*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 09:27:43 AM

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)
Pages: [1]
Print
Author Topic: [Assimilate (tentative title)] the Power 19  (Read 1125 times)
RicardVahgner
Member

Posts: 3


« on: February 14, 2010, 09:22:42 PM »

Logged
RicardVahgner
Member

Posts: 3


« Reply #1 on: February 27, 2010, 06:34:30 PM »

So how long will it take to get some feedback on this site? I know, out of four hundred people, someone must have something to say.

Drew

Logged
Lance D. Allen
Member

Posts: 1962


WWW
« Reply #2 on: February 27, 2010, 07:40:20 PM »

Sorry Ric, but it's actually not a good idea to post a Power 19 and ask for feedback. I've done it myself though, so it's not a bad mistake to make. This questionnaire is pretty controversial, and a lot of high-profile users on this site think it is completely worthless. Aside from that, it's a wall of words that does very little to encourage people to read through it. Me, I'm not totally against the Power 19 (except as a "hey, this is my game" introductory post), but I also just saw this for the first time.

Some questions to move into discussion:

'splain what you mean by Persona? I think I get it, but I'd like to be clear.

For number 7, how, literally, are these rewards represented? Does the GM give numerical bonuses? More dice? Do the other players get to decide what deserves a bonus?

For number 9, you said:
Quote
Quote
I am looking forward to developing and witnessing an immersive combat sequence with intricate design details and these flexible player reward sequences.
Wait, what? But you said... How is this going to keep the focus on interacting with the world, bonding with the persona?

To expand a bit also on your comments at the bottom: Question number 8 is kinda badly phrased, as it assumes you've a bit more familiarity with games that are non-traditional. In common RPG play, the GM narrates everything that happens in the world, and the players narrate their own actions. Credibility means how easily the play group accepts anything that's added to the fiction. GMs usually have a lot of credibility, by virtue of their position. Players usually have credibility over declaring what their character does; If you say Ragnar has red hair and carries an axe, we're probably going to believe you. For the rest, the game setting and system apportions credibility. If you say you've got an axe, the setting will back you up if it's a bog-standard fantasy. If you say that you chop the goblin in half, the natural twenty you just rolled, and the maximum damage on your dice mean we'll probably believe you. The +10 Vorpal sword you pull out of your backpack is less likely to get believed, as there's no way that the setting or system (which includes the buying of equipment) will back you up.

There's more to say, but I'll wait until you reply back.

Also, I just noted this is in Endeavor. This sort of discussion normally takes place in First Thoughts. Ron or Vincent may move it over for you if he notices it's in the wrong folder, so don't worry about it for now.
Logged

~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls
RicardVahgner
Member

Posts: 3


« Reply #3 on: February 27, 2010, 08:03:35 PM »

Ah, I see. Well, I just saw that someone else posted in this forum, so that is why I followed suit. Sorry for putting this in the wrong place, sir. As for your questions, I will ruminate and get back to you ASAP. Thank you very much for responding!

Drew

Logged
lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #4 on: March 01, 2010, 07:14:31 AM »

First thoughts it is. Carry on!

-Vincent
site tech admin
Logged
Excalibur
Member

Posts: 94


« Reply #5 on: March 01, 2010, 09:38:12 AM »

Hey, Ricard.

I have to admit, I just scanned through your 19. Personally, while I like how the 19 gets a lot of stuff out there, I have fewer questions that I ask and they might be a bit more difficult to answer. They come from a series of game dev videos on youtube and are called Jarod's big 3 questions, the fourth is added by the host of the videos.

1.  What is your game about?
This sets the tone about everything. Love, Violence, etc. your game mechanics should be about that concept. This is not the setting, that is where your game takes place which is not the theme.

2. How is your game about that? or How does your game do that?
Game mechanics should reflect the concepts in question 1.

3. How does your game reward or encourage that behavior?
Is the reward mechanic? XP? Favor Points? Something more obscure/abstract?

4. How do you make that fun?
What will make players want to come back and play this game again and again?

Now, about your setting I think you should look into the series of novels by Joel Rosenberg: The Guardians of the Flame series. This is almost exactly what you describe. I would also suggest looking into the game Timelords which has rules on how to represent time-traveling versions of the players. It provides ways to define a player's attributes as a character in the game. It also provides a means to create characters (that are not the players). So with these two suggestions you have 1: A very similar setting, 2: A way to represent the players themselves in game, and 3: A way to present the personas the players morph into.

It'll be a bit of reading, yes, but you'll find it entertaining, trust me Smiley
Logged

-Curt
Artz
Guest
« Reply #6 on: March 04, 2010, 11:36:18 AM »

The idea that the player enters the world and develops into someone else is extremely interesting and engaging. I've never seen anything like it, and I've seen a lot of game systems. All I can say is: stick with it, and I'm excited to see where it goes. Good luck. Smiley
Logged
Jeff B
Member

Posts: 24


« Reply #7 on: March 09, 2010, 08:49:50 PM »

I also find the notion of taking the "real" player into the game and engaging the fictional world as a very interesting idea.  I think it will accomplish two things in particular.  One, it removes the need to create an artificial personality, which some players find to be a burden.  Two, it sets the stage for "what if" questions about one's self.

"What if I had a million dollars?"  Cool.  You enter the fictional world to discover you have substantial financial assets, and even more on the horizon if you play your cards right.

In various forms, giving a person power will bring out some of their dreams.  Maybe they want to create a utopia, or being a warlord, or seek their true love, or be famous or controversial.

If you give the player X power to start with, you can then reward them with X additional power for making good use of the original power.  Perhaps players could be tempted with a sort of wish that they get from start:  YOu could wish for money, fame, superhuman abilities, political power, many admirers, or whatever.  Work from there toward creating a empire that reflects your inner desires.

Just a thought.
Logged
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!