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Topic: Chaos & Order, the next step
Started by: jphannil
Started on: 3/17/2004
Board: Indie Game Design


On 3/17/2004 at 10:48am, jphannil wrote:
Chaos & Order, the next step

Hi all Forgers !

I've modified and updated Chaos & Order and it can be now found in pdf-format from:

http://www.cc.jyu.fi/~jphannil/chaos_order.pdf

Playtesting is also in-progress with hyborian mini-campaign and it's going well. I still need to write sample characters and refer all the examples to them.

The questions for you forgers are:

1) What do you suggest for another playtest setting? It should be something totally different from hyboria/conan.

2) Do you still see something missing or contradictory in the text?

3) Any other gm willing to test this bugger out? It would benefit from other point of view.

Best regards

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On 3/17/2004 at 11:21am, Ville Takanen wrote:
RE: Chaos & Order, the next step

Humm, I might be intrested in taking this sytem for a ride in next RopeCon (see below). But for now I have some comments.

In games indroductory chapte you wrote: Success rolls, player rolls his dice when gm asks him to do so, but player doesn't know the difficulty of the task. GM describes it to the player as he thinks his character would see it.


I personally (as a mainly GM'ng player) do not like this approach. I has its pro's, but makes the game system too GM centric to my linking. Normally, I like interaction between GM and players to figure out outcome of success rolls as I tend to think that two (or six) brains are more efficient than one.

In example from the game you wrote: To quote example from your text: "If the same character is opening a door, but this time he has escaped from ropes in nearby room and is trying to sneak out while a guard is outside his room in a hallway. The situation is quite dramatic and gm could use a roll of
character's sneaking against the guard's perception to determine the outcome.


Your point for making success rolls is "to give extra excitement". Íf we think about a game situation where player (and the other players!) knows that there is a guard, that the character knows not of the success roll has lot more "excitement" inbuild IMNSHO. Like a movie setting where watchers know that guard is coming, but the hero does not. In similar manner knowing the level of success and the situation as player, may give lot more to the situation for the player.

Then again in 'Con games GM does not know players so well, and might want to hide levels of success for some "grand suprises". This system could work pretty well on those. If I'll be hosting 'con games I might be intrested to test your system out.

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On 3/17/2004 at 5:36pm, jphannil wrote:
RE: Chaos & Order, the next step


Humm, I might be intrested in taking this sytem for a ride in next RopeCon (see below). But for now I have some comments.


This, as far as I can tell, refers to playing preferences. At the introduction I just state how I like playing the game and from what perspective the game is built on. This certainly does not exclude other ways of approaching this system, just shows the direction which it is coming from.

I'm looking forward of hearing comments on that play if you do happen to do it in ropecon.

Best regards

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