The Forge Reference Project

 

Topic: [Scarlet Wake] Playtest Release
Started by: Ravien
Started on: 6/25/2004
Board: Indie Game Design


On 6/25/2004 at 12:52pm, Ravien wrote:
[Scarlet Wake] Playtest Release

Hey all,

Although it's not 100% complete just yet (more like 85%), I thought I may as well post this up now, seeing as how it will be completely finished in about two days anyways, and what is there is all the rules. All that's left is to tie it all together in a chapter about doing just that by giving an example of play, and a chapter on what to do when everyone's cleared their List.

So anyways, this is a good oppurtunity for me to get people to pick up on stuff that I may have missed and give me suggestions before the fully Official playtest release in a few days/a week. With luck, I will have a website and forum up and running by then, but until then, all comments, suggestions, criticisms, whatever about anything are welcome as always.

So enough of my ramblings, download these:
Scarlet Wake Play-Test Rulebook
Character Sheet

Thanks,
-Ben

Message 11750#125194

Previous & subsequent topics...
...started by Ravien
...in which Ravien participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/25/2004




On 6/25/2004 at 6:13pm, Sydney Freedberg wrote:
RE: [Scarlet Wake] Playtest Release

I couldn't resist reading the whole thing at work. It's just too cool.

My main thought is that this game is non-traditional enough that there's no reason to aim it at a traditional RPG audience -- or even to describe it as "a roleplaying game" (though it is; but people who like RPGs will recognize it, and people who don't might not realize if you don't tell them, at least not until they've read enough to get hooked). That said, the current draft assumes a fair degree of RPG background, so in order to "go mainstream" you would have to have a very good "how to play section" aimed at novices, tons of good examples, and (my pet peeve) fewer types of dice. But then you could market this as as a kind of party game and go after Tarrentino and Hong Kong action fans who don't know a thing about roleplaying.

Message 11750#125248

Previous & subsequent topics...
...started by Sydney Freedberg
...in which Sydney Freedberg participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/25/2004




On 6/25/2004 at 6:34pm, Andrew Morris wrote:
RE: [Scarlet Wake] Playtest Release

Ben, this looks awesome. I'm printing it out so I can take a closer look at it (I hate reading stuff on screen). I'm gonna see if I can get some people together and run this. One thing, though... I love the typewriter-style font, but I can't stand reading it. Ouch! My eyes hurt. I think you'll still get the same feel if all the headlines and such are in that font, but the body copy is something more readable.

Message 11750#125253

Previous & subsequent topics...
...started by Andrew Morris
...in which Andrew Morris participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/25/2004




On 6/25/2004 at 6:52pm, WyldKarde wrote:
RE: [Scarlet Wake] Playtest Release

Man, I'm having coniptions. Very, very tight. This one does have the ability to go mainstream. Seems simple to pick up and gameplay inspires more of a "party" atmosphere than the usual "sitting around a table throwing dice". RPGers will know it for what it is, but you could go well beyond the type of players you'd expect to get.

Must....learn....to draw!

Message 11750#125257

Previous & subsequent topics...
...started by WyldKarde
...in which WyldKarde participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/25/2004




On 6/25/2004 at 11:43pm, Sledgeman wrote:
RE: [Scarlet Wake] Playtest Release

That's a nice looking game! It's neat seeing all the parts fit together like that. I'm gonna print it when I get a chance, and maybe see who I can convince to try it.


CHRIS M.

Message 11750#125305

Previous & subsequent topics...
...started by Sledgeman
...in which Sledgeman participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/25/2004




On 6/25/2004 at 11:53pm, Andrew Martin wrote:
RE: [Scarlet Wake] Playtest Release

Sledgeman wrote: That's a nice looking game! It's neat seeing all the parts fit together like that. I'm gonna print it when I get a chance, and maybe see who I can convince to try it.


CHRIS M.


Me, too! I see if I can get our Sunday group to try it out.

Message 11750#125307

Previous & subsequent topics...
...started by Andrew Martin
...in which Andrew Martin participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/25/2004




On 6/26/2004 at 6:20am, Ravien wrote:
RE: [Scarlet Wake] Playtest Release

Wow. It's really great to get all this positive feedback! Thanks guys!

Sydney wrote: My main thought is that this game is non-traditional enough that there's no reason to aim it at a traditional RPG audience -- or even to describe it as "a roleplaying game" (though it is; but people who like RPGs will recognize it, and people who don't might not realize if you don't tell them, at least not until they've read enough to get hooked).
...
But then you could market this as as a kind of party game and go after Tarrentino and Hong Kong action fans who don't know a thing about roleplaying.

Scott (WyldKarde) wrote: This one does have the ability to go mainstream. Seems simple to pick up and gameplay inspires more of a "party" atmosphere than the usual "sitting around a table throwing dice". RPGers will know it for what it is, but you could go well beyond the type of players you'd expect to get.

Thanks! Sounds great! Only one problem: I am crap at marketing. I doubt my ability to sell this to even the most game-hungry RPG addict, even ones who have the money to buy everything in the shop, even ones who love Kill Bill. The reason? I am crap at hype. And AFAIK, 90% of selling something is hype. I give you exhibit A: My RPG.net topic. With a whopping 13 replies, 6 of which are mine, and 3 of which are some guy talking about his own game, I think it's safe to say I suck at hype.

But yeah it would be cool though huh.

Andrew Morris wrote: One thing, though... I love the typewriter-style font, but I can't stand reading it. Ouch! My eyes hurt. I think you'll still get the same feel if all the headlines and such are in that font, but the body copy is something more readable.

You shoulda seen the serial killer scrawl I really wanted to use instead! But in the end I had to compromise between readability and colour (or color, for all you crazy americans). If anyone else has a problem with the font I'll change it to something cleaner.

Andrew Morris wrote: I'm printing it out so I can take a closer look at it (I hate reading stuff on screen). I'm gonna see if I can get some people together and run this.

Sledgeman wrote: I'm gonna print it when I get a chance, and maybe see who I can convince to try it.

Andrew Martin wrote: Me, too! I see if I can get our Sunday group to try it out.

Awesome! Thanks guys. Let me know how it all goes. I'll try to get a forum up and running ASAP, just gotta finish the rulebook first.

Also, let me know if there's any problems with printing it too. I don't have a printer so I can't test things myself.

Sydney wrote: That said, the current draft assumes a fair degree of RPG background, so in order to "go mainstream" you would have to have a very good "how to play section" aimed at novices, tons of good examples, and (my pet peeve) fewer types of dice.

Yeah, good point, I might do a total re-write for the final version. As it stands now though, I think anyone who playtests this thing will be fine, so it'll do for the play-test.

As for the die types, I'm kinda playing with the idea of replacing that with all rolls being Xd6, where X is the number of stats involved in the action, and having all the stats simply add to the roll like modifiers. My only problems with this idea are that it becomes way too predictable, and Peons become fantastically easy. It would also somewhat reduce the effectiveness of Fire, where as it is now, two Fire stats of 5 give you 2d12, but if I made these changes it would only give you +10. I think mathematically for the purposes of this game, multiple die types are better. But feel free to try it with only one die type and let me know how it works.

Thanks,
-Ben

Message 11750#125330

Previous & subsequent topics...
...started by Ravien
...in which Ravien participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/26/2004




On 6/26/2004 at 7:25am, Andrew Martin wrote:
RE: [Scarlet Wake] Playtest Release

Hi, Ben.

Ravien wrote: Also, let me know if there's any problems with printing it too. I don't have a printer so I can't test things myself.


I printed out the rules and character sheet on a 300DPI laser, HP LaserJet 4L. The rules seemed reasonable (printing-wise). The character sheet (I printed 6 copies) was too "faded". The red writing gets changed to a sort of faded grey pattern, which is harder to read. I think that the writing should be in black, with the borders of the sheet like blood dripping off a blade's edge.

I wasn't able to interest my Sunday group in the game at the moment, they prefer to do my legendary heroes and gods game (Samsara) tomorrow, as they enjoyed the previous week's game. Wargames convention next weekend, so I'll try again in a fortnight.

Message 11750#125335

Previous & subsequent topics...
...started by Andrew Martin
...in which Andrew Martin participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/26/2004




On 6/26/2004 at 7:42am, Trevis Martin wrote:
RE: [Scarlet Wake] Playtest Release

Color me impressed. I think I'll try to get a session of this one in too. I agree that the font is a little much.

Good Work, get it together and sell the sucker. Hell Wushu sells for 5 bucks.

Trevis

Message 11750#125338

Previous & subsequent topics...
...started by Trevis Martin
...in which Trevis Martin participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/26/2004




On 6/26/2004 at 2:49pm, Jasper wrote:
RE: [Scarlet Wake] Playtest Release

I think the color of the document itself -- especially if worked on furhter still -- should be good advertisement in itself, if your can just show it to people. Anyway, if you post in Publishing, I bet there are some people who could give you good advice on marketing.

Oh, I too agree that the body font if difficult to read. It would certainly be less colorful without it, but maybe you cna find some other font that is unique and which has a similar style, but which flows better -- maybe just a slightly less rough typeriter-style font.

Message 11750#125364

Previous & subsequent topics...
...started by Jasper
...in which Jasper participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/26/2004




On 6/26/2004 at 7:26pm, Ravien wrote:
RE: [Scarlet Wake] Playtest Release

Ok, today I managed to get my Scarlet Wake forum up and running (feel free to join :) ), took care of the font issue by replacing it with a cleaner and easier to read one, and managed to slog through the first half of chapter 7. I've updated the rulebook pdf just now, so anyone who wants to can download this latest but as-yet-oh-so-near-completion version. Tomorrow I plan on finishing the whole book, then maybe finding time for a front-end website for the forum. Fingers crossed.

Andrew Martin wrote: The character sheet (I printed 6 copies) was too "faded". The red writing gets changed to a sort of faded grey pattern, which is harder to read. I think that the writing should be in black, with the borders of the sheet like blood dripping off a blade's edge.

Hmmm, that's no good. And weird. If I find time tomorrow I'll have to redo the character sheet, see if I can't make it work proper. Thanks for the headsup. Also, thanks for the suggestions, will give them a go. The only reason I had the text as grey was to make it easier to see what you actually write on it, as opposed to having to hunt for your pencil-marks amidst loads of black text. But I'll take your suggestion I think.

Andrew Martin wrote: I wasn't able to interest my Sunday group in the game at the moment, they prefer to do my legendary heroes and gods game (Samsara) tomorrow, as they enjoyed the previous week's game. Wargames convention next weekend, so I'll try again in a fortnight.

Cool, thanks for trying, appreciated.

Jasper wrote: I think the color of the document itself -- especially if worked on furhter still -- should be good advertisement in itself, if your can just show it to people. Anyway, if you post in Publishing, I bet there are some people who could give you good advice on marketing.

Well, I'ma give the website my best shot, and see if that can attract people's interests, and then maybe they'll download it, and then maybe the overall design will keep them interested in it. AFAIK, once you get a good player base from a play-test, and there is relatively decent awareness about the game, it becomes a lot easier to sell it once the play-test is over. The full finished version will no doubt be a lot prettier with lot's more pretty pictures and junk, so combined with the refinements of playtesting, it should be a worthy purchase. At least, that's the plan. But I'll also take your advice and post in Publishing, see if I can't leech from the collective conscious of the forge some more :)

Trevis Martin wrote: Color me impressed. I think I'll try to get a session of this one in too.

Thanks! If you manage to get some friends together to play this, I invite you to join my forum (see link above). In fact, I invite you anyway! I invite everyone! *histerical laughter fades into the distance*

Thanks,
-Ben

Message 11750#125377

Previous & subsequent topics...
...started by Ravien
...in which Ravien participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/26/2004




On 6/26/2004 at 7:52pm, WyldKarde wrote:
RE: [Scarlet Wake] Playtest Release

While Outatowners is in rewrite, I got my group running this. I'll tell you what we came back with. We'll play for fun saturday, then play to break it on sunday. I'll hit you up with the resuts on your forum.

Message 11750#125381

Previous & subsequent topics...
...started by WyldKarde
...in which WyldKarde participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/26/2004




On 6/26/2004 at 8:32pm, Sydney Freedberg wrote:
RE: [Scarlet Wake] Playtest Release

Ravien wrote: I am crap at marketing. I doubt my ability to sell this to even the most game-hungry RPG addict, even ones who have the money to buy everything in the shop, even ones who love Kill Bill. The reason? I am crap at hype...


Screw hype. Look at the response you've gotten on this forum. Admittedly we're weird, deviant people who like to tinker with rules mechanics for fun, but still, "build it and they will come" -- a good enough product will attract attention with minimal marketing; it just takes longer.

Message 11750#125384

Previous & subsequent topics...
...started by Sydney Freedberg
...in which Sydney Freedberg participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/26/2004




On 6/26/2004 at 10:01pm, Andrew Martin wrote:
RE: [Scarlet Wake] Playtest Release

Sydney Freedberg wrote: ... a good enough product will attract attention with minimal marketing; it just takes longer.


Yes. This marketing strategy always works. Build a quality product and make it available for sale; the people who buy it, will tell their friends to buy it as well. There's no better or cheaper salesperson than a friend who uses the product. And there's no need for marketing or advertising expenses, "hoping" or bribing people for "good" reviews, or trying to "hide" or discount poor reviews.

Message 11750#125390

Previous & subsequent topics...
...started by Andrew Martin
...in which Andrew Martin participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/26/2004




On 6/27/2004 at 2:07am, Sledgeman wrote:
RE: [Scarlet Wake] Playtest Release

Build a quality product and make it available for sale; the people who buy it, will tell their friends to buy it as well. There's no better or cheaper salesperson than a friend who uses the product. And there's no need for marketing or advertising expenses, "hoping" or bribing people for "good" reviews, or trying to "hide" or discount poor reviews.


I totally agree that the people who buy it are your best advertisers. Just about every game I've ever really enjoyed I found out about through a friend (Deadlands is the exception--I read about that in InQuest).

That said, don't not promote your product. =-) You don't necessarily have to go overboard, but do make an effort to get the word out--even if it's just a few little cheap things here or there. You've got an excellent product brewing...believe in it!

CHRIS M.

Message 11750#125409

Previous & subsequent topics...
...started by Sledgeman
...in which Sledgeman participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/27/2004




On 6/27/2004 at 8:22pm, b_bankhead wrote:
Looks like a winner to me!

Man I am really jazzed by this game ,I really haven'nt done a detailed, point-by-point look. I've already decided I'm going to get some of the gang at the inde-netgaming channel and playtest this sucker as soon as possible. Some things about the game jump out at me:

1. No GM. This is a major thing with me, I really believe that the need for a GM is a factor in the difficulty keeping groups together. Plus if you read lots of rpg.net you can see a surpising number of people whining about how they get pushed into the GM role. Scarlet Wake is an antidote to this, tired GMs can whip it out on nights they feel like playing and groups can play it if their regular GM is indisposed....

2. It's setting independent. Really this game can be played in any world/setting, (It's essentially the same plot structure as the Count of Monte Cristo!),sword and sorcery, film noir,samurias, westerns, you name it you can run this game in it. That's what I love about games like Sorcerer,MLWM,Inspectres, they extract the core dramatic structure around which particular tales are told and base the game on that rather than worrying about the weight of a battle axe,or how much it's penetration compares to .38 special. When you do the production version you should include a numberof example character froma variety of settings.

3. Low setup. Almost no setup, once the character and The List' are created you have everything you need to know for the entire character's 'campaign' in one place, on a single sheet. How neat is that? How many conventional rpgs can say that?

All of the above are features I think are important enough to mention directly in the cover blurbs and promotional materials.

Now one issue do have is the use of 'funny' (non d6) dice. I think games aimed at breaking into the mainstream (and I think all indie games should be thinking like this) should place as few barriers to immediate play as possible, and making them go to a special shop to purchase special dice is just such a barrier. Yes I know you want to have a wider linear range but there are ways to emulate this . Also have you considered playing cards?

Glad to see you have a forum set up. Like the look. Listen to the playtests, tighten down the bolts on this sucker and roll it out as a for-money PDF, it looks like a winner to me!

Message 11750#125478

Previous & subsequent topics...
...started by b_bankhead
...in which b_bankhead participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/27/2004




On 6/27/2004 at 11:14pm, Drew Stevens wrote:
RE: [Scarlet Wake] Playtest Release

No serious comments. I'd just like to throw in another 'Oooh, shiny' voice, with the wistful desire that I could have eaten your brain and written this before you.

Message 11750#125493

Previous & subsequent topics...
...started by Drew Stevens
...in which Drew Stevens participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/27/2004




On 6/28/2004 at 3:20am, Ravien wrote:
RE: [Scarlet Wake] Playtest Release

Sorry for the delay in the finished product, I've got a website job that has a deadline tomorrow afternoon and pays too well to decline. Will finish this sucker asap though. grumble grumble, "damn real estates" grumble

No GM. This is a major thing with me, I really believe that the need for a GM is a factor in the difficulty keeping groups together. Plus if you read lots of rpg.net you can see a surpising number of people whining about how they get pushed into the GM role. Scarlet Wake is an antidote to this, tired GMs can whip it out on nights they feel like playing and groups can play it if their regular GM is indisposed....

I hear that. But it kinda does require a GM sorta. Actually, it requires GM roles, which are distributed amongst the players, and which change when a player's turn ends. So the roles are all there, they are just given out differently, and everyone can play, which is a huge bonus for me (I hate being the favourite GM in our group :) ).

It's setting independent.

DAMN YOU! Haha. That was what I was gonna be sticking in the back of the last chapter, in a section based on how this game can be applied to various different settings/genres. I was thinking it would work perfectly for movies like Kill Bill (duh), The Crow, The Count of Monte Cristo, and even The Princess Bride. Of course, you could also just go hog wild and give your characters X-Men powers or make them Angels or whatever. I'm thinking of allowing my character the ability to teleport in my first proper game simply because it would be awesome to narrate.

Low setup. Almost no setup, once the character and The List' are created you have everything you need to know for the entire character's 'campaign' in one place, on a single sheet. How neat is that? How many conventional rpgs can say that?

Hey yeah, I never thought of it like that!

All of the above are features I think are important enough to mention directly in the cover blurbs and promotional materials.

Good idea!

Now one issue do have is the use of 'funny' (non d6) dice. I think games aimed at breaking into the mainstream (and I think all indie games should be thinking like this) should place as few barriers to immediate play as possible, and making them go to a special shop to purchase special dice is just such a barrier. Yes I know you want to have a wider linear range but there are ways to emulate this . Also have you considered playing cards?

Well, originally I never even really gave a crap about the mainstream. However, I'm thinking that I may try to make two versions of this game, one using d6s or something, and seeing how that works out. This version d6 version could be the "mainstream" one. And no, I haven't considered playing cards, and I'm not really a fan of them, because they tend to become the focus of play themselves, as opposed to a mechanism of play. Also, I have very little experience with card games other than M:TG, poker, blackjack, cheat, speed, snap, uno, and spoons. So I wouldn't be the best person to create mechanics using cards.

Next time I post I'll hopefully have the thing completed.

-Ben

Message 11750#125511

Previous & subsequent topics...
...started by Ravien
...in which Ravien participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/28/2004




On 6/28/2004 at 6:31pm, Andrew Morris wrote:
RE: [Scarlet Wake] Playtest Release

I finally got a chance to sit down and read through the rules. And let me say again, this game is excellent!

The only problem (at least for me) was the section on how to generate Peons for Bosses. The whole thing with the Peon modifier seemed a little murky to me.

Assuming I did understand it correctly, I'd actually suggest a minor rules change here, and instead of having Peon points buy different amounts of Peon levels for different level Bosses, I'd just up the Peon points at each Boss level. Saying that you have Peon points equal to 50 times the Peon modifier and that each Peon point buys a "rank" of a Peon might make it easier to conceptualize. This still allows you to generate the same Peons as the previous system, if you want, but it also adds a little flexibility.

For example, in the current system, as I understand it, The number 5 Boss can only have Rank 1 Peons and Rank 5 Peons. Using the system I suggest, the number 5 Boss could have, say, 25 Rank 5 Peons, or 125 Rank 2 Peons, or 100 Rank 2 Peons and 5 Rank 5 Peons, etc.

Or you could just reverse the order of The List, and make the number 1 Boss the easiest and the number 5 Boss the toughest. In addition to seeming more intuitive to me, this would eliminate the need for spelling out a special "Peon Modifier" -- you just say you get 50 Peon points for every Boss level.

I don't know if it's just me, or if the current method is confusing to others. But upon reading the system, using Peon points to purchase Peons was the only confusing mechanic I came across. Everything else was so silky smooth, that this stuck out to me like a sore thumb.

Does anyone else share that opinion, or disagree with it? Do the methods I suggest seem easier to understand, or not?

Message 11750#125627

Previous & subsequent topics...
...started by Andrew Morris
...in which Andrew Morris participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/28/2004




On 6/28/2004 at 7:08pm, Sydney Freedberg wrote:
RE: [Scarlet Wake] Playtest Release

Ravien wrote: I'm thinking that I may try to make two versions of this game, one using d6s or something, and seeing how that works out. This version d6 version could be the "mainstream" one.


This way lies madness, I think. Providing two mechanics just means more hassle for you and more confusion for the intended audience ("wait -- did I download the right version?" or worse, "wait, there are TWO versions?"), which defeats the whole marketing to the mainstream thing.

I'd just suggest that higher abilities mean adding +1 to your die roll on a standard d6, as opposed to going up a die type. You lose a bit of variance in your outcomes (1d6+1 never rolls a 1 or an 8, whereas 1d8 does). But the main effect of that is to make higher-level characters harder for lower-level ones to touch, which isn't really relevant here as a horde of Peons is almost treated as one big multi-legged character.

Message 11750#125633

Previous & subsequent topics...
...started by Sydney Freedberg
...in which Sydney Freedberg participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/28/2004




On 6/29/2004 at 10:13pm, Andrew Morris wrote:
RE: [Scarlet Wake] Playtest Release

One rule that seemed odd (not bad, mind you, just odd) to me was the naming convention stated in the rules (e.g. Violent Angel, Crimson Ghost). Is this a Kill Bill thing? I actually haven't seen either movie.

Message 11750#125868

Previous & subsequent topics...
...started by Andrew Morris
...in which Andrew Morris participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/29/2004




On 6/30/2004 at 5:26am, Ravien wrote:
RE: [Scarlet Wake] Playtest Release

No, Kill Bill uses names like "Copperhead" and "Black Mamba" and stuff, basically names of snakes, because they all belong to a group called the "Deadly Viper Assassination Squad" or something.

I just like the idea of forcing players to use cool names that sound like code names and sorta help to elevate the characters above the level of normal humans. Names like Violent Angel and Crimson Fiend just sound like names of people you don't wanna mess with. I dunno, it might also help to dehumanize the characters so that it's easier for the players to revel and enjoy the carnage and pain that they cause. Or maybe I just like the sound of those sorts of names. ;)

-Ben

P.S. If you do see the movies, I bet you would find a lot of things falling into place as to why they are there and how they work, especially the Binds, Dilemmas, and Fuel/Fire thing. I recommend the movies to anyone.

P.P.S. I am still thinking about the peon mechanics. It's really hard to explain my current system clearly, and even harder to come up with an alternative which allows what I want. I'll give you a proper reply when I find an answer.

Message 11750#125919

Previous & subsequent topics...
...started by Ravien
...in which Ravien participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/30/2004




On 6/30/2004 at 7:28am, Trevis Martin wrote:
RE: [Scarlet Wake] Playtest Release

The Deadly International Viper Assasination Squad...Or DIVAS (note that the assassins, with the excepton of Bill, are women.

Trevis

Message 11750#125925

Previous & subsequent topics...
...started by Trevis Martin
...in which Trevis Martin participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/30/2004




On 6/30/2004 at 1:45pm, Ravien wrote:
RE: [Scarlet Wake] Playtest Release

The Deadly International Viper Assasination Squad...Or DIVAS (note that the assassins, with the excepton of Bill, are women.

Ah yeah, forgot the international part. I'm the sort of person who only watches a movie once. But you also forgot that guy, with the hat, can't remember his name. But he was part of the DIVAS too I'm pretty sure.

I'd just suggest that higher abilities mean adding +1 to your die roll on a standard d6, as opposed to going up a die type. You lose a bit of variance in your outcomes (1d6+1 never rolls a 1 or an 8, whereas 1d8 does). But the main effect of that is to make higher-level characters harder for lower-level ones to touch, which isn't really relevant here as a horde of Peons is almost treated as one big multi-legged character.

Yeah that's how I'd do it, but I've gotten comments from you and others saying that you hate multiple die types, and then I've gotten comments from other's saying that they love multiple die types, and I myself love multiple die types, so if I'm not going to make two versions (which you're right, would be really stupid), then I think I'll stick with it how it is. At least, until hundreds of people suggest I change it.

Mind you, when I'm satisfied with the results of the playtest I am considering actually selling this game in two packages, one which would come with 4 or 6 of all the die types you need to play the game, and maybe a T-Shirt or something with my game art on it, and another, cheaper package, which would be just the rulebook. I figure this allows people to choose not to get the full package if they and their friends already own all the different die they will need, and for people who don't, then it all comes in one package. It's just a thought for now though, but I'm liking the idea. Any thoughts?


But all that aside, my rulebook is nearly completed. I'm only missing most of the example in chapter 7, but everything else is there. I don't know if it's worth downloading the lastest version (which is uploaded and still at the same place) just to see all the rules, only to have to download it again to see the full example of play, but it's only a 780kb file.

The rulebook has also been updated to take care of all the things people have been pming me about, so they should all be taken care of now.

I've also updated the character sheet, and it should now work fine to print, and should also be of higher quality (and is now only 40kb), though I can't test that without a printer.

So all that is left for me to do is overcome this damn writer's block and figure out the example. Oh, and I will also be changing the Amber Ghost example in chapter 4, page 11, because of valid concerns about it being too creepy. But that will also have to wait till I can kickstart my creative centre and come up with some damn story already. Hopefully I won't have to wait too long. Oh yeah, and I have to clarify the Peon rules. Damn that's a hard one. Maybe if I just said it all really slowly, twice?

Once the rulebook is complete and nobody has any more problems with it as written, I'll begin the hard slog of "selling" this sucker around various other forums and junk. It's really daunting just thinking about it, because I'll have to face a whole nother load of people, who of course, being that they aren't forgites, will all be freaks. :)

I've also finally joined the indie-netgaming group and gotten myself an IRC program, so some of you may see me around those IRC rooms sometime and maybe we can have a game.

And just for the hell of it... SIGN UP AT MY FORUM!!! I need people! Mwahahaha.

Thanks,
-Ben

Message 11750#125948

Previous & subsequent topics...
...started by Ravien
...in which Ravien participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 6/30/2004




On 7/1/2004 at 3:51am, Drew Stevens wrote:
RE: [Scarlet Wake] Playtest Release

A quick thought on death-

You may want to include the possibility (as either an option for the player of a character, or something a Boss can spend Kick on) to actually kill a character if they fail to escape a Bind.

This may only be possible if the Boss is presently being hunted by more than one Hero, or is the last boss on someone's List.

It feels more true to genre, to me, if the Bad Guys can win, in the end. It may be unlikely that someone as cool as you could do anything but escape the Bind- but sometimes, you kill Bill, and sometimes, Bill kills you.

This can also play to the competitive angle of the ACs- to make sure the final encounter is as Hard As Possible.

Well, I've just finished printing the playtest rules, and will probally organize a game of SW in the near future. I'll let you know how it goes.

Oh my god... SW. Scarlet Wake. Star Wars. Scarlet Wars. A group of Rebels, out to take down the Empire's worst. Quintin Lucus. :)

Message 11750#126109

Previous & subsequent topics...
...started by Drew Stevens
...in which Drew Stevens participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/1/2004




On 7/1/2004 at 6:00am, MarktheAnimator wrote:
WOW!

Hello,
I took just 3 seconds to look at the book and the artwork hit me in the face.

WOW!! What a cool looking book!

Don't worry about marketing it. Just find a few people that love it and they will sell it.

Word of mouth is still the best type of marketing.

All you have to do is get a few people to try it and if they love it, they'll sell it.

You could always advertise on rpg.net that you will give it away for a week for free. This will get people to start playing it. It will grow from there.

Anyway, good luck with the game.

:)

Message 11750#126117

Previous & subsequent topics...
...started by MarktheAnimator
...in which MarktheAnimator participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/1/2004




On 7/1/2004 at 7:39am, Ravien wrote:
RE: [Scarlet Wake] Playtest Release

Hello,
I took just 3 seconds to look at the book and the artwork hit me in the face.

WOW!! What a cool looking book!

Thanks! Hopefully those 3 seconds convinced you to read the whole thing? :)

A quick thought on death-

You may want to include the possibility (as either an option for the player of a character, or something a Boss can spend Kick on) to actually kill a character if they fail to escape a Bind.

Well, at first I thought "No way. PC death is completely incongruous with the concept of the game", but then I thought of a cool way to implement it and make it kinda cool. How does this sound:

One of the ways you can spend Kick is to kill a PC. This costs 50 Kick, and can only be used when a PC has failed a Bind (so it will be rare anyway). However, when you kill a PC, the player remains in the game as an Antagonist, and recieves 40 Kick to add to any other PC. This means that if you kill a PC, the player of that PC will have a damn good chance of being able to kill your PC the next time you fail a bind.

Actually scrap that idea. Although it sounds cool to me, I can see it encouraging Antagonists to never spend Kick, and encouraging Protagonists to never allow their PCs to enter into Binds. These things suck. I want players to spend Kick and I want players to enter Binds without fear of PC death, only fear of having to figure out a way out of the Bind.

So I've come full circle. PC death? Nope. It works against the game.

It feels more true to genre, to me, if the Bad Guys can win, in the end. It may be unlikely that someone as cool as you could do anything but escape the Bind- but sometimes, you kill Bill, and sometimes, Bill kills you.

I'm definately not sure about this. I can't think of a single movie where the bad guys win. Or book.

But in a way, your PCs can die. All you need to do is retire them, and use a new character to hunt them down.

-Ben

Message 11750#126122

Previous & subsequent topics...
...started by Ravien
...in which Ravien participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/1/2004




On 7/1/2004 at 11:49am, Mark D. Eddy wrote:
RE: [Scarlet Wake] Playtest Release

Ben, that last idea is so cool it needs to go into the rules.

-Mark E.

Message 11750#126135

Previous & subsequent topics...
...started by Mark D. Eddy
...in which Mark D. Eddy participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/1/2004




On 7/1/2004 at 12:06pm, Tobias wrote:
RE: [Scarlet Wake] Playtest Release

Ravien wrote: I'm definately not sure about this. I can't think of a single movie where the bad guys win. Or book.
-Ben


Ermmm... do you mean in-genre? Because otherwise, I've got a few for you...

Message 11750#126136

Previous & subsequent topics...
...started by Tobias
...in which Tobias participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/1/2004