The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 08:15:44 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:
56
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
Actual Play
Changing the setting in-game
Pages: [
1
]
« previous
next »
Author
Topic: Changing the setting in-game (Read 1252 times)
garapata
Member
Posts: 41
Changing the setting in-game
«
on:
September 25, 2003, 07:39:13 AM »
Okay, I don't know if you guys are familiar with the game EXALTED, published by WWGS. Now, for those unfamiliar, the game is more High epic fantasy than Dungeons and Dragons. You got characters that do Wuxia movies, blocking thousands of arrows with a sword and the like as a norm. Inspirations for the game range from Kung Fu movies, Wuxia novels, and games such as Final Fantasy (Squaresoft).
Now, my group has been playing for a while and now that the powerlevels have risen to really high levels, I've opted to give them a twist they didn't expect... just as they did in Final Fantasy X and in Chrono Trigger, I have placed all the PCs in a state of stasis (one was torn into millions of atomic particles, still alive but reforming only after many many years, another was suspended in a timeless place for a time. The last was trapped by a demon it failed to please.)
What I plan to do is have them return to the game and find the world a few hundred/thousands years forwards in the future. Where once there were carts, horses and rice paddies, now there are steampunk cities and the likes of Final Fantasy 7.
How would you recommend I give them info on the new setting without overwhelming them during the game play with too much to read?
Logged
tobie
"Why should my opinion matter?"
http://surf.to/tobie
http://www.geocities.com/toma_tob
http://diliman.design.ph
garapata
Member
Posts: 41
By the way
«
Reply #1 on:
September 25, 2003, 07:43:05 AM »
In case you're curious.
Here's the link to the game's chronicle archives so far.
http://www.geocities.com/toma_tob/tabletop/exalted/eoas/index.html
Logged
tobie
"Why should my opinion matter?"
http://surf.to/tobie
http://www.geocities.com/toma_tob
http://diliman.design.ph
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
Changing the setting in-game
«
Reply #2 on:
September 25, 2003, 08:58:17 AM »
How did you prep them for the original setting?
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
garapata
Member
Posts: 41
Changing the setting in-game
«
Reply #3 on:
September 25, 2003, 09:27:17 AM »
The thing was, for the original setting they read the books. Basically, before playing the game, they had a grasp of the setting.
What I was thinking of doing was suprising them that in those years that passed, the world changed.
But at the same time, I don't want them to feel too out-of-place that the game ends up being a narrative of what changed each and every turn.
Logged
tobie
"Why should my opinion matter?"
http://surf.to/tobie
http://www.geocities.com/toma_tob
http://diliman.design.ph
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
Changing the setting in-game
«
Reply #4 on:
September 25, 2003, 11:10:03 AM »
Seems to me that if the characters are out of place and don't know their surroundings that it's perfectly cool for the players to be so uninformed (indeed this is a conciet that a lot of GMs and games use to match character lack of info to player lack; see Multiverser).
Have one early scene that dramatically imparts the difference to the players soon after arrival (something like a panoramic overlook of their home city with lots of flava text). Then when it's time to move on from that scene say, "From now on things you find will have similar differences. If you want a description of whether something is different, or clarification about some noted difference as your character encounters them, ask. Otherwise I'll only be informing you of differences that are important to the plot."
That ought to cover it, no?
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
iago
Member
Posts: 863
Changing the setting in-game
«
Reply #5 on:
September 25, 2003, 12:02:28 PM »
Yeah; before, your players were digesting information about the world because their characters as inhabitants familiar to that world would have a lot of innate understanding of it. Now you've put them into a situation where they don't need to do that, because their characters have no innate understanding.
That said, if you're worried about them being overwhelmed with new information as it comes to them (i.e., you think you're going to run into an "info firehose" issue), then take another cue from the final fantasy games. They start the characters out in a limited geography, only able to learn a small area at first. When that area's "unlocked", then they move onto a larger one, and then a larger, and so forth. If you can manage the same effect in-game, you could potentially use a setup like this to slowly introduce new information and concepts to the players in helpfully bite-sized chunks. In the video game, geography tracks to character knowledge tracks to player experience -- it's all really one thing, cannily presented. You can do the same.
Logged
Fred Hicks
Fate
*
Don't Rest Your Head
*
Spirit of the Century
Check out the
Evil
garapata
Member
Posts: 41
Hey guys!
«
Reply #6 on:
September 28, 2003, 12:04:37 AM »
I actually realised that iago before I read your post.
I was running the game last night and I realised how in Final Fantasy games, world information is given in small necessary doses to move the plot forwards.
Thanks!
Logged
tobie
"Why should my opinion matter?"
http://surf.to/tobie
http://www.geocities.com/toma_tob
http://diliman.design.ph
Pages: [
1
]
« 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