
Posts: 56
Re: Considering a New Idea
«
Reply #19 on:
June 16, 2009, 03:47:04 PM »
Actually, could you just give me a quick synopsis of how it works? I'm leaving town in a couple of days for three weeks, and I don't think I'm going to have time to pick up a copy.
Also, from a combat standpoint, I was trying to think of a way to make Powers much more, um, powerful than Skills. Since I'm still kinda using PDQ as my inspiration, the difference is that Powers can be used to absorb damage while Skills can't. While you can still hit an enemy if you have a really high Guns skill, he'll be able to take the hit on one of his Powers, but you can't absorb it with your Guns skill. In this way, Powers are a combination of Skill and Absorption Traits.
Logged
"The difference between the right word and the almost-right word is the difference between lightning and a lightning bug."
-Mark Twain
My Tiny but Growing Blog
noahtrammell
Member
Posts: 56
Re: Considering a New Idea
«
Reply #20 on:
June 17, 2009, 07:29:31 PM »
OK, so I think this game has evolved enough to warrant a place where I can compile my development notes and random stuff I come up with. I've written a short introduction to the game, and I think I'm going to name it Outbreak. I hope the short fiction piece I've just published will help everyone to get a clear idea of what the game is about.
For those who are interested in following the game, the blog is located
here
. I think I'll just keep discussing the game here at the Forge, and may create new threads to discuss certain questions. I'll use the blog to keep all my notes organized, so if you want more miscellaneous info, the blog will be the place to look. If you want to, I can make anyone who asks a contributor on the blog (you'll need a Wordpress account) so you can comment on the posts, but it may just be easier to discuss stuff here.
I hope everyone keeps following and critiquing the game. Everyone's input has really helped the basic concept grow into something I couldn't have created in a vacuum. I'm leaving for three weeks this Sunday, but I plan on continuing writing, and for two of the weeks I'll have access to a computer that I can use to post anymore progress I make on the blog, or create new threads here at the Forge. Thanks again!
-Noah
Logged
"The difference between the right word and the almost-right word is the difference between lightning and a lightning bug."
-Mark Twain
My Tiny but Growing Blog
Pages:
1
[
2
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum