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Started by Kester Pelagius, November 03, 2002, 05:02:45 AM
Quote from: Sylus ThaneI wouldn't mind a little more info on the setting itself.
Quote from: four willows weepingThis thread and those on TMW are difficult to reply to for opposite reasons; Rob's TMW posts are full overflowing crazy go nuts with stuff. This is, boiled down, an idea for a game about crazy people.
Quote from: four willows weepingRegardless of the difficulty replying, I have some things to ask you:Besides the reality check business, what purpose do Vision/Paranoia serve? Why not just define them as a continuum where the sum of your Vision and Paranoia are always equal to some quantity, rather than having two seemingly unrelated scores that fluctuate in concert?
Quote from: four willows weepingReality checks seem to be problematic: Why would logically extending the tenets of your fanaticism cause your faith to weaken?Finally, I'm always a little leery about games where the characters are fundamentally incomprehensible - aliens, plants, abstract embodiments of concepts, crazy people, etc. Anything that I wouldn't write about is something I couldn't play a game as, and sufficiently nutty religious fanatics - like these - certainly fall under the umbrella of fundamentally incomprehensible, especially if they start exhibiting pathological behaviors as their faith weakens.
Quote from: Pale FireThe setup seems clear enough: You are crazy and so are your friends, and you try to stay crazy.
Quote from: Pale FireHowever hmm.. the mechanics doesn't seem to fill any specific role. Maybe it's me or the text is a little unclear or both.What I wonder is: "Why do you have these mechanics (at all)?". My understanding is that one usually one has mechanics to regulate/limit/judge important situations and actions and/or to drive the game towards certain goals. The game is about lunatics and their theories, but what is the advantage of having a numerical value that says who's the craziest and when you're getting to normal? Is this driving the game somehow? Or is it a limitation on how crazy you could get?
Quote from: Pale FireIf these were somehow used to influence in-game events, like the amount of derangement fuels success at attempting actions and so on then I would understand. But here I'm a little mystified. It feels like these mechanics are supposed to connect to some other part which you haven't presented yet...
Quote from: Pale FireI see a lot of ways you could go with the game, including kind of a bragging game where each person takes turns making a conspiracy and then everyone votes who has the most believable vision and that person gets to direct the events in a scene. :)
Quote from: Pale FireBut back to the subject: How is this supposed to be played? An example of play maybe?
QuoteThe mechanic does not set out, nor attempt to define, who is crazy or who is normal. They merely are a means to gauge between clarity of Vision and disruptive influence of Paranoia and how this manifests in outward actions based upon a Reality Check.[...]Well the point of it all is that players keep track of their Vision (which defines their outlook/course of action) in relation to Paranoia (which essentially diverts them to other paths) and Reality Checks. Well, that's just how you determine if the current plan of action remains valid.
Quote from: Pale FireNo clarity dust here Kester. I'm as confused as ever.QuoteThe mechanic does not set out, nor attempt to define, who is crazy or who is normal. They merely are a means to gauge between clarity of Vision and disruptive influence of Paranoia and how this manifests in outward actions based upon a Reality Check.[...]Well the point of it all is that players keep track of their Vision (which defines their outlook/course of action) in relation to Paranoia (which essentially diverts them to other paths) and Reality Checks. Well, that's just how you determine if the current plan of action remains valid.Yes yes, but how do you PLAY it? I'm not getting it. On the other hand I didn't get Robs game until he mentioned the GI Joe analogy.Lead me through things here (if you have the patience). Let me try to get things in order:1. I make Mac Jones who is Manic (25)2. Have a goal which is to "prove that toasters are fitted with small transmittors sending our thoughts to Aliens from a system near Regulus"3. I start with 100 Vision. From this I subtract 5 points because of my Paranoia 25/5=54. I buy an additional 5 points of Paranoia for 10 vision.5. My vision is now 85 and my paranoia is 30.6. Ok my character sheet now looks like this:Name: Mac JonesVision: 85Paranoia: 30Goal: "Prove that toasters are fitted with small transmittors sending our thoughts to Aliens from a system near Regulus"So how do I play the game?
Quote from: Pale FireSeriously Kester, a game example please. What would a playing session look like? Except for the snacks, I get that part