*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
April 23, 2014, 06:50:54 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: 51 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: OctaNe: Playing for Points  (Read 1092 times)
Alan
Member

Posts: 1012


WWW
« on: October 03, 2002, 05:24:13 AM »

Hi,

I haven't played OctaNe yet, but I noticed some things about the Stunt system:

Low Hazard rating rolls generate Plot Points more often and allow player narration more often, while High Hazard rolls burn points and allow GM narration more often.

Does this encourage players to extend low hazard conflicts to generate plot points, while high hazard conflicts get resolved more quickly?

Has anyone noticed this in play?  

- Alan
Logged

- Alan

A Writer's Blog: http://www.alanbarclay.com
Jared A. Sorensen
Member

Posts: 1463

Darksided


WWW
« Reply #1 on: October 03, 2002, 05:45:57 AM »

Quote from: Alan
I haven't played OctaNe yet, but I noticed some things about the Stunt system:

Low Hazard rating rolls generate Plot Points more often and allow player narration more often, while High Hazard rolls burn points and allow GM narration more often.

Does this encourage players to extend low hazard conflicts to generate plot points, while high hazard conflicts get resolved more quickly?

Has anyone noticed this in play?  



Hi, Alan.

I'm curious to hear about this as well. :)

Actually, it's made to work as you've described -- the characters tangle with situations/opponents without any Hazard ratings (or at the most, low ones) and then work up to the Big Bad. By this time, they should have a nice little pool of Plot Points to spend on the high Hazard obstacles.

- J
Logged

jared a. sorensen / www.memento-mori.com
joshua neff
Member

Posts: 949


WWW
« Reply #2 on: October 03, 2002, 09:00:26 AM »

I was thinking this with both InSpectres & octaNe. With InSpectres, you have to accumulate a certain amount of points to reach endgame. With octaNe, it's not part of the rules, but it'll probably happen, as the PCs will need Plot Points to defeat the Big Bad. I like this. I think it will encourage Players to intiate conflicts, so that rolls are required, to accumulate more points. With both games, needing more rolls means creating more story. Nice.
Logged

--josh

"You can't ignore a rain of toads!"--Mike Holmes
Alan
Member

Posts: 1012


WWW
« Reply #3 on: October 03, 2002, 09:13:41 AM »

Hi,

I like the mechanic as well, but I was wondering if it affects the amount of dramatic detail that goes into low-hazard vs. high-hazard conflicts.  In my ideal game, a high-hazard conflict would have more detail and interaction than any single smaller conflict.  

Does this happen in real play, or does the mechanic encourage extending lesser conflicts while resolving the bigger ones as quickly as possible?

What does actual play demonstrate?

- Alan
Logged

- Alan

A Writer's Blog: http://www.alanbarclay.com
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!