Topic: [Capes] Social resolution mechanics
Started by: TonyLB
Started on: 7/30/2004
Board: Indie Game Design
On 7/30/2004 at 8:45pm, TonyLB wrote:
[Capes] Social resolution mechanics
Okay, the new revision of Capes is online. I've separated the action into two phases: First is Monologue Phase for talking, invoking Attitudes and Powers, and playing with Debt. Second is Wonder Phase, for rolling dice and doing stuff. That, I think, is a tremendously useful division for speeding and simplifying gameplay.
But I've also formalized Facts and given a first shot at how to integrate them. Which is giving me tremendous brain-cramps. The current iteration is a simple "You win a Staked Conflict, you declare a Fact" manner, and it is not singing. There's just no strength to Facts declared that way, by player or GM fiat. You could get lucky, and people could really grow attached to what they thought up on the spur of the moment, but I'm not counting on it.
So here's a different idea:
• You win a Staked Conflict, that earns you the right to declare a Scene, later.• The rules for handling the Scene are such that it is likely (but not automatic) that it will generate a Fact of Strength roughly equal to the Stakes you put in.• The scene goes through a number of rounds equal to the combined Stakes of the Conflict.• At the end of that number of rounds the scene ends, whether anything has been resolved or (more likely) not.• Each round should offer progressively more emotional risk, and more potential reward, than the last• Each round of the scene is resolved using a Conversation mechanic.• Initial thought: The conversation and combat mechanics should share the same Monologue phase, but then use dice pools in a subtly different way... combat uses the Wonder Phase, and conversation uses a Discovery phase.
Now what in tarnation should this Discovery phase be about? That's where this gets a little hairy.
In the Wonder Phase of Capes, if you spend a number of Dice on something then you get to narrate the result. The number of Dice spent (with some additional stuff) dictate the maximum level of outcome you can achieve. Within those limits you are free to narrate what you want.
My thinking is that in the Discovery Phase, if you spend a number of Dice on something then you require another player (possibly the Editor, possibly someone else) to narrate the result. The number of Dice spent (with some additional stuff) dictates the minimum level of information that the player so called upon must reveal about their character (or else forfeit any further benefits for themself from the conversation?). Within those limits they are free to narrate what they want.
I know that I've got a lot of generalities here. I apologize. If people will bear with me, I'd like to hear some feedback about whether you think the general goal is a worthy one, or whether I'm haring off on yet another wild goose chase. If the consensus is that this generally makes sense for the premise and genre then it will be worth brainstorming more detailed Discovery Phase rules.
On 7/30/2004 at 9:05pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
I'm on the run here, and would like to comment more, since I've really liked watching this game develop, but:
1) I really like the new revision: excellent job!
2) I'm with you that developing new facts doesn't seem to be quite the mechanism it should be, but I worry a lot about the proposed solution exacerbating issues with players having downtime. I envision that you want debt to be something that is staked quite a lot: it's a cool mechanism. If three players win one staked bet each, that's three resolution scenes right there.
I'm going to go print this out, and think about it more on the train.
On 7/30/2004 at 9:17pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
I'll be reading the newest rules momentarily... First a comment on Facts.
I think you are right about making Facts matter to everyone involved, and the best way to do that (i think) is to make them rare. I have a two part suggestion:
1. Starting heroes have X number of Facts when they are created. Probably between 1 and 3.
2. The "Spotlight" character of an epsiode (session, issue, whatever) gets one more Fact. I would say that the "Spotlight" character is whoever gets Page One rights... It is probalby appropriate for that player and the Editor to have a brief discussion about what kind of Fact the player is interested in generating.
That should keep facts rare, but still allow them to accumulate. There are some definate draw backs (Facts accumulate very slowly). It is possible that conflict could arise over who gets to be spotlighted for any given session as well. On the other hand the since Facts will be so rare players will have to make each and every one of them count...
Thomas
Thomas
On 7/30/2004 at 9:26pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Statistical: Good point about the proliferation of scenes.
Maybe the better way to go is that each N-stake won gives the player N "scene points", each of which can be used to buy one round in a scene. This can be used in a scene they create (i.e. "I'd like to buy round 1 of a scene investigating the ruins of Moscow") or to extend a scene they find interesting ("She insults him to his face and then walk away? Oh HELL no... I'll buy another round of this scene just to run out and catch her by her arm on the landing!").
If that's combined with a Conversation mechanic that raises risk and reward as scenes go on then hopefully people will cut short the scenes they aren't enjoying, and spend more of their downtime budget on the scenes that interest everyone.
EDIT: Added examples and corrected grammar.
On 7/30/2004 at 9:32pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Thomas: I see two options to the proliferation of Facts.
One, keep them rare, but never let them go away.
Two, let them proliferate, but then require the players to periodically discard down to a quota determined by their Drives (encouraging them to buy up the Drives... a major reward mechanic, yet to be written).
I had been thinking fuzzily of option two, but I could certainly be persuaded otherwise.
On 7/30/2004 at 9:39pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
For each Drive you invent Facts of different levels, counting your way up from one to the value of the Drive. So if your Truth Drive is three you will create three Facts for Truth, with Strength of one, two and three respectively.
Since i think that Facts are made more powerful in their scarcity i am a little uncomfortable with this...
Another thing that this does is it does not seem to allow for characters that are incredibly focused on a single issue. What if i want Flying-Rodent Guy to be totally obsessed with the Fact that his family was gunned down right in front of his eyes. There's just not much more to him at the moment... Only this one thing matters, but it matters a lot.
I would suggest a pool of points (maybe equal to the sum of your Drives, so 9 to start with) which can be used to buy facts. Each point buys a Level of Fact (i.e. 2 points for a Level 2) which is tied to a drive. A Fact's Level can never exceed the value of the Drive itself (so if you have 3 in Love you can not have a Level 4 Fact in Love). As your Drives increase your Facts can become more powerful... That might work...
First, you can take any number of Debt tokens, so long as your total Debt (after taking these tokens) in the associated Drive does not exceed the Strength of the Fact. So if you had one Debt already, and reference a Strength 3 Fact you may take zero, one or two Debt Tokens. These tokens are placed on the Drive, on the Hero Worksheet.
This probably should be reworded somehow, but this is a really cool idea and i think it is a great illustration of how much strength you can draw from a Fact...
Overall, i like the rework (formatting included).
I also like your general thoughts on non-combat stuff... It is just a question of getting things set up...
EDIT: Crossposted with both of Tony's posts. Quick note, i like your idea about buying rounds in scenes... That has a lot of potential...
Thomas
On 7/31/2004 at 12:59am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
I see your point about how letting people distribute Facts any which way could encourage genre-appropriate monomania.
Two things though...
First, according to the current rules, a hero with no Facts in a given Drive will never be able to Stake anything in that Drive. For all intents and purposes, that Drive will not exist for that character. That's a fairly serious notion, and one I'm not really comfortable with.
Second, the system already promotes monomania, albeit more subtly: A player who specializes in one Drive gets more Fact-points, total.
5-1-1-1-1 distribution nets: 5+4+3+2+1+1+1+1+1 = 19 points.
2-2-2-2-1 distribution nets: 2+1+2+1+2+1+2+1+1 = 13 points.
That's a pretty sizable gap, with the cost being that you're only going to be racking up Debt in one Drive, so the villains are going to get to know your attitudes on (say) Justice pretty quickly, and start using them against you.
On 7/31/2004 at 1:10am, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
Excellent point. You definately want people to be able to Stake in any Drive... I have some really nebulous ideas about that... Give me some time to think about it and i will get back to you... :)
Thomas
On 8/1/2004 at 8:52pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
{EDITED extensively because I hit "Submit" instead of "Preview" at a key point.}
I finally got to sit down and read the new rules (much of it with my baby on my lap) and I'm very pleased. They're so clear I even understand the difference between Wonder Cost and Wonder Level now. Some things I couldn't resist quibbling with or applauding follow:
TonyLB, in the rules, wrote: Each player will need room to accumulate a stock of dice for their hero. This represents their power on hand, and will hereafter be called their Dice Pool.
"Power" implies, especially to old-school gamers, that you're Simulating some raw energy or amount of force. What you're really describing is something different -- and I'd say you should make that clear right up front. Perhaps "their current power to shape the story"? ("Narrative power" is rather highfalutin').
TonyLB, in the rules, wrote: Comic books tell two stories at the same time, using the same events. There is the Adventure, which is the rock'em sock'em way that your superheroes kick butt and astonish the world with their abilities. And there is the Moral, which is the soul-searching, heart-rending emotional roller-coaster ride that infuses the Adventure with significance.
Beautifully put.
TonyLB, in the rules, wrote: The invasion of earth by aliens might be a Strength 1 Fact for your hero, while the shy smile and wave the girl next door gave him as he went off to fight for Earth's freedom could be a Strength 4 Fact.
Perfect.
TonyLB, in the rules, wrote: If a Drive has an Exemplar, they must have opinions on at least one of the Facts in that Drive.... Often it is, in fact, something they said...
Quibble: I think too many of your Silverstar examples of Facts are "something somebody said." Frankly this is one of my beefs with American comics generally -- they're too talky -- and one of the things I like about Japanese comics -- you can have four pages where the only dialogue is "Aargh! Hnnnng!" and still convey all the emotional force of a US superhero's soliloquy. I know it's American comics you're replicating, but even there the most powerful Facts are Things That Happened: Bruce Wayne's parents die, Uncle Ben dies, Superman's whole frickin' planet dies. What people said is usually secondary.
On 8/2/2004 at 1:17am, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
More quick thoughts, keeping in mind that it's beta.
The level/cost section is improved (again, I too finally grasp it fully), but still has the feel of that you start running into rules, and then the actual purpose is explained. I feel this happens a lot, both on small and large scales.
Speaking of cost/level, I think those terms should change: I understand why you picked them, but it doesn't help the player keep them in mind. Something like: every wonder point I spend gives me one Control, and then I calculate the Effect based on wonder points+modifiers.
You use Clarity and Strength in reference to facts to mean the same thing.
I couldn't find what order players take their turn in in this one: maybe a good rule now that everybody goes is that the person with the highest successes gets to decide whether the order is lowest-to-highest, or highest-to-lowest. Really, the initiative system that might be neat is the Streetfighter one: People go lowest to highest, but at any point, a higher person can interrupt and take their turn. That's probably work to figure out exactly how to adapt it, but it might have a nice feel.
Strength Throguh Adversity is troublesome: it requires you to first, remember what the wonder cost of the last attack against you was, and also has the tricky adjucation of figuring out what's an attack against you, rather than what's an attack against the side in general. When Silverstar saves the chopper, is Smogzilla available to use this?
There's also this issue with complications, now that everything goes into complications: what do you do when no complications are out? This is probably related to a separate issue of, what happens if you have a superhero vs supervillain toe-to-toe fight without much external stakes? Yes, I know that this is moving a bit away from the premise, but just going up and hitting the evildoer is a large part of superhero comics.
As far as non-combat and discovery of facts go: all the wonders effects work in non-combat situations, and they even work with mortals. A mortal is someone with attitudes, and tropes and facts, and that's all. You could very easily introduce the idea of Power Level (change this name!), and then be able to figure things off that. For example, you could say, that all heroes and villains are PL 5 to start (5/4/3, 5*2-1 = 9 points of debt/facts), and all mortals are PL 3 (3/2, 3*2-1 = 5 points of debt/facts).
Anyway, I got distracted there: I think that with all players going being a great step in the right direction to making sure players don't get left out, here's another: make discovering a fact about someone part of the normal play. You want situations where someone is doing the critical investigative work to figure out the flaw in the doomsday machine, at the same time that the other heroes are fighting the bad guy.
Complications seem a nice way to resolve this...the player describes everything that's going on in their subplot, and when the editor starts throwing Control at it, then various problems arise in the hero's way. Maybe the best way to do it is that you can declare a complication to be about discovering a fact of strength X. If it resolves out for the discoverer, then you get the fact; if it resolves out for the discoveree, then they get nothing/some small token (you want to encourage the discovery of facts, since in this method, the player who is taking time to discover facts isn't generating VP)
If you go in this direction, you'll need to probably have more valuable uses for facts. It's also slightly changing the feel of facts: there's a difference between a personally meaningful fact and one that is just about the doomsday machine.
Maybe the following rules tweak for this issue:
When you force someone to stake debt because you know a fact, and they lose, and their drive now runs over the limit, you have broken one of their drive. That player can choose to either:
Take a -1 Effect penalty for each extra token on the drive (ouch!)
or
Replace that drive with a drive one step closer to the person who won. None of the facts on the old drive may be used to force staking.
There's a bunch of other rules that would have to be built around this, but this makes finding facts very valuable, because you can force someone to either become ineffective or you get to convert them. Maybe a better way to visually organize the drives you had before is just have 5 simple lines:
Good - Neutral or Neutral - Evil
This useful? Great work again.
On 8/2/2004 at 1:29am, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
Oh, and one more thing. The game as written now and the actual play hints at basically, one long scene . Given how most comic books work, this isn't a terrible idea t o run with. Maybe, when the Editor section comes around (no rush, not important), the idea of making scenes with large victory point totals, but with goal points, makes sense.
For example:
Overall goal: 30VP
0-10VP: Villain robs several banks of all their unused $2 bills. Heroes investigate.
At 10VP, if the Villain is ahead, introduce complication: Villain terrorizes local shopkeepers with confusing $2 bill with 2 Control.
10-20VP: Villain tries to capitalize on fear of strange US currency by printing counterfeit new bills: $7, $34.
At 20VP, if the Villain is still ahead, introduce complication: Riots at local banks with customers demanding new $34 bill with 2 Control.
If Heroes are ahead, introduce new complication: Liberty Mint Public Service Announcement with 2 Control
20VP-30VP: Villain tries to destroy the Liberty Mint and make his money the only money around.
Edit: You'd need some way of refreshing heroes, either through effects, things written into the scenario, or general rules.
On 8/2/2004 at 2:16am, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
Post-putting-baby-to-bed thoughts.
TonyLB wrote: You win a Staked Conflict, that earns you the right to declare a Scene, later.... you require another player (possibly the Editor, possibly someone else) to narrate ... The number of Dice spent (with some additional stuff) dictates the minimum level of information that the player so called upon must reveal about their character...
This idea, as I understand it, boils down to "fact points I win and spend = fact points you must reveal." (Bearing in mind that a high-strength Fact may be worth may be worth many points, like "Flying Rodent Man, as a child, saw his parents gunned down" being worth 5 Justice; and you will have to play with the exchange rates to make sure Facts don't accumulate too fast). I'm not sure the intermediary mechanism of rolling dice is necessarily necessary.
I like this idea -- as long as you can do it to yourself, to make yourself reveal a bunch of backstary or have a bunch of B-plot (although this might shut out other players a bit; perhaps they can all double-up by taking on NPCs in your scene?).
TonyLB wrote: each N-stake won gives the player N "scene points", each of which can be used to buy one round in a scene. This can be used in a scene they create (i.e. "I'd like to buy round 1 of a scene investigating the ruins of Moscow") or to extend a scene they find interesting...
This idea I also like, seen as an amplification of the idea above. Presumably you could even buy a "discovery" scene right at the end of an action scene: e.g. you smash up the bad guy's base, winning 10 Fact Points in the process, and spend them on a convenient evil minion lying pinned in the rubble who spills his guts when you rescue him; or the villain you defeated drops some Secret Evil Plans; or the abandoned wharehouse where you fought Dr. Unpleasant turns out to be The Place Where Something Happened In Your Past that triggers a convenient flashback.
statisticaltomfoolery wrote: As far as non-combat and discovery of facts go: all the wonders effects work in non-combat situations, and they even work with mortals. A mortal is someone with attitudes, and tropes and facts, and that's all.
Yes! The thought's been rattling around in my brain every time LordSmerf / Thomas says "we need non-combat rules" that "these are conflict rules and with a little tweaking all Wonders could be non-violent." But Statistical Tom here hits a nail on the head I hadn't even seen: how to deal with non-supers.
On 8/2/2004 at 3:51am, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
Sydney Freedberg wrote:statisticaltomfoolery wrote: As far as non-combat and discovery of facts go: all the wonders effects work in non-combat situations, and they even work with mortals. A mortal is someone with attitudes, and tropes and facts, and that's all.
Yes! The thought's been rattling around in my brain every time LordSmerf / Thomas says "we need non-combat rules" that "these are conflict rules and with a little tweaking all Wonders could be non-violent." But Statistical Tom here hits a nail on the head I hadn't even seen: how to deal with non-supers.
I am not so sure that it is that simple. Let us look at the example of Silver Star. She has a "Cold Ruthless Terminator" Attitude, in many social situations activating this Attitude would be fairly inappropriate... I am sure that there is a very simple solution to this problem, possibly even within the rules as they are written... Reversal perhaps? But you would want a way to automate this. I am trying to get a game set up for early this week, maybe we can do some testing...
Additionally, there is a good point about the potential Strength From Adversity Wonder. In a small game (2 players, maybe 3) this probably will not be much of a problem, but if you get more players it might become a signifigant issue.
Thomas
On 8/2/2004 at 3:51am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
statisticaltomfoolery wrote: Anyway, I got distracted there: I think that with all players going being a great step in the right direction to making sure players don't get left out, here's another: make discovering a fact about someone part of the normal play. You want situations where someone is doing the critical investigative work to figure out the flaw in the doomsday machine, at the same time that the other heroes are fighting the bad guy.
Yes! Full agreement here. The Fact system is too clunky and separate from the rest of the events. If I need to build another system to resolve it in scenes, I'll do that, but now that you mention it... how much nicer it would be to have it all working in a unified system.
Complications seem a nice way to resolve this...the player describes everything that's going on in their subplot, and when the editor starts throwing Control at it, then various problems arise in the hero's way. Maybe the best way to do it is that you can declare a complication to be about discovering a fact of strength X. If it resolves out for the discoverer, then you get the fact; if it resolves out for the discoveree, then they get nothing/some small token (you want to encourage the discovery of facts, since in this method, the player who is taking time to discover facts isn't generating VP)
Now that's a darn good thought. I'm not sure whether you're saying you discover a Fact of someone elses (like the villains cunning plan) or a Fact about yourself (What is the dark history of my mystic artifact, and why was it called the "Hand of Fear" in rennaisance Venice?) And I'm not sure it really matters.
I'm confused though: Why wouldn't somebody who is discovering facts be generating Victory Points? Under the (in no way sacrosanct) current-rules, any Complication that gets resolved generates Victory Points. And I sort of like the notion that the heroes can as easily complete their defeat of the villain by discovering something crucial about his past as they can by beating him over the head with a lead pipe. But it's late and I could easily be missing something.
Now for a concrete contribution, on top of (I think) what's been said already: I think that if you're actively trying to discover something about your opposition, the result of your failure shouldn't just be that you don't discover anything. Symmetry almost demands that they should discover something about you.
This has fun consequences against the villains, but it's much more fun when contesting with non-supers in straightforward conversation. For example, Peter and MJ's awkward conversations (in Spiderman... haven't seen SP2 yet, don't hand me spoilers!) are largely about each side trying to suss out the feelings of the other, while not risking revealing anything unambiguous about their own feelings first.
Now clearly, to handle something like that, you don't want Complications that would be resolved at the end of a scene. I'm going to posit (at least for the moment) a different class of things called Issues, which are like Complications, except that they don't automatically resolve at the end of a scene.
I'm not sure, really, when they should resolve though. Does the ordinary mechanic seem adequate? I guess it would keep the contests close in control, if they're important, precisely so that people could jump in to regain control if it were in danger of being resolved against them. Maybe I just need to have more faith in the system... or maybe there need to be more stringent rules for how to resolve Issues.
On 8/2/2004 at 3:58am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Side note that's been rattling around my head all day:
What happens if you start a scene off with a lowish Victory Target (say 5), and then raise the Target by some set number of points for every token that anyone Stakes on a Complication?
On 8/2/2004 at 4:02am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
LordSmerf wrote: I am not so sure that it is that simple. Let us look at the example of Silver Star. She has a "Cold Ruthless Terminator" Attitude, in many social situations activating this Attitude would be fairly inappropriate...
Is that different from (say) activating Pseudo-teenage Angst in the middle of combat?
A (perhaps) linked question: Should the use of Attitudes in social settings be governed by different rules, because of the larger role that emotion and behavior have in conversation (as opposed to in fisticuffs)?
On 8/2/2004 at 4:14am, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote: Now clearly, to handle something like that, you don't want Complications that would be resolved at the end of a scene. I'm going to posit (at least for the moment) a different class of things called Issues, which are like Complications, except that they don't automatically resolve at the end of a scene.
I'm not sure, really, when they should resolve though. Does the ordinary mechanic seem adequate? I guess it would keep the contests close in control, if they're important, precisely so that people could jump in to regain control if it were in danger of being resolved against them. Maybe I just need to have more faith in the system... or maybe there need to be more stringent rules for how to resolve Issues.
The idea of Issues is great. Especially if you combine it with the idea of limiting the number of Turns a non-combat scene can have and then setting a Resolution Target for Issues. Example: Peter Parker and Mary Jane Watson have this Issue, we can just call it "Does he/she love me?" for now. Each side has a "win" condition that the ohter person reveal their feelings first. Now we assign an arbitrary Resolution Target of 50. As soon as either Peter or MJ reach 50 points in the Issue they "win". For more important Issues you set higher Resolution Targets. Since you only get so many Turns this will prolong Issues longer...
If we extend most of the current rules to non-combat we also get a situation in which you can choose to accumulate Debt in order to resolve an Issue more quickly and in you favor.
In fact you could attatch an Issue to each Drive instead of an Exemplar. My guess is that many Issues would result in Exemplar-type characters anyway. Example: Batman does not have an Exemplar for Justice even if it is his most important Drive, but he clearly does have an issue...
EDIT: Crosposted with Tony. Answering Tony's question... Yesand no. It is easier to justify Attitude use in combat because most of that is the Attitude driving you internally and coloring your actions, but there are many ways to accomplish your goal of "saving the people". In social situations Attitude still drives you and colors you actions, but in Social situations you have fewer ways to get your way (i think). I could be wrong in the way i am thinking about this which is why i would like to playtest this a bit...
Thomas
On 8/2/2004 at 12:48pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
Multiple inset madness!
LordSmerf wrote:Sydney Freedberg wrote:statisticaltomfoolery wrote: As far as non-combat and discovery of facts go: all the wonders effects work in non-combat situations...
I am not so sure ... Silver Star....has a "Cold Ruthless Terminator" Attitude, in many social situations activating this Attitude would be fairly inappropriate...
But Silver Star is a combat-focused character, with combat-focused Powers, Attitudes, and Tropes. Another character could equally well have investigative or social ones (e.g. Batman presumably has a Trope "scare you into confessing"; Poison Ivy has a Power "enslave you to my will") -- and the same chargen rules and same Conflict rules would, I think, work.
On 8/2/2004 at 1:21pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote:LordSmerf wrote: I am not so sure that it is that simple. Let us look at the example of Silver Star. She has a "Cold Ruthless Terminator" Attitude, in many social situations activating this Attitude would be fairly inappropriate...
Is that different from (say) activating Pseudo-teenage Angst in the middle of combat?
A (perhaps) linked question: Should the use of Attitudes in social settings be governed by different rules, because of the larger role that emotion and behavior have in conversation (as opposed to in fisticuffs)?
I think that there's an inherent assumption that I've been adding: declaring powers, tropes, attitudes or whatever needs to be justified: if the player or Editor can't come up with a good reason for using X, they can't use it. The tightness of what's reasonable is part of the implicit or explicit Social Contract of the game: an investigative noir game is going to have a different flexibility to it then a Silver Age punch-up.
Attitudes in this context would be usable either for fueling motivation, or for actually talking to and performing actions.
So I don't think there need to be separate rules: I think that low-VP scenes are a fine way of handling this.
On 8/2/2004 at 1:32pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote:statisticaltomfoolery wrote: Anyway, I got distracted there: I think that with all players going being a great step in the right direction to making sure players don't get left out, here's another: make discovering a fact about someone part of the normal play. You want situations where someone is doing the critical investigative work to figure out the flaw in the doomsday machine, at the same time that the other heroes are fighting the bad guy.
Yes! Full agreement here. The Fact system is too clunky and separate from the rest of the events. If I need to build another system to resolve it in scenes, I'll do that, but now that you mention it... how much nicer it would be to have it all working in a unified system.Complications seem a nice way to resolve this...the player describes everything that's going on in their subplot, and when the editor starts throwing Control at it, then various problems arise in the hero's way. Maybe the best way to do it is that you can declare a complication to be about discovering a fact of strength X. If it resolves out for the discoverer, then you get the fact; if it resolves out for the discoveree, then they get nothing/some small token (you want to encourage the discovery of facts, since in this method, the player who is taking time to discover facts isn't generating VP)
Now that's a darn good thought. I'm not sure whether you're saying you discover a Fact of someone elses (like the villains cunning plan) or a Fact about yourself (What is the dark history of my mystic artifact, and why was it called the "Hand of Fear" in rennaisance Venice?) And I'm not sure it really matters.
I'm confused though: Why wouldn't somebody who is discovering facts be generating Victory Points? Under the (in no way sacrosanct) current-rules, any Complication that gets resolved generates Victory Points. And I sort of like the notion that the heroes can as easily complete their defeat of the villain by discovering something crucial about his past as they can by beating him over the head with a lead pipe. But it's late and I could easily be missing something.
Now for a concrete contribution, on top of (I think) what's been said already: I think that if you're actively trying to discover something about your opposition, the result of your failure shouldn't just be that you don't discover anything. Symmetry almost demands that they should discover something about you.
This has fun consequences against the villains, but it's much more fun when contesting with non-supers in straightforward conversation. For example, Peter and MJ's awkward conversations (in Spiderman... haven't seen SP2 yet, don't hand me spoilers!) are largely about each side trying to suss out the feelings of the other, while not risking revealing anything unambiguous about their own feelings first.
Now clearly, to handle something like that, you don't want Complications that would be resolved at the end of a scene. I'm going to posit (at least for the moment) a different class of things called Issues, which are like Complications, except that they don't automatically resolve at the end of a scene.
I'm not sure, really, when they should resolve though. Does the ordinary mechanic seem adequate? I guess it would keep the contests close in control, if they're important, precisely so that people could jump in to regain control if it were in danger of being resolved against them. Maybe I just need to have more faith in the system... or maybe there need to be more stringent rules for how to resolve Issues.
The idea of having complications that are not for VP is clumsy as above, but part of the idea from above was that there is an interesting tradeoff between winning the confrontation now and finding out Facts, which are more long-term payoffs. Even in the short-term, there is the possibly interesting tradeoff between resolving the situation at hand, and trying to find out Facts which will then possibly help you even more.
Anyway, I just thought of a different take on the same idea that seems much better:
When resolving a complication, players can choose to send some of the Control on the Complication into finding facts instead of VP. For every X Control points spent this way, the player can request a fact about a topic.
So, let's say that the heroes are foiling a bank robbery. They can win the encounter straight out, but if they slow down their progress to bank some victory points to request facts, then they can intimidate one of the robbers into revealing the secret hideout. Or maybe they find one of the robbers has a tattoo which matches the mysterious tattoo they have.
That's pretty simple and likable, no?
I've left out where facts fit in as far as use, and I've left out how to adjucate unreasonable requests ("Now that we've saved the bystanders from the crumbling building, I'd like to know more about the supersecret organization of 12 men who rule the world.") My guess is that you either give the fact, or you just score the VP as normal.
On 8/2/2004 at 1:33pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
By the way, the other cool attribute is that this handles Issues wonderfully: instead of issues being like a complication, Issues are just collections of facts, and the player (or the cunning Villain) can spend VP to develop Spidey's relationship with MJ along.
On 8/2/2004 at 4:18pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
LordSmerf wrote: The idea of Issues is great. Especially if you combine it with the idea of limiting the number of Turns a non-combat scene can have and then setting a Resolution Target for Issues. [...] For more important Issues you set higher Resolution Targets. Since you only get so many Turns this will prolong Issues longer...
But I'm not sure that I know which Issues are important, and which aren't. I sort of like the way standard Complications become important only as people pay attention to them in the game.
Maybe a way to do it is that any Complication that has Stakes, but which is not resolved at the end of a scene becomes an Issue. And then Issues are dealt with just like Complications except that when you want to resolve one, you need to retain control of it to the end of the next scene it's involved in, not just the next round of the current scene.
statisticaltomfoolery wrote: (B)ut part of the idea from above was that there is an interesting tradeoff between winning the confrontation now and finding out Facts, which are more long-term payoffs. Even in the short-term, there is the possibly interesting tradeoff between resolving the situation at hand, and trying to find out Facts which will then possibly help you even more.
Yeah, I agree that there's an important place for that sort of tradeoff. So far, though, I've seen people doing it by way of losing one Complication in order to win another. For instance, they lose the "Clobbering" Complication, while winning the "Fallen Data Disc" Complication. Which is vitally different for narrative color and Facts, but neutral vis-a-vis victory points and the pacing of the game.
I worry that people would be driven away from information-gathering activities if they could never regain the VPs they passed up. Did you envision an explicit long-term benefit (mechanically speaking) to offset the short-term loss?
On 8/2/2004 at 4:31pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
statisticaltomfoolery wrote: (B)ut part of the idea from above was that there is an interesting tradeoff between winning the confrontation now and finding out Facts, which are more long-term payoffs. Even in the short-term, there is the possibly interesting tradeoff between resolving the situation at hand, and trying to find out Facts which will then possibly help you even more.
Yeah, I agree that there's an important place for that sort of tradeoff. So far, though, I've seen people doing it by way of losing one Complication in order to win another. For instance, they lose the "Clobbering" Complication, while winning the "Fallen Data Disc" Complication. Which is vitally different for narrative color and Facts, but neutral vis-a-vis victory points and the pacing of the game.
I worry that people would be driven away from information-gathering activities if they could never regain the VPs they passed up. Did you envision an explicit long-term benefit (mechanically speaking) to offset the short-term loss?
Just throwing out a few ideas:
1) Start a complication at an even greater edge (Now that you know that his machine is vulnerable to water, you can start the complication: "Rerouting water pipe to surface" at a bonus due to the fact)
2) Force debt to be staked
3) Facts could be used to build up drives/advancement: as you learn more about yourself, influence the world, your drives increase.
4) Plot purposes: stopping the bank robbery but letting the robbers get away may leave you helpless to stop the next phase of the plan, while getting some facts may let you interrupt it.
On 8/2/2004 at 5:23pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
statisticaltomfoolery wrote:
Just throwing out a few ideas:
1) Start a complication at an even greater edge (Now that you know that his machine is vulnerable to water, you can start the complication: "Rerouting water pipe to surface" at a bonus due to the fact)
....
4) Plot purposes: stopping the bank robbery but letting the robbers get away may leave you helpless to stop the next phase of the plan, while getting some facts may let you interrupt it.
These "tactical" uses seem very strong ones to me: Either you can use Facts gained (i.e. knowledge is power) to start appropriate Complications you wouldn't have realized were useful before; or you can start the next action scene at an advantage -- i.e. instead of only hearing about the next bank robbery after it's started and rushing to the scene, you're there waiting for 'em.
On 8/2/2004 at 5:37pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
Sydney Freedberg wrote:statisticaltomfoolery wrote:
Just throwing out a few ideas:
1) Start a complication at an even greater edge (Now that you know that his machine is vulnerable to water, you can start the complication: "Rerouting water pipe to surface" at a bonus due to the fact)
....
4) Plot purposes: stopping the bank robbery but letting the robbers get away may leave you helpless to stop the next phase of the plan, while getting some facts may let you interrupt it.
These "tactical" uses seem very strong ones to me: Either you can use Facts gained (i.e. knowledge is power) to start appropriate Complications you wouldn't have realized were useful before; or you can start the next action scene at an advantage -- i.e. instead of only hearing about the next bank robbery after it's started and rushing to the scene, you're there waiting for 'em.
I thought 4 was more amorphous, but you're exactly right: you can easily funnel facts into starting scenes at an advantage. This also gets a lot of the feel of the partial victories: "You may have foiled me this time, but now I know your secret identity/still have the MegaChip!"
An issue comes up with this: some facts will be clearly great for starting some scenes at an advantage, while others won't. Do you want to make rules to support the different types of Facts, or is this just covered by the general "Be Reasonable" part of the Social Contract?
On 8/2/2004 at 6:23pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote: ....there's an important place for that sort of tradeoff. So far, though, I've seen people doing it by way of losing one Complication in order to win another. For instance, they lose the "Clobbering" Complication, while winning the "Fallen Data Disc" Complication. Which is vitally different for narrative color and Facts, but neutral vis-a-vis victory points and the pacing of the game.
Being a big fan of simple, unified mechanics, I like the idea that trying to generate a Fact could be treated as a Complication like any other (and traded off against like any other). I don't see any reason to allow victory points for one and not for the other, really. I think there's plenty of tradeoff dilemma in "do I concentrate on keeping the bad guy from cracking my skull, or do I fight my way to the Box of Mystery and open it / get the witness away safely / stand over the dying minion as he confesses the Big Plot."
And in general, any non-combat (e.g. social) interaction is probably best treated as a Complication: Instead of activating your "Guns Pop Out of Arms" power, you need to activate your "Cool Dude" Trope (or whatever).
On 8/2/2004 at 6:27pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
I'm not entirely sure the system needs Facts any more, if it has these new elements.
Facts were meant to address several purposes: Notably, to get all the characters to share more information about themselves and their backstories, and to provide some serious sting to losing Complications.
I think that the same purposes can be addressed, more seamlessly, through information complications and by allowing some carry-over of the effects of Complications from one scene to the next.
What should the benefit be if you learn the villains plans in Combat Scene 3? Combat Scene 4 should begin with you already having some control in a Complication (maybe "Clobbering", if you used the information to launch a surprise attack, or maybe "Force Field Net Around Building" if you used it to spring a trap... players choice, really). Likewise, if you failed to gather information then the villains start out with Complications in their favor.
Suppose, for instance, the following:
• Resolving a Complication gets you VPs equal to the Control your opposition had.• It also gives you a bonus to be used later, equal to Your Control minus Their Control.• This bonus may be used (once) by adding it to the Control of any new Complication
Does that pretty well address the tactical advantages that folks were envisioning building with Facts?
On 8/2/2004 at 6:32pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
Krazy krossposting kids.
TonyLB wrote: I'm not entirely sure the system needs Facts any more, if it has these new elements. Facts were meant to address several purposes: Notably, to get all the characters to share more information about themselves and their backstories, and to provide some serious sting to losing Complications.
Again, as one who quests for a "Grand Unified Mechanic," this idea appeals strongly. It solves the tactical advantage aspect of Facts.
It doesn't solve the backstory element, quite, however. Perhaps you could treat what were Facts about a character as a new kind of attribute, alongside Powers, Tropes, and Attitudes -- something that bringing out your backstory allows you to get more of, and which can be activated for narrative advantage.
The system definitely needs some kind of "weak point" mechanic a la "disadvantages" in GURPS or "flaws" in Storyteller games: In Capes mechanical terms, I'd imagine these would things about you that your opponent can call on (if he knows about them) to get dice for his Pool.
On 8/2/2004 at 6:34pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote: I'm not entirely sure the system needs Facts any more, if it has these new elements.
Facts were meant to address several purposes: Notably, to get all the characters to share more information about themselves and their backstories, and to provide some serious sting to losing Complications.
I think that the same purposes can be addressed, more seamlessly, through information complications and by allowing some carry-over of the effects of Complications from one scene to the next.
What should the benefit be if you learn the villains plans in Combat Scene 3? Combat Scene 4 should begin with you already having some control in a Complication (maybe "Clobbering", if you used the information to launch a surprise attack, or maybe "Force Field Net Around Building" if you used it to spring a trap... players choice, really). Likewise, if you failed to gather information then the villains start out with Complications in their favor.
Suppose, for instance, the following:
• Resolving a Complication gets you VPs equal to the Control your opposition had.• It also gives you a bonus to be used later, equal to Your Control minus Their Control.• This bonus may be used (once) by adding it to the Control of any new Complication
Does that pretty well address the tactical advantages that folks were envisioning building with Facts?
Very much! That seems much cleaner, and will cut down character generation time (generating nine facts probably takes a bit of time to do well), as well as streamlining debt and the main systems.
I think it just needs some glue to make sure it's about revealing interesting plot and character-related things and advancing relationships, and not just a mechanical bonus.
On 8/2/2004 at 6:43pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
Sydney Freedberg wrote: Krazy krossposting kids.
The system definitely needs some kind of "weak point" mechanic a la "disadvantages" in GURPS or "flaws" in Storyteller games: In Capes mechanical terms, I'd imagine these would things about you that your opponent can call on (if he knows about them) to get dice for his Pool.
I'm not sure it does. Let's work through an example:
You discover, through winning a complication, that Superman is weak to Kryptonite. This floods into a new complication, which you start at a bonus to, of producing the Kryptonite. (or finding the Kryptonite, or whatever).
After that battle, you still know he's vulnerable to Kryptonite, but you have no more bonus; yet, you can easily start, as Editor, a scene with that complication in play, or you can have it be a complication you start in scene: you break into the lab, steal the kryptonite, then flip that into a new complication.
Issues: I feel like the flipping might be one turn too quick. Right now it stands that you can:
Resolve -> Take your bonus -> Start a new complication with that bonus
and then on the next turn, resolve that complication, and get an even bigger bonus for the next complication.
I'm not sure this is broken, I just worry about a steamroller effect.
On the other hand, how about the idea of anti-stats?
Superman has: Weak to Kryptonite -4
When someone can, they can draw on that trope/attitude/power/whatever for dice to their dice pool.
Marty McFly has the trope: "Can't Stand To Be Called a Chicken" -2
EDIT: Or negative dice to the afflicted person's pool, which makes a lot more sense.
On 8/2/2004 at 6:54pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
(1)
Weaknesses/flaws/disadvantages/anti-stats
statisticaltomfoolery, with a bit of editing, wrote: how about the idea of anti-stats?
Superman has: Weak to Kryptonite -4
Marty McFly has the trope: "Can't Stand To Be Called a Chicken" -2
[Bad guys] can draw on that trope/attitude/power/whatever for dice to their dice pool....Or negative dice to the afflicted person's pool
Cool. What I was trying to say, only better.
(2)
Facts About the Wider World -- how to save this aspect?
To really get at the "world darkens / world grows brighter" aspect of Facts -- which I think all of us liked but none of us ever really had a handle on -- you can make the Complications generated be absolutely ANYTHING.
E.g. the bad guys win a Complication and the Editor can have Lex Luthor act on his new knowledge to trot out the Kryptonite next scene or kidnap Lois Lane know he knows she's important.
Or the Editor can convert the hero's defeat into a B-plot Complication -- "your girlfriend dumps you" -- which is demoralizing/distracting and acts as a Hindrance (standard rules) to everything the hero does until he resolves the Complication; now you can have Peter Parker torn between fighting crime and making his date with M.J. and both things are mechanically represented by Complications in the same scene!
Or even the Editor can create a Complication affecting the whole city and serving as a Hindrance to all the heroes do. It could be as blatant as "crime rates rise," sparking tons of Complications as unrelated robberies occur across the city that the heroes have to deal with (or ignore) on top of fighting the supervillain. Or it could be as subtle as "enveloping sense of futility and despair," which acts as a Hindrance to until some hero stakes on it and someone restores Hope.
EDIT: In other words, don't think of a "scene" as taking place in a single location at a single time. Interconnecting Complications can occur all over the world and possibly even in flashback.
Now everybody stop being so frickin' creative. I really, really have to stop being inspired by you guys and get back to work.
On 8/2/2004 at 7:16pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
I think that what Sydney just said (always bearing in mind the danger of crossposts and of misinterpretation) is that there should be some sequence of events in the mechanic by which Bonus Points off of a resolved Complication could end up (directly or indirectly) buying Control Points on an Issue.
I'm just thinking that things like "Your girlfriend dumps you", "The city is facing an unparalleled crime wave" and "The citizens demand that so-called 'Superhero' Arachnid-Boy be arrested" are the side-effects of Editorial Control in the "Relationship with Girlfriend", "Safety of City" and "Public Reputation" Issues respectively.
Now it's easy to see (in the current mechanic) how a villain could create a new issue with the bonus. Putting the bonus into new Complications (and then making them Issues by staking on them and not letting them resolve before the end of a scene) is what the bonus is for.
I am initially leery of letting the Bonus points get siphoned directly into ongoing Issues, however. I think that would be such an attractive option that it would be hard for people to do anything else. If there were an intermediate mechanism that involved some risk, that would be cool.
Maybe the way you do it is to create a scene that involves the Issue, then introduce a new Complication to that scene with the Bonus, and sacrifice that Complication to the other side while you rack up points in the Issue.
Which would, at least, explain why the personal lives of superheroes are so complicated.
I do have to say that I'm very much liking the sort of Alchemy that this "carry over complications" thing could lend itself to. I save the innocent hostage with plenty of Control to spare, so I use that bonus to boost my Public Reputation. When the villain counters with a smear campaign, I let PR slide while I go for Information. Finding the roots of his smear campaign I parley that bonus into another bonus to finding his base, and then into a bonus on Clobbering, when I ambush him just as his evil scheme is about to be enacted.
On 8/2/2004 at 7:30pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
Argh, I can't stop myself.
TonyLB wrote: I think that what Sydney just said (always bearing in mind the danger of crossposts and of misinterpretation) is that there should be some sequence of events in the mechanic by which Bonus Points off of a resolved Complication could end up (directly or indirectly) buying Control Points on an Issue. I'm just thinking that things like "Your girlfriend dumps you", "The city is facing an unparalleled crime wave" and "The citizens demand that so-called 'Superhero' Arachnid-Boy be arrested" are the side-effects of Editorial Control in the "Relationship with Girlfriend", "Safety of City" and "Public Reputation" Issues respectively.
Yes, that's lovely.
BUT -- having killed off Facts, let's go one further: Do we really need the Complications / Issue distinction? As I recall, the rules say that when the VP total for a scene is reached, all unresolved Complications end (in favor of whoever's got the most points); you're trying to create an exception for Complications that don't get cut off but instead become Issues.
Well, why shouldn't the default be that Complications don't end until someone ends them? If that building is burning when you fight Captain Gruesome, it's still burning when you've knocked him out -- it doesn't just spontaneously collapse/put itself out because you put enough/too few points into it before the scene hit its VP total. In fact, the current mechanic can lead to a "don't catch the Snitch yet" mechanic (Harry Potter reference), whereby winning the overall scene before key complications are tilting your way may actually be counterproductive -- knocking out Captain Gruesome doesn't allow you to devote your attention to saving the people in the burning building Complication, it causes the burning building Complication to resolve itself, quite possibly against you.
Now, obviously something like a burning building doesn't go on forever -- perhaps a new Wonder could be making an existing Complication "self-escalating" so it gets worse and worse by itself unless further interfered with (or better and better, if the heroes spend points in, say, having the fire department arrive). But a lot of Complications -- the Love Interest one, for example -- can go on perpetually, across multiple sessions of play even, and can either be Aids or Hindrances depending on who's got Control (she loves me, she loves me not...).
On 8/2/2004 at 7:32pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Huh... Adding Complications in flashback.
I just caught that. My brain is aching a little as I contemplate it, but I've got a smile on my face.
Just imagine the sequence:
• Present Day - 1: Hero goes into a bank robbery, batters some thugs. Villain gets away with a young girl as a hostage.• Ten years ago - 1: Hero is assuring a mother that he will return her son to her, safe and sound. But then he can't find any leads. The issue is unresolved. It lingers.• Present Day - 2: The hero has a -1 penalty (from his "Boy Hostage Ten Years Ago" complication!) as he tries to track down the villain.• Present Day - 3: Despite the penalty, he manages to rescue the girl. This gives him a carryover bonus.• Ten years ago - 2: Using the bonus from the present day, the hero starts with control on an information complication. He finds a stool pigeon and makes him sing. He translates that into a clobbering advantage on the hostage-takers and finally rescues the boy hostage.
The unresolved nature of the past story (at that point in the telling) is a hindrance to the hero in the present day, even though the past story would clearly have been resolved by the present day. And the hero is able to resolve the story in the past only because of their success in the present.
Causality in story-telling time, not in Imagined World time... and Sydney's telling us to stop being creative!
On 8/2/2004 at 7:36pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
Crosspost frenzy!
TonyLB wrote: Adding Complications in flashback.I just caught that. My brain is aching a little as I contemplate it, but I've got a smile on my face.....Causality in story-telling time, not in Imagined World time... and Sydney's telling us to stop being creative!
I just toss out one little thing, without even thinking about it, just to push people on definining a "scene" -- and you come up with this frickin' brilliant thing.
On 8/2/2004 at 8:03pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Sydney Freedberg wrote: Now, obviously something like a burning building doesn't go on forever
Strange as it sounds, that's not obvious to me in the context of this genre.
The bomb always stops a bare second away from total destruction. The building explodes just as the last bystanders are cleared. These things happen because the crises are waiting for explicit player actions in order to be resolved. The world isn't a self-running clockwork, it is just a tool through which the heroes and villains express themselves.
Now... not ending Complications. I'm feeling "Yes" and "No" on this at the same time.
First, the "Yes": The system of carryover is, essentially, doing this anyway, so that's exactly the way I should describe it. If your villain has 25 Control in Clobbering, and the heroes only have 15 then you'll get 15 points of VP and a ten point bonus for a complication next scene. Functionally, that's no different from saying "You reduce both Control scores in the Clobbering Complication by 15, and the villain can play it again next turn for its remaining ten points of control". But, of course, your way of describing it is infinitely clearer.
Now the "No": The Complication doesn't have to remain the same Complication. A 10-point advantage in Clobbering can turn into a 10 point advantage in "Impossibly Fiendish Death-trap" in the flicker of a scene change. The hero gets knocked out, and they wake up dangling over a pool of nuclear laser sharks.
Okay, so... the thing is... the thing is this... at some point you should be faced with the hard choice "Do I save the building full of innocent victims, or do I knock out Captain Gruesome?" Knocking out Captain Gruesome should not be the obvious first step to saving the innocent bystanders.
Let me think though. Assume that any unresolved Complication will just carry over (i.e. there are no Issues, it's all Complications that carry over).
So if Captain Gruesome is losing, badly... he should hit the "Resolve" button on the Burning Building he controls! You've got to stop pummelling him long enough to control that complication.
But... hrm... the hero controlling that complication does not end the scene (even if it would be worth enough VPs to hit the target), because it hasn't been resolved. Now if there were a rule that you can instantly resolve any complication you're currently losing... heh... okay, that would be useful. Then you could force them to take control of the Building, then force them to eat the Victory Points of that victory and end the scene without having resolved the Clobbering Complication... "We'll meet another day, Captain Righteous! ANOTHER DAY!"
On 8/2/2004 at 8:06pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
What this system is very quickly going to need is a Wonder that folds two Complications into one.
On 8/2/2004 at 8:08pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote: What this system is very quickly going to need is a Wonder that folds two Complications into one.
Why?
On 8/2/2004 at 8:10pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
TonyLB, in various places, wrote: The Complication doesn't have to remain the same Complication. A 10-point advantage in Clobbering can turn into a 10 point advantage in "Impossibly Fiendish Death-trap" in the flicker of a scene change. The hero gets knocked out, and they wake up dangling over a pool of nuclear laser sharks.... What this system is very quickly going to need is a Wonder that folds two Complications into one.
Yes. It also needs a Wonder that says "Change Nature of Complication," e.g. from Clobbering to Death Trap and back.
On 8/2/2004 at 8:19pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Hrm... maybe statistictomfoolery is right, though, actually... maybe it's not needed.
I was thinking that the proliferation of complications was going to make things hard on record-keeping. But people should still be resolving them left and right. And if by chance you do have lots of little victories (i.e. a dozen 1 or 2 point carryover complications) those shouldn't translate into a single large advantage, they should stay a lot of little (and therefore vulnerable) complications.
My mistake. No folding needed.
Now on Sydney's recommendation... should changing the nature of the complication be handled by Wonder, or should that be part of Resolving the complication?
i.e. if you Resolve the "Clobbering - 25/15" complication (beating the hero into unconsciousness) then you farm 15 VPs and you have a remaining "??? - 10/0" Complication that you get to put a name onto, whether it be "Clobbering" or "Deathtrap" or "Public Humiliation".
On 8/2/2004 at 8:29pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
I think that as long as you have either index cards or someone dedicated to tracking complications, it'll be fine.
Hmm. I think the farming out and keeping complications around is a bit inelegant, and also doesn't really handle that sometimes you learn things which don't take effect immediately.
I think you almost want to treat it like an item: I clobbered the bank robbers, and got the location of the secret hideout.
If you're using index cards, you just write "Location of the Secret Hideout +4" onto the card and then the winner takes it for later use. If you're just using pencil and paper, then the player can write "Location of the Secret Hideout +4" on their character sheet, and check it off when used.
That might have neat effects where you'd slowly buildup on your sheet a list of all the things you've done in the world.
By the way, this is long down the road, but a character sheet (which might have to be two pages), which lists the wonder effects (with a few words for explanation) would be snazzy. Then again, I'm always a fan of the "Character Sheet which has all the relevant rules on it" school of design.
On 8/2/2004 at 8:31pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
First, Down with Facts! I approve of the call for their elimination.
Second, i strongly support a difference between Complications and Issues. Heroes are always stretched too thin, that is one of the things that makes them so compelling. You must decide: save those people or stop Captain Gruesome. If you stop the Captain then those people will be unsaved. Can you think of many (i am sure there must be at least a few, but there can not be too many) instances where the Hero beats the villain up before moving on to rescue the hostages? In most cases the Hero must devote his first energy to the hostages and only afterwards is he able to confront the villain directly. Example from Spider Man 1, there will be spoilers: The Green Goblin attacks during the parade/party thing... Spidey goes after him and they fight for a bit. Then a Complication arises: "MJ in danger." Spidey stops beating up on the Goblin in order to save her, he does not finish with the Goblin and then save her. The compelling thing is that he has to make that choice, he can not have his cake and eat it too.
If you do seperate Complications (which resolve at the end of a scene) from Issues (which resolve only when some resolves them) then winning a combat scene can give you a bonus that applies only to Issues. Mainly because i am hesitant to give players a chance to win a Scene and plow a 15 or 20 point bonus into the next scene and win that next scene with no chance of defeat gaining another bonus, etc...
Truthfully i am not really convinced that a bonus for winning a scene is necessay, or even that it is a good idea. I do not know if it is a bad one, i am just a little leary of it.
Oh, i was thinking about Advancement (the LetCol section mentions that "it is coming") and i came up with a pretty basic system. LetCol voting (and perhaps some other means) gives you Advancement Points, one for each vote. You can do the following with these points:
1. Spend 1 point to rearrange the order of you Powers or Attitudes or Tropes however you wish. This is used to reflect a shift in focus for your character.
2. Spend a number of points equal to your highest value Power or Attitude or Trope in order to add a new Power, Trope, or Attitude to you list. The new ability has a value of 1 and all of your old abilities of that type are increased by 1.
3. Spend advancement points towards control of an Issue at some exchange rate (i am thinking 1 for 1, or perhaps 1 Advancement for 2 Control).
That is a lot of stuff, but i want to again state that i think that eliminating Facts makes things a lot smoother.
EDIT: Quardruple crosspost take two!
EDIT: If you are dead set on carrying a bonus over from Complication to Complication i definately like the last suggestion by Statisticaltomfoolery. By simple writing down somewhere that you have "Know location of Villain's Hideout +3" you can apply that +3 (and i would say you must use all or none of it, not splitting it up) if knowledge of that hideout is useful... Perhaps even use it for Dice instead of for Control...
Thomas
On 8/3/2004 at 1:13am, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
Can't... stop... posting....
I know Thomas has actually playtested this game and I haven't, but I'm still going to take it upon myself to disagree with both his points.
[hubris]
LordSmerf wrote: i strongly support a difference between Complications and Issues.....Mainly because i am hesitant to give players a chance to win a Scene and plow a 15 or 20 point bonus into the next scene and win that next scene with no chance of defeat gaining another bonus, etc.
If you're worried about a snowball effect (i.e. runaway positive feedback), you can still treat everything as Complications (i.e. no separate "Issues" category) and simply set the gearing on the mechanics that only a fraction of your success in Complication A carries over into Complication B: e.g. I win in A by 15 points, I get 15/3 = +3 to apply to B. Perhaps the cost per +1 bonus could be geared to the "scale" of the Complication somehow, e.g. beating Doctor Fang, DDS by 15 points might give you a whopping 15/2 = +7 to the "saving the kitten in the tree" Complication but only 15/10 = +1 to the "bringing about world peace complication."
But then again, what's wrong with runaway positive feedback? After all, these are comic books: things are supposed to escalate crazily. Thomas's primary objection is balance, but remember that both sides will probably walk away from any given bout of conflict with some Complications they won and some they lost -- in fact, the whole idea of the system is to encourage the heroes to sacrifice some Complications to win others. That way, both sides will tned to have wildly escalating power curves, which simulates the ramp-up effects of your typical action-adventure rather nicely.
In sum, I think "Issues" vs. "Complications" is an artificial and inelegant distinction, forced on us by the assumption "games are played in discrete scenes which end." If we think instead of a massive series of Complications -- some simultaneous, some overlapping, some sequential; some brief, some lasting, some unending -- this distinction falls away. Occam's Razor.
[one brief baby-diapering break later]
LordSmerf wrote: Oh, i was thinking about Advancement (the LetCol section mentions that "it is coming")...
Okay, as long as I'm swing Occam's Razor about like Sweeney Todd:
We decided we didn't need a separate Fact system. Why do we need a separate Advancement system?!?
Characters in comics and films don't spend points to advance. They develop through laying out backstory (often in flashback) and through rising to adversity. So make another use for victory in a Complication be increasing the power of your character (presumably, at a very high cost; this should much more expensive than getting a bonus on the next Complication). This can be justified in-game either as "my character could do this all along, it just became relevant now" or "I've ascended to a new level of power" or "back when I worked for Agency 99, I did a mission in Mozambique, so of course I speak Portugese." Doesn't matter. The mechanical effect should be that victory (and even certain kinds of defeat) generate the option to advance your character by adding new or increasing existing Powers, Tropes, Attitudes, and Whatever the Fourth Thing is We Might Need.
[/hubris]
On 8/3/2004 at 1:23am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
I like the notion of people handing around 3x5" cards with a series of complications, all crossed out except for the most recent. If you've got a card that reads like this:
• Security System• Arrest Warrant• Public Opinion• Villains Plans• Clobbering
... that encapsulates a nice little thread of narrative there. So the more I think about it, the more I like the idea that you're transforming past Complications into future ones, somehow.
But I think Thomas and Statistical have nicely pegged down two extremes on how this could be treated by the players: They could sit around with their bonusses, using them to construct story by making transitions only when thematically useful and necessary. Or they can go for the optimal strategic solution, without regard for themes and coherence.
I'd like to make it so that the mechanics of the system bring those two extremes of intent into alignment. That way people do both at the same time.
Tonight I've got nothing. But hopefully I'll sleep on it and get a lot more ideas come morning.
On 8/3/2004 at 1:42am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
And on Sydney's comments:
Stories don't need to have distinct scenes that begin and end. But it's really quite useful to an Editor and Players when they do.
The benefit of closing up shop on a scene, resolving a whole bunch of complications, and moving on to the next scene is that it gives people a sense of closure. "That was then, this is now".
In the absence of that sort of closure my experience is that players will drag their heels, slowing a game to a standstill because they fear the loss of control that comes with the passage of time. It's easier just to have objective constraints that keep everyone moving forward. Players work well within objective constraints, even ones that tell them that terrible things happen in the game world.
For example: The burning building was last scene. You didn't win it. The scene ended. It's over. Therefore you do not get to set a scene in the burning building. You can set one in the smoking ruins, or in the overfilled burn ward of the local hospital, or perched on a gargoyle high over the city where your hero went to privately confront their failure. But you can't turn back the hands of time, and (what's more important) you as player don't have to spend all your energy trying to.
Now, for what it's worth, I think that this sort of "Don't catch the snitch yet" philosophy mixes well with my earlier notion that a scene's Victory Target should grow slightly higher every time somebody Stakes Debt on a Complication.
On 8/3/2004 at 2:04am, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote:
Now, for what it's worth, I think that this sort of "Don't catch the snitch yet" philosophy mixes well with my earlier notion that a scene's Victory Target should grow slightly higher every time somebody Stakes Debt on a Complication.
I think it'd an appealing bit of design, that the more the heroes and villains have at stake, the more important and longer the scene, but I think it'll go nowhere if the VP total can increase whenever debt is staked. You're likely to get into runaway debt scenarios, where both sides have a decent chance of winning, and feel almost forced to stake a little more just to keep the scene going. I'd expect that you'd have lots of scenes end only when one side is completely tapped out.
Maybe, in the scene framing part, you can have where the basic situation is described, and then pre-emptively,. people can stake debt to build complications, and the number of debt staked at the outset results in the fixed length of the scene. This gets a bit of what of you identified earlier, without the game balance issues, and with a neat feel that villains are always putting their reputation on the line with every crime they do.
I'd still argue that holding a strong thematic approach to spillover is the best way to do this: very good storytelling players won't be hindered by this at all; and because (at least in my head), the person resolving gets to pick what the bonus that they get has, they can always choose to keep on picking bonuses that spill over immediately, or pick up bonuses that relate to more character and long-term goals. You just say: "It has to make some sort of sense" (which is about the strictness the Silverstar example follows), and let the players work within that. But, allowing them the property of picking up the complication and adding it to their possessions is a cool thing, as well as giving them the control of when to pull those bonuses out. Make it spill over too rapidly, or too nonsensical, and it'll just seem like another numbers mechanic.
On 8/3/2004 at 2:05am, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
(deleted, double post)
On 8/3/2004 at 2:57am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Statistical: Real good point on how extending the Victory Target can undermine precisely the type of closure I was talking about. I'm going to have to think about it... don't want to emulate the five-hour end-game of card games like Munchkin.
On taking bonuses later: I think that in a feedback system like this, players don't face a hard choice between "Do I take an immediate bonus, or one that will help me later in the game?"
At least as I've got it currently imagined, it's "Do I delay taking Bonus X in order to get Bonus Y instead, or do I just take Bonus X, use it, and thereby earn Bonus Y as well?"
I think my long term goal is something like "Of course I take Bonus X. Now what sort of scene and story should I create using Bonus X, in order to try to build events toward the point where I will get Bonus Y?"
On 8/3/2004 at 1:09pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
Ah, well I agree: the goal should be to constantly facilitate the narrative. I just think the difference is that I'm wary of bonuses flipping over immediately is right: I think there's appeal to having a scene (or issue) wind down, and then using a few spare bonuses to figure out where to go next. I don't think a system which encourages players to hold for a long time is what you want either.
Plus, having the player disincentivized from taking Bonus Y, which is the cool arc they really want, and instead trying to figure out how to get there through Bonuses X, A, D, and F means that the burden is on them: while if they take Bonus Y, it's then communicated that they want something cool to happen with the Grey Hand, and lets all players pick up and work out the intermediate steps.
On 8/3/2004 at 8:41pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Okay, but... what do you imagine the intermediate steps should be?
Or, to put it more pointedly, if everyone knows that what the player wants is to have a cool scene with the Grey Hand, why not make that the next scene?
On 8/3/2004 at 8:55pm, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote: Okay, but... what do you imagine the intermediate steps should be?
Or, to put it more pointedly, if everyone knows that what the player wants is to have a cool scene with the Grey Hand, why not make that the next scene?
Sometimes it's the next scene, and sometimes it's not. Maybe it's because the hero has just put together that a crucial part of his background has to relate to the Grey Hand, but he's too busy saving the world right now, and he'll get to that in downtime. Maybe they're a third-party interloper or mysterious party in the current scene, and the player thinks they're cool, but doesn't need for it to happen right now.
Maybe the person playing Spidey doesn't feel in the mood to have the scene with the argument with MJ right now, but wants to get around to it next session.
Maybe the gadgeteer just got an idea for a neat invention, and when he gets some time to tinker, wants to funnel it into that.
I think there are a great many reasons to not want to start everything that results from a complication right now.
Having these bonuses encourages players to do scene framing as well: they look at the bonuses they haven't used, figure out what's interesting to pursue, and go ahead and start something.
Also, on a purely mechanical level, if every complication results in another complication, then how do the complications ever decrease?
You could also find advancement right in here: these bonuses...heck, what about Inspirations? make a character more powerful: they're better able to respond to threats, whether it's a supply of friends and allies, gadgets and gear, or just personal motivation, they're at a distinct advantage versus other heroes and villains. A villain with a powerful secret lair you just create as normal, but give him a few Inspirations which are:
Pit of Sharks Trap +1
Enclosed Crushing Room +3
Neverending Maze of Hallways +4
and there you go: as the heroes get close to his Secret Lair, suddenly he's at an advantage.
On 8/3/2004 at 9:23pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
On the mechanical question: Yeah, I see what you mean. The value of complications can decrease, but their number will proliferate until the table is covered in snowdrifts of 3x5" cards. Probably not a good thing.
So what else would they be spent on, save for new Complications?
Maybe you could burn them for downtime Scenes. Spend an N-point Inspiration to have a scene that runs for N turns. The hero also gets a payment of 2N extra dice for his pool... though I can't figure out whether to distribute that as 2 dice every turn, or as a lump sum payment at the beginning.
On 8/3/2004 at 11:31pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
Perhaps if i lay out my thinking on all this it will become clear why i support the idea of all Complications ending with a Scene.
The source material is Comic Books, comic books are inherently episodic. That means that it is highly desireable that "ok, glad that is all taken care of" moments occur. At the same time Comic Books also (usually) have two other things: An overal Moral story (which is present all the time, regardless of what is going on) and an Arc Story ("Danger in the Shadows" "Part 1 of 3", that type of thing). The Moral Story is a type of Issue that is either never resolved, or if it is resolved is immediately brought back up in one form or another. The Arc Story is almost always completely resolved at the end of the Arc. Perhaps you have new characters or new villains or new what-have-you, but by and large all of that stuff is taken care of.
Now since i view each Session as a single issue of whatever comic monthly/weekly the story is about the Story Arcs can have a defined length at the beginning of the first Session of that Arc so we do not need a mechanic for them.
However i believe it is important to differntiate between quick actions (Spider Man beats up Doc Oc, saves the people from the burning building, but is not able to save the school bus with the bomb in it) and long term issues (Peter Parker loves MJ, but is having problems dealing with that and being a hero).
Two reasons for this:
1. That building will burn down soon, that gives the burning building a sense of urgency. If you are allowed to carry it over until after you achieve Victory in this fight (or whatever) then there is no reason to deal with it right now other than the -1 Wonder Level penalty... This seems like a horrible thing; you do not want players to ever feel that they can just deal with it later because if they do feel that way then the tough decisions are gone... Baically i want the villain to be able to set that building on fire as a distraction...
2. I have not problem with "do not catch the snitch yet" play. It basically forces you to think somewhat ahead, you can not allow the villain to get too far ahead in any Complication you care about saving, especially if you are Staked on it. If you do then you run the risk of not being able to Resolve that Complication in your favor. I think that forcing this kind of decision making in play really drives the Premise forward.
Scene Extension: Perhaps a (very) high level Wonder that does not contribute any dice to Victory... Basicly you can extend the scene, but there is a huge cost to doing it, and it is definately not something that you would be doing anyway.
TonyLB wrote: So what else would [Inspirations] be spent on, save for new Complications?
Personally i think that they should be spent strictly on dice bonuses (activated during the Monologue phase) like Powers or Attitudes except that these bonuses only work once. Here is how i would do it:
Whenever a Complication that has any amount of Debt Staked is Resolved in your favor note down the total amount of Debt Staked as a bonus to be used later.
You may activate this bonus during the Monologue phase of a Conflict in order to get a number of Dice equal to twice the Debt that was Staked. Example: Silver Star earlier defeated Smogzilla and won with control of the "Entangling Electrical Wires" Complication which had 1 Debt (from the Opposition) on it. Silver Star's player takes the card and makes a "+1" note. Later on Silver Star runs into Smogzilla again and activates the "Entangling Electrical Wires +1" bonus for 2 extra dice saying: "The smell of the rubber used to insulate those wires is very distinctive, Silver Star's enhanced senses allow her to track Smogzilla entirely by smell now." The "Entangling Electrical Wires +1" card is now eliminated.
Does that make sense? By using Staked Complications only we ensure that not all Complications provide a bonus. By providing a simple dice bonus we make the useful, but not overpowering. I am not sure whether the nature of the bonus should be decided when you Win it or when you use it though...
Thomas
On 8/4/2004 at 12:03am, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
LordSmerf wrote: Perhaps if i lay out my thinking on all this it will become clear why i support the idea of all Complications ending with a Scene. The source material is Comic Books, comic books are inherently episodic. That means that it is highly desireable that "ok, glad that is all taken care of" moments occur. At the same time Comic Books also (usually) have two other things: An overal Moral story (which is present all the time, regardless of what is going on) and an Arc Story ("Danger in the Shadows" "Part 1 of 3", that type of thing). The Moral Story is a type of Issue that is either never resolved, or if it is resolved is immediately brought back up in one form or another. The Arc Story is almost always completely resolved at the end of the Arc.
Darn it. He's right, I'm wrong. Complications and Issues do need to be different. (Though they can still operate on essentially the same mechanics, except for one's open-endedness).
On 8/4/2004 at 12:45am, statisticaltomfoolery wrote:
RE: [Capes] Social resolution mechanics
Sydney Freedberg wrote:LordSmerf wrote: Perhaps if i lay out my thinking on all this it will become clear why i support the idea of all Complications ending with a Scene. The source material is Comic Books, comic books are inherently episodic. That means that it is highly desireable that "ok, glad that is all taken care of" moments occur. At the same time Comic Books also (usually) have two other things: An overal Moral story (which is present all the time, regardless of what is going on) and an Arc Story ("Danger in the Shadows" "Part 1 of 3", that type of thing). The Moral Story is a type of Issue that is either never resolved, or if it is resolved is immediately brought back up in one form or another. The Arc Story is almost always completely resolved at the end of the Arc.
Darn it. He's right, I'm wrong. Complications and Issues do need to be different. (Though they can still operate on essentially the same mechanics, except for one's open-endedness).
I'm not sure of this it all: I think the holding Inspirations mechanic can account for this, without needing to differentiate between complications and issues.
Let's say the overall arching moral issue is how to be responsible to the ones you love while also being responsible to the world: when the editor resolves complications, he can use them to get bonuses that will apply to the scenes when this comes up: if that burning building collapses and the hero has to spend time helping with the rescue effort, the editor can take that as: "Let building collapse +2", and then use that to start off an advantage in the scene where the hero has to explain to his son why he couldn't make it to the baseball game. If the hero keeps on throwing all his weight into short-term tactical gains, he's going to be at a disadvantage when it comes to the father/son dynamic. This applies to arc Issues as well: the bank robbers may not be able to point a finger back to who hired him: it could be a middleman who's already dead, there could be mind erasure involved, or any other number of things: if the heroes don't devote bonuses to getting information which will help resolve the arc issues, they'll be stuck being more reactionary to the plot (A lot of how that theoretical example works also depends on how people get to control the theme and content of their bonuses, and as yet untackled issue).
On 8/4/2004 at 1:26am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
In terms of how effectively players address challenges, I think that what Statistical recommends (which I'm going to dub "Serial Complications") is roughly equivalent to Complications and Issues. There are some quibbling differences, but I think they both get the same job done. A hero who addresses purely tactical issues will find themselves hamstrung in emotional/informational ones, and vice versa.
But two things haven't been mentioned yet, and since they're two things that incline me fairly seriously toward including Issues, I figure it's worth bringing them up.
First: Victory Points and Targets. Issues bind victory points to them in a way that Serial Complications do not.
In Serial Complications, each of the small sub-complications will be resolved, and its VPs will go into the appropriate heroic or villainous total. That's irrevocable. From there you start with a largely clean VP slate (yes, the bonus for how much you beat your opponent by, but not the matched amounts that people spent against each other contesting the complication).
An Issue, on the other hand, just holds the Control values as they rise and rise and rise. I've seen one of these hot-button Complications in one scene in my playtest game attract thirty points of total Control. Over the course of a game I would imagine that Control totals of 50 or more would not be unusual.
That's easily the difference between winning and losing a session.
That encourages a build-up that I really like: Sure, you missed your date with Katie-Sue (lost control of Issue at 10-9, but prevented it from resolving), but you managed to convince her to give you a second chance (regained control at 20-22, but couldn't resolve it yourself), and now everything is riding on making it to the multiplex in time!
Second: There is a contrary effect with Debt. Issues are the "interest free credit consolidation loan" of the system. They hold your Debt, but the Debt doesn't impede you in any way as long as the Issue isn't resolved against you. So there is a lot of incentive to start an Issue (to shuck Debt) but only a little incentive to resolve the Issue in your favor (in order to reduce the risk of losing big-time).
My intuition is that this factor will encourage players to stay as close as they can to a tie in their Issues, throughout the game. Maybe lag a little bit behind, systematically, spending only as much as they have to in order to be close enough to recover with a mighty effort if the Issue is in danger of being Resolved.
And I think that, together, the two factors I cited can become a solution to the problem of making the climax of the moral story and the climax of the adventure story happen together.
Issues will become magnets for both Debt and VPs. Their resolution will likely be delayed until they are the critical "win or lose" factor remaining in the game. Therefore the Victory of the game will frequently go to the side that successfully resolves whatever has emerged through play as the major thematic Issue of the game.
And I really like that.
On 8/4/2004 at 1:35am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
LordSmerf wrote: Does that make sense? By using Staked Complications only we ensure that not all Complications provide a bonus.Yes, but... well, that means that if you don't Stake on a Complication then there's no way it can hurt you. You can't gain more Debt, and your opponent can't gain a bonus.
Seems to me that makes it a little hard to represent a conflict between wanting to do the practical thing and wanting to follow your heart.
How about if an opponent can only get a bonus when there isn't an opposing Stake? That way the loser either gains Debt or has a bonus used against them later, but not both.
At first blush it seems to me that this would lead to more meaningful choices for the players: Say the building is burning, and I'm staked in that. Scarlet Skiier is also about to get away, but I don't really have any moral feelings about that.
If I save the building and lose the Skiier then my conscience will be clear, but he'll have an advantage over me next time we meet.
If I snag the skiier but innocents suffer then I'll have the tactical advantage, but I'll have trouble sleeping at night.
On 8/4/2004 at 3:07am, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote:LordSmerf wrote: Does that make sense? By using Staked Complications only we ensure that not all Complications provide a bonus.Yes, but... well, that means that if you don't Stake on a Complication then there's no way it can hurt you. You can't gain more Debt, and your opponent can't gain a bonus.
Seems to me that makes it a little hard to represent a conflict between wanting to do the practical thing and wanting to follow your heart.
How about if an opponent can only get a bonus when there isn't an opposing Stake? That way the loser either gains Debt or has a bonus used against them later, but not both.
At first blush it seems to me that this would lead to more meaningful choices for the players: Say the building is burning, and I'm staked in that. Scarlet Skiier is also about to get away, but I don't really have any moral feelings about that.
If I save the building and lose the Skiier then my conscience will be clear, but he'll have an advantage over me next time we meet.
If I snag the skiier but innocents suffer then I'll have the tactical advantage, but I'll have trouble sleeping at night.
I like this. I would definately approve of this system.
One note, i do not feel that Issues should provide VPs toward your total. Reason being you run the risk of having an Issue resolved and immediately reaching your Session Target. I do like the idea of an Issue being a huge Debt bank. I see this basicly being something that you might be clearly winning, but not Resolving it until you have put as much Debt into it as you are allowed...
Thomas
On 8/4/2004 at 3:06pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
statisticaltomfoolery wrote:Sydney Freedberg wrote:LordSmerf wrote: ....The source material is Comic Books, comic books are inherently episodic....
Darn it. He's right, I'm wrong. Complications and Issues do need to be different.
I'm not sure of this it all...
Hmmm. Maybe you're right and I'm wrong about him being right and me being wrong.
But I think that TonyLB's idea for Issues as VP sinks and debt consolidators (as far as I understand it) sounds really neat.
The key question -- and I don't think we've answered this explicitly -- is, is there any need for different rules mechanics for Issues vs. Complications except the distinction "Complications automatically end at the end of the scene, Issues end when someone deliberately ends them?" I don't think so. So except for the "when it ends" condition, otherwise they can use the exact same rules (including the ability for an Issue to act as a Hindrance or Aid -- key bit, that) to produce different effects, which has a certain elegant economy.
Also, while I'm on a Chinese Cultural Revolution-streak of "comradely self-criticism," I suggested a while back that Issues/Complications could have different scales somehow, so that rolling over X success into a big complication (say Scale 5) would produce only X/5 success, but rolling over X success into a small complication (say Scale 2) would produce X/2. But on second thought, this is just wrong -- it's pure Sim thinking (specifically Purist for Sim, I think). In stories, especially superhero stories, a very small scale scene, e.g. the protagonist saves a puppy and a little girl hugs him and restores his sense of hope in the world, can produce huge impact downstream; conversely, a hero who saves the world five times over might still not be able to impress his girlfriend.
EDIT: In other words, all conflicts are on the same "scale." Their weight in the story depends entirely on the importance the protagonists (and their creators, the players in this case) attach to them, which means in this system Debt.
On 8/4/2004 at 4:25pm, Marhault wrote:
RE: [Capes] Social resolution mechanics
Okay. First things first, a disclaimer: The way this thread moves, in the time it takes me to write this post, it'll probably wind up crossposting with about 20 other posts. Some of what I'm going to say may've been stated, accepted, rejected, and restated by the time I finish saying it. Or not. If I misinterpret anything, it's probably because the actions is fast and furious on this game, and I may have missed something.
Next, a question. I'm not sure what "Issues" are supposed to represent. Are they supposed to be complications, only for the Moral, or are they intended as continuations (whether direct or otherwise) of Adventure complications? It seems to me that there's room for both, but they would need to be handled separately.
For the rest of this post, I'll assume that "Issues" are intended to be a part of the Moral, and "Serial Complications" are intended to be part of the Adventure. I think they're two separate ideas that are being confused as one.
LordSmerf wrote: The source material is Comic Books, comic books are inherently episodic. That means that it is highly desireable that "ok, glad that is all taken care of" moments occur. At the same time Comic Books also (usually) have two other things: An overal Moral story (which is present all the time, regardless of what is going on) and an Arc Story ("Danger in the Shadows" "Part 1 of 3", that type of thing). The Moral Story is a type of Issue that is either never resolved, or if it is resolved is immediately brought back up in one form or another. The Arc Story is almost always completely resolved at the end of the Arc. Perhaps you have new characters or new villains or new what-have-you, but by and large all of that stuff is taken care of.
LordSmerf wrote: One note, i do not feel that Issues should provide VPs toward your total. Reason being you run the risk of having an Issue resolved and immediately reaching your Session Target.
I agree with Thomas on both of these points. The thing about these Issues is that they're going to last for a long time. More than one session at least. Some of them may be quickly resolved, but most will be on the order of Peter Parker's love affair with Mary Jane, or Tony Stark's battle with alcoholism. (or, for something on the other side of the comics world, Oliver Queen's on-again-off-again relationship with Dinah Lance)
TonyLB wrote: That encourages a build-up that I really like: Sure, you missed your date with Katie-Sue (lost control of Issue at 10-9, but prevented it from resolving), but you managed to convince her to give you a second chance (regained control at 20-22, but couldn't resolve it yourself)
Which is exactly the way I would expect Issues to play out. Back and forth, only being resolved when the Player or Editor (or, more likely, both) think it's time. Or when one of them runs out of points to spend on it.
The other key thing about Issues is that they shouldn't draw strength from Powers, or resolved Complications (not usually, anyway) or any of that. These things should work off of debt.
Here's how I think Issues should work (with a few details left out for the time being):
PCs have a limited number of ongoing Issues. Each Issue is linked to a Drive. (The number and type of Issues being determined by the characters values in said Drives).
At the beginning of a scene, the Player requests to address a particular issue (probably even requesting the scene itself, between battles, everybody gets to request 1 scene, or somesuch), then he spends debt from the appropriate Drive to get control in the Issue. (Control in this case might be dice to roll for points, or might translate directly into points on the Issue.)
The Editor collaborates with the player(s) to role-play the scene in accordance with the points going into the Issues.
Example: Scarlet Scarab defends the weak and downtrodden in her neighborhood, a downtrodden slum in Angel City. Her primary Drives are Hope (3) for which the Exemplar is Richie, a small boy with whom Scarab works as a volunteer in a neighborhood enrichment program (in her secret identity, of course), and Love (3) for which the Exemplar is Daniel Simmons, the director of the same neighborhood enrichment program.
Scarlet Scarab wrote: After a big fight with the henchmen of the local crimelord, Arken, SS finds herself in need to work off some debt. She requests a scene at program headquarters, trying to help Daniel get through a pile of grant paperwork. SS and Daniel flirt, and she impresses him with her understanding of the governments grant program. She makes her exit on a high note, a mysterious comment which leaves him wanting more. Scarlet Scarab's player takes control of the Relationship with Daniel Simmons Issue (21-19).
All is not Heavenly wine and roses for Scarlet Scarab, however. The Editor frames the next scene, right after her evening with Daniel, she runs into Richie on the street. She asks him what he's doing out this late at night, worried that he may have fallen in with one of Arken's gangs. Richie acts defensive, and points out that she's not really that concerned about him, She only uses him and the rest of the neighborhood to get closer to Daniel. Richie saw her leave the project headquarters, and suspects they were having a rendezvous. "You never really cared about us, so why don't you just bug off!" Richie walks away, and rejoins the gang of young toughs he's hanging with. SS feels the people she cares about fall further into Arken's grasp. The Improve State of Neighborhood Issue falls further into the Editor's sway (44-39).
This method solves two problems. It gives the PCs a way to get out of debt while furthering the story, and it addresses the game's premise as stated - by using the debts incurred during the battle as a positive resource, the hero shows himself to be worthy of his superpowers. Players get a choice about what plot points they want their characters to further. One thing is, I don't know where the Editor's points would come from that he throws in against the Player.
On 8/4/2004 at 5:01pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Thomas's concern (if I read it correctly) is that a love story plot could be resolved and lead to the end of the game even while a supervillainous threat to the city was still outstanding!
"Oh, sure, there's still a Phlogiston Bomb set to detonate and destroy downtown, but they kissed and made up, so the story's over."
And I agree that's a problem. If you've got multiple neat conflicts running, you shouldn't have to sacrifice the others when you solve one.
What you want, instead, is "They kissed and made up, and therefore the hero has the strength to resolve the crisis of the Phlogiston Bomb". Or, conversely, "The hero saved the city from the Phlogiston Bomb, so he has the presence of mind to make peace with his girlfriend."
That way, one thing can clearly be the Defining Moment of the story, without having to throw everything else out the window.
I don't think this is served by exempting either class of conflict from the Victory Points. What's needed instead is a more gradual and satisfying end-game. Something beyond "The Victory Target is reached, therefore the story ends".
When one side or another reaches the Victory Target then the game should shift such that Issues and Complications are more likely to resolve. But the game should continue, albeit in an altered mode.
Heck, I can even sketch out one possible way that this could be done:
• Once a Victory Target has been reached, every Complication is considered to be Resolving. If it spends a whole round without switching Control from one side to another then it is resolved in favor of the side that currently owns it.• Any team that has reached the victory target may immediately cash in any Inspirations (including the ones they just won that round) for dice, according to the carryover rules, but without waiting for another scene.• The game is over when the last Complication resolves.
The one thing this system doesn't encourage (but which I'd like) is a good way to carry over Issues from one session to the next. Not exactly sure how to address that, honestly.
On 8/4/2004 at 5:13pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Marhault wrote: Next, a question. I'm not sure what "Issues" are supposed to represent. Are they supposed to be complications, only for the Moral, or are they intended as continuations (whether direct or otherwise) of Adventure complications? It seems to me that there's room for both, but they would need to be handled separately.
Somewhere back in the history of this thread I recommended that at the end of a Scene all of the Complications that don't have Stakes on them should resolve, but all of the ones that do have Stakes on them (and which have not been Resolved explicitly) should stick around in some form as Issues. Issues would be just like Complications, but with a longer life-span... you can no longer resolve them just by holding control for a full round, you have to hold control for a full scene.
There is no explicit connection between Issues and Moral, or Complications and Adventure. "Need a birthday present for Peggy Jean" could play out in a single scene and be just a Complication. "Clobbering" could easily turn into an Issue, as two titans of testosterone go through a series of battles that are connected only by their desire to prove which of them is, in the end, the strongest.
There has been some question about whether Issues are needed at all, if you have a carry-over mechanic. The counter-argument being that if the Complications carry over from one scene to the next then that thread of connection serves essentially the same purpose as an explicit "Issue". Both have a lifespan across multiple scenes, after all. I've called that idea of how to run things "Serial Complications", simply to have a way to refer to it.
On 8/4/2004 at 6:30pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
If you want to carry Issues over from session to session that is easy: Issues do not resolve until someone resolves them. That means that if you do not resolve an Issue this session then that Issue is unresolved.
One way to put a limit on Issues (or at least force them to end every so often, even if they are immediately recreated) would be to generate a Victory Target for Issues (seperate from Session or Scene targets) such that they automatically begin resolving once one side or the other hits that target...
TonyLB wrote: Somewhere back in the history of this thread I recommended that at the end of a Scene all of the Complications that don't have Stakes on them should resolve, but all of the ones that do have Stakes on them (and which have not been Resolved explicitly) should stick around in some form as Issues.
I do not think this works. Complications need to Resolve at the end of each Scene in order to generate that sense of urgency. If you give players a way to "take care of problem X later" you take all urgency away from problem X. In my mind this is horrible since it does not force sacrificial Story choices, instead it forces sacrificial Resource (Debt, Dice, some number that goes up or down) choices which are far less compelling.
I like the idea of Issues being tied to Drives. I have put it forward before, but Marhault has a very concise mechanic that i would love to steal and modify:
Each Drive is assigned a value which determines the number of Issues that can be tied to that Drive. The largest Victory Target Issue you can have tied to a Drive is equal to the Drive's value times 10 (if you have Love 3 you can have a 30 VP Issue tied to Love). Each successive Issue is 10 less: So with Love 3 you have one 30 VP Issue, one 20 VP Issue, and one 10 VP Issue.
This puts a limit on the Size of the Issues you can deal with which i believe is probably a good thing.
I want to again suggest that Issues not provide points toward the Session or Scene Victory Target. I will try to be a little more clear with the reason why. Let us say that The Revolting Bob has a 30 VP Issue and a 20 VP Issue that he has clear control over (28-10 and 17-8 respectively). We start a new Session with a Session Target of 50. The Bob manages to Resolve both Issues within 15 minutes of Session start and hits 50+ VP which ends the Session. I believe that this is bad...
Since i think that Issues are more powerful if they can carry over Sessiont to Session i believe that making them VP sinks as well as Debt sinks is a huge negative...
Thomas
On 8/4/2004 at 9:19pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
I see what you mean about not wanting the story to go static just because something's an Issue, rather than a Complication. The burning building should not be forced to burn perpetually, like the olympic torch, just because someone cares about it.
Now... that having been said, I love the idea that Issues evolve from Complications. In both of the playtests I've run, the greatest strength of the system has been the way that the Complication mechanic highlights what players are actually interested in, even when they don't know it themselves until the numbers make it obvious. Expanding that to Issues is a very exciting prospect to me.
My first instinct is to polish a Complication->Issue system so that it addresses your concerns, rather than discard it in favor of something else.
So, using the Burning Building as a test case. If this Complication is made into an Issue then it clearly cannot be "Burning Building" for its entire life-cycle. Having "Burning Building" hanging about forever is silly.
I could see it being renamed into "Public Perception of Heroes", though or "Will Megalopolis ever be safe?", or something like that. Then the Burning Building proves to be just the first element in the ongoing Issue. And what it changes into (as well as the fundamental question of "Do all the innocents die horribly?") should be determined by whoever controls the Issue at the end of the Scene.
So in the situation you originally worried about: Two complications: Building Fire and Clobbering. The hero stakes on Building Fire and wins Clobbering, ending the scene. The villain controls Building Fire (which becomes an Issue), so the Editor gets to decide how that situation evolves.
"Dozens are hospitalized," he says "and little Timmy Jones, an innocent six year old boy, is in intensive care with a bleak prognosis... the Issue is now 'Will Megalopolis ever be safe?', and the overall sense right now is 'No, it will not!' A pall of misery and fear stretches over the city, sapping it of hope. Until you regain control on this Issue you will suffer a penalty in any scene where the safety of the city or its people is at stake."
On 8/4/2004 at 9:22pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
This solution appeals.
TonyLB wrote: Until you regain control on this Issue you will suffer a penalty in any scene where the safety of the city or its people is at stake."
I presume the penalty is the same as the Hindrance penalty for losing control of a Complication? One might want multiple levels of hindrance (or assistance), especially for big long-term issues that can get worse and worse and worse (or better and better and better).
On 8/4/2004 at 10:23pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
Hmm... I am not sure about this either.
I like it in that it makes Issues an outgrowth of the Complications that arise during play.
I do not like it because it will tend to make Issues more common because any time you Stake but lose a Complication it becomes an Issue. Without playtesting my guess is that that will end up being about 30% of all Complications (perhaps as few as 15%) which means that you will end up with a lot of Issues floating around which in turn will reduce the importance of any single Issue.
Oh, something i did not mention before: The current way of increasing Drives may be a little over powered. Since any single Complication can result in an increase in any Drive you will probably tend to have wildly rising Drives. My guess is that you will get an increase in at least two Drives every Scene. Now it may be that this is exactly what you are aiming at, but my impression is that it will only take about 4 or 5 Sessions for you to achieve 10 or so in multiple Drives, and that seems to be a bad thing to me. I would like to see a set number of Issues based on Drive (as i suggested above) and incrementing your Drive once you resolve all Issues tied to that Drive. Once you increment your Drive define new Issues. You are free to assign Issues that you just dealt with again at the same level or a different one.
The advantage i see in the above system is that you are indicating to everyone involved what you want to deal with from character creation. It is clear what Issues you think your character finds important. If you want to be able to change things on the fly i would suggest allowing you to exchange an Issue with a new Issue as long as you have nothing Staked on it. Once you Stake you must Resolve it...
Hopefully tonight i can get a session in. If i do i will try things this way and see how it goes. Maybe you can tell, but i really really want to play Capes again. I had a ton of fun the first time, and i feel that it has improved remarkably since then.
I agree with Sydney and Tony (i think with Tony) that Issues are treated as Complications in every way with the exception that they do not end at the end of a Scene. This means that you will be Hindered or Assisted by them and that there are limits on the Debt you can Stake on them.
I guess i see advantages and disadvantages to Complications -> Issues. I personally feel that the disadvantages outweigh the advantages...
Oh, and is my point about prematurely ending a Session due to VP accumulated from Issue Resolution make sense? Do you see what my problem is? If you still want to give VPs for Issue Resolution do you see a solution to my problem?
Thomas
On 8/4/2004 at 11:24pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
Inspired Ideas... I have no idea if any of these will work, but i do believe that they will work better than what i previously posted:
1. Drives increase when you Resolve your highest rated Issue that is tied to that Drive. That still slows progress as you increase your Drives while still allowing you to focus on what you think is really important. You can basically deal with your mid/low-level Issues or not...
2. Replace Exemplars with Issues completely. Perhaps an Issue focuses on an Exemplar, perhaps not. Depends on your character.
3. Allow the use of Inspiration bonuses for increasing control of an Issue. I see this as being really cool, especially if you can somehow make this one of the primary sources of Issue control. I still think you want a non-combat type of scene which also allows you to increase control of Issues...
Thomas
On 8/5/2004 at 12:56am, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
LordSmerf wrote: ....my guess is that that will end up being about 30% of all Complications (perhaps as few as 15%) which means that you will end up with a lot of Issues floating around which in turn will reduce the importance of any single Issue....
So we're back to Tony's comment a while back that there needs to be some mechanic for merging Issues? If you can control (to some degree) the number of Issues floating around, then it makes sense to tie them to Drive levels as Thomas suggested -- and to penalize players for letting Issues proliferate beyond what their Drives can handle.
Related thought: It would probably be best if a single large overarching Issue could be started by one unresolved Complication and then absorb every subsequent unresolved Complication of similar type. E.g. failing to rescue the folks in the burning building starts "Do the citizens feel protected by their superheroes?" Issue. A few scenes later, the heroes don't quite get to some hostages in time and one is shot; that defeat, rather than starting a new Issue, reinforces their problems in the existing Issue. Presumably relevant successes -- stopping your chase of the supervillain to rescue bystanders he's endangered, for example -- would help with the same overarching Issue.
The trick with this mechanic is finding a way to figure out what Complications feed into what Issues besides "the Editor thinks this makes sense."
On 8/5/2004 at 2:15am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
LordSmerf wrote: I do not like it because it will tend to make Issues more common because any time you Stake but lose a Complication it becomes an Issue.
If you lose the Complication then it's not an Issue. The Editor Resolved it. It's done.
It's only the ones that you Staked on, but that nobody resolves that become Issues. In my playtest, that would have been one out of ten Issues... about half the others were resolved in-scene, and the rest would have resolved at the end of the Scene (nobody Staked on them).
Are you envisioning substantially different numbers? Or were we miscommunicating about when a Complication would become an Issue?
Oh, something i did not mention before: The current way of increasing Drives may be a little over powered.
The current way of increasing Drives is meant to increase them temporarily during the game. Increasing them permanently would be under the Advancement system, which I haven't even begun to think about seriously yet.
The advantage i see in the above system is that you are indicating to everyone involved what you want to deal with from character creation.
I don't think people know what they want to deal with at character creation, or even at the beginning of the session. It's much better, IMHO, to give them a tool that lets them discover and enshrine what they want as they go along.
Oh, and is my point about prematurely ending a Session due to VP accumulated from Issue Resolution make sense? Do you see what my problem is? If you still want to give VPs for Issue Resolution do you see a solution to my problem?
I'm not sure I understand. You posted two examples of things that could go "wrong".
• A player could put lots of VPs in an Issue during a single session, then use those VPs to close the story... to which I posted some initial thoughts on a solution• Presupposing that VPs translate from one session to another (which isn't necessarily the case) a hero with a sufficient imbalance of Issue VPs could close out a story in the first chapter
Which of those are you referring to?
On 8/5/2004 at 2:29am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Sydney Freedberg wrote: Related thought: It would probably be best if a single large overarching Issue could be started by one unresolved Complication and then absorb every subsequent unresolved Complication of similar type. E.g. failing to rescue the folks in the burning building starts "Do the citizens feel protected by their superheroes?" Issue. A few scenes later, the heroes don't quite get to some hostages in time and one is shot; that defeat, rather than starting a new Issue, reinforces their problems in the existing Issue. Presumably relevant successes -- stopping your chase of the supervillain to rescue bystanders he's endangered, for example -- would help with the same overarching Issue.
The trick with this mechanic is finding a way to figure out what Complications feed into what Issues besides "the Editor thinks this makes sense."
In my limited experience the best way to handle such subjective transfers is by creating a mechanism where the transfer of points is handled through a scene, rather than through just saying "I dump the points into 'Heroic reputation'."
In the example above, say the heroes lose the 'Hostages' Complication by 5 points. That gives the Editor a 5-point Inspiration (whatever that can be spent for... it's not yet clear).
Let's assume (for the sake of discussion) that it lets them get two extra dice per round for five rounds in a scene of their choosing.
They choose to do some "Man on the street interviews", a scene involving neither the heroes nor the villains. So nobody really contributes much other than their existing dice-pools and the two-die income being pulled in. The 'Heroic Reputation' Issue is, clearly, one of the Issues on the table in this scene... perhaps the only Issue.
The Editor plows his points into that Issue. The player also occasionally throws some leftover dice in, to try to ameliorate the effects. In the end there are five interviewees, two of whom offer mild shows of faith in the heroes, but three of whom are completely turning against them... the player got two medium wonders, but the Editor just mopped the floor with him. Ten extra dice will do that for you. The Editor gains seven control in the Issue, while the player gains three. The difference of four Control is not exactly the five that he came in with, but it's statistically likely to be close to it, on average.
On 8/5/2004 at 2:49am, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote: I don't think people know what they want to deal with at character creation, or even at the beginning of the session. It's much better, IMHO, to give them a tool that lets them discover and enshrine what they want as they go along.
I think that you and i disagree on this issue. I side with The Riddle of Steel on this one: part of creating your character is generating your initial character interests. They should be flexible enough to change if you decide you were wrong, but you should have some idea before you start playing.
Note that this is really a personal preference, one of my favorite GMs agrees with you...
TonyLB wrote:Oh, and is my point about prematurely ending a Session due to VP accumulated from Issue Resolution make sense? Do you see what my problem is? If you still want to give VPs for Issue Resolution do you see a solution to my problem?
I'm not sure I understand. You posted two examples of things that could go "wrong".
• A player could put lots of VPs in an Issue during a single session, then use those VPs to close the story... to which I posted some initial thoughts on a solution• Presupposing that VPs translate from one session to another (which isn't necessarily the case) a hero with a sufficient imbalance of Issue VPs could close out a story in the first chapter
Which of those are you referring to?
Sorry, the second. Let me lay out my understanding:
1. Complications accumulate Control.
2. When you Resolve a Complication you score VPs equal to the total Control from both sides.
So, if an Issue works like a Complication you get Control in an Issue. If you Resolve that Issue early in a session you score VPs based on the total Control invested in earlier Sessions. Does that make more sense?
Thomas
On 8/5/2004 at 2:57pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Yes, it makes sense. I see how it could happen, and that it would be dysfunctional in terms of pacing.
But as I've mentioned, I like what having Victory Points for Issues does within a given Session. It helps to tie the resolution of Issues to the resolution of the adventure plot.
As I consider multi-story Issues, I must say that I wonder whether they really are unresolved at the end of each individual episode of a comic book. There's generally some resolution of the tensions that were built up in the course of that episode.
To switch to a related, but more blatant example: Dave and Maddie in the Moonlight Television series. Most every episode had some crisis that threatened to sour their relationship. Each of those individual crises were resolved, successfully or otherwise, by the end of the episode. The overall arc of their relationship was built from that history of tension and resolution.
I'm thinking of appropriating Statistical's earlier concept of letting things resolve, and counting on the sequence of bonusses from one story to the next to maintain a thread of continuity in the overarching story question being addressed in a series of Issues.
So something like "Marta and Jeff's relationship" would be too big to be a single Issue. That would be addressed in a sequence of Issues, perhaps like this:
• Is Marta dating Ken or Jeff? (Succeed)• Can Jeff be a good boyfriend while also saving the world as Mr. Magnificent? (Fail)• Is Jeff willing to pay the cost of keeping his secret identity secret? (Succeed)• Can Jeff win Marta back? (Succeed)• Will Marta ever be safe if she's associated with Jeff? (Fail)• Can Jeff resist the temptation to get back together with Marta, even knowing it puts her in danger? (Fail)• Will Marta survive Doctor Dementor's latest plot? (Succeed)...
And so on, and so on. Each of these individual Issues would be dealt with in the Story where they arose. And they'd transfer some kind of Inspiration into the next story, to make it more or less difficult for the hero to face the next Issue in the chain.
This would completely remove any fear of the dysfunctional pacing that you'd talked about. Of course it would do that by removing multi-session Issues, so that might be a steep price.
Now I was a supporter of multi-session Issues, until I tried to write up an iron-clad example showing how they were utterly necessary. And I tried for three hours straight last night without coming up with anything that couldn't be simulated by Serial Issues (as above). But there's still a part of me that thinks I've just missed something obvious.
Does anyone have specific things they'd like to use multi-session Issues for that this wouldn't address?
On 8/5/2004 at 8:46pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
What do Issues do for us? I will generate a list:
1. Allow us to make a Complication that carries over from Scene to Scene or even Session to Session. This allows us to highlight th importance of that Issue to the Characters and Players.
2. If Issues are self assigned they provide a great point of control for the direction of the story, especially the Moral things.
3. Issues provide long term Debt sinks. Whether this is good or bad i do not know.
4. If Issues are self assigned then they take the focus of the Moral story away from the Editor. If players are assigning Issues, and Issues are the primary source for Moral story this means that the Editor must play within the bounds defined by the players. Again, i do not know if this is a good thing or not.
5. Issues provide us with a system that allows us to do away with Inspirations. Whether we want to get rid of Inspirations or not is another matter.
6. Issues provide clear support for multi-session Arcs.
7. Issues may (depending on implementation) require players to have some idea of the direction they want the story to take before they begin play.
One thing to note is that while comics are episodic (as American Television tends to be) they are tied into limited Arcs. If it helps consider comics to have plots that are constructed as a series of "To be continued..." television episodes. The Issues will tend to be resolved at the end of the Arc not at the end of the specific episode.
Now, what do "Serial Complications" do for us?
1. A unified mechanic. If Issue do not exist then there is no need to explain or remember the differences (however slight) between Issues and Complications.
2. Focus on Inspirations for Moral story. Whether this is good or bad...
3. Issues will arise directly from Complications. This will mean that the Editor has equal (if not greater) control of the Moral story in addition to near total control of the Adventure story.
4. Does not require design of Issues during character generation which allows you to get to playing faster.
I prefer Issues for the following two reasons:
First, i feel that RPGs in general and Narrativist games in particular play more smoothly with some direction derived during Chargen. I really feel that having players define some (at least) of their Issues up front will allow play to be better (or something).
Second, i like the implied dichotemy of the Editor being the primary influence on Adventure play and the Players being the primary influence on Moral play.
Thomas
On 8/5/2004 at 9:17pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Okay... I described what I was thinking poorly. What I was recommending was not Serial Complications as such, it was this:
• Any Complication with Stakes which is unresolved at the end of a Scene becomes an Issue.• Any Complication without Stakes resolves at the end of its Scene.• All Issues and Complications resolve at the end of the Session.• Any Complication or Issue that resolves grants Victory Points equal to the Control level of the loser.• Any Complication which Resolves grants an Advantage, to be used in future Scenes, equal to the winners Control minus the loser's Control.• Any Issue which Resolves gives an Inspiration, to be used in future sessions, equal to the Stakes of the Issue.• Using an N-point Advantage gives the player an extra two-dice income for N turns of a Scene. This may also be used to define the nature of the scene (between pre-scripted scenes).• Using an N-point Inspiration allows a hero to Stake N tokens of Debt on a Complication.
So this is two-method Complications, but serial-only Issues. Complications can carry over from one Scene to the next either directly in the form of Issues or indirectly by way of Advantages. But Issues can only carry over from Session to Session in the form of Inspirations.
It looks to me like this addresses items #1-4 on Thomas's list of what Issues contribute. #5 is bypassed (because Inspirations have an important place in the system) and #7 is... well, we've got an honest disagreement on what we're aiming for there.
I'm interested in #6, because I don't quite understand it, which may well mean that it's an important point I've overlooked:
6. Issues provide clear support for multi-session Arcs.
Can I get some clarification here? How do Issues particularly support multi-session Arcs?
On 8/5/2004 at 10:09pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote: Can I get some clarification here? How do Issues particularly support multi-session Arcs?
I will answer your question if you will answer mine :)
Basically: having Issues that are like Complications except that they end when they achieve some internal Victory Total provides clear support for and numerical evidence of the Issue's importance. If it is going to take 50 points of control before anyone can Resolve Issue X, it is clear that Issue X is very important to the story. Since you are virtually gruanteed not to Resolve this in one session it provides a sense of cohesion between Sessions. Resolving a major Issue (or perhaps several in near-simultaneity) is a good way of measuring story progress and Arc progression. If you resolve all Issues (converting them into Advantages and Inspirations) at the end of each Session it seems that you will be playing more towards American Television tradition rather than Comics tradition...
Is that any more clear, i feel like i am explaining things poorly.
Now, my question(s).
1. It seems as if Inspirations do almost exaclty the same thing as Drives (they both set the maximum size of Stakes on a single Complication). Is it really a good idea to have two things that are this close mechanically?
2. Is there a reason you have Advantages provide 2 dice each turn for N turns instead of simply providing 2xN dice up front? Providing all the dice at once is much easier with regards to record keeping, but it will probably tend to generate larger rolls.
3. What do you feel are the big advantages of Advantages and Inspirations?
Personally i like the way Advantages are as written (though i tend towards the 2xN dice lump sum), but i think that Inspirations are really, really bad. Since Debt and Drive are (as i understand things) the central driving mechanic for the Premise, adding another mechanic to the mix (namely Inspirations) seems like a bad idea.
Also, i am still very concerned about automatically converting Complications into Issues. Let us use the classic "burning building" scenario. I stake on the burning building, but then let it go unresolved as i chase down my nemisis. This implies that it becomes an Issue and continues to hold my Debt. The question is: what Issue does it become? Who decides? One thing that is kind of cool about this is that you can choose not to Resolve a Complication and "put off" having to deal with whatever Debt is Staked on it. Of course this also takes away from some of the immediacy of Staking at the same time. I need to give that "delaying the inevitable" thing a little more thought... Let me get back to you on that.
Thomas
On 8/6/2004 at 2:52am, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Thomas, I get what you're saying about putting an internal Victory Target on Issues. But that assumes, pretty much absolutely, that these Issues are going to be chosen by the players because they have A Plan for the Issue. You're saying that they know how important it is going to be, before they play it through. In short, they figure out what they want their important Issues to be, and then they play it in the game.
Which is a stylistic difference we've already discussed. I'm aiming for a game where people explore many Complications and the system makes Issues out of the ones that actually hold their interest in the game, as opposed to just having people choose the ones that look good on paper without having tried them.
Anyway, on to your questions:
#1: Inspirations count on the fact that Drives rise during a Session, and are then reset to their original levels at the beginning of the next session. So a person might have had a Stake of 8 in Love at the end of last Session, even though they only have a permanent Drive score of 4. An Inspiration would let them make one Complication at this Stake of 8... the rest would still have to be at 4 or less.
Does it upset the Debt and Drive system? I don't know yet. It might. I haven't thought about it deeply. But it certainly doesn't strike me as being exactly the same thing as Drives. I could certainly be persuaded to do it another way... I just want something that will give some sense of continuity to Issues, while avoiding the problems of actually carrying them over from one session to the next.
#2: The main reason for 2 dice for N turns was because I was enamored of the notion (earlier) that the size of the Advantage should have some bearing on how long the Scene should be. But I have this bad habit of trying to time scenes in Number of Turns. I should be timing them by Victory Point Target... I keep forgetting. So you're right, there's no real reason not to do it as lump sum, and it's much easier on the accounting.
When my head is screwed on a bit more firmly, I'll make an attempt at writing up a discussion of how all the players (Editor included) get together to frame a new scene... and how they derive a Victory Target (and therefore the length of the scene) from the following factors:
• What heroes and villains are involved• What Issues are involved (both able to be modified and applying Assist/Hindrance)• What Advantages are being applied
#3: We've had quite a few discussions about how to balance Closure of Scenes with the need to have actions and choices matter right up to the last round of the scene (or the last scene of a session). Advantages and Issues (IMHO) handle that problem: They give consequences that are more than merely story color to choices like letting a bad guy get away to save the bystanders, or choosing to fight rather than search for information.
On "Who decides what the Burning Building turns into?", let me refer you back to this post, since I still think it's my most cogent statement on the subject.
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On 8/6/2004 at 2:42pm, Marhault wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote: Thomas, I get what you're saying about putting an internal Victory Target on Issues. But that assumes, pretty much absolutely, that these Issues are going to be chosen by the players because they have A Plan for the Issue. You're saying that they know how important it is going to be, before they play it through. In short, they figure out what they want their important Issues to be, and then they play it in the game.
Which is a stylistic difference we've already discussed. I'm aiming for a game where people explore many Complications and the system makes Issues out of the ones that actually hold their interest in the game, as opposed to just having people choose the ones that look good on paper without having tried them.
I don't see any reason why there has to be a cap on Issues. Actually, I was thinking that they would work better if they were of indefinite length. They could be resolved much like a standard complication, without the end of scene limit. In other words, control goes back and forth between player and editor, one or the other must have control for a certain length of time before they can attempt to resolve it in their favor (I would think you could simply replace a "turn" for complications with a "scene" for Issues), which allows the other person to try to rest control of it, and prevent the resolution. This way, the Player and the Editor both get to decide if an Issue is interesting enough to continue with, by deciding whether to spend points on it. Any Issue that is deemed dull by either party simply gets ignored, and resolves quickly.
Examples from comics:
1) Spidey's Girlfriend: Gwen Stacey - Hotly contested, eventually resolved in the Editor's favor. Gwen dies.
2) Spidey's Girlfriend: Mary Jane Watson - Hotly contested, eventually resolved in the Player's favor. Peter and MJ get married. (a related issue comes up later, and she leaves him to pursue a movie career, although he eventually wins her back.)
TonyLB wrote: There is no explicit connection between Issues and Moral, or Complications and Adventure. "Need a birthday present for Peggy Jean" could play out in a single scene and be just a Complication. "Clobbering" could easily turn into an Issue, as two titans of testosterone go through a series of battles that are connected only by their desire to prove which of them is, in the end, the strongest.
I hear what you're saying, Tony.
The things is that I don't see what benefits the game gets from having the fight between the two "titans of testosterone" (nice Stan Lee-ism, by the way) be an Issue, that is, aside from lots of bookkeeping. Especially when you consider that "issues" like this are often left dormant for long periods of time between meetings. I can see using the "Advantage" or "Inspiration" mechanics for this, ie "Defeated Hulk during last battle, +2 to next battle" or whatever.
By the same token, getting Peggy Jean a birthday present smacks of a small part of a much larger issue (10 will get you 20 that Peggy Jean is this characters Love or Hope Exemplar!), and this event would therefore be better represented by a change in an ongoing Issue than by a single Complication.
The other big thing is that you don't get your kid sister (or girlfriend, or gorgeous student teacher, or whatever) a birthday present by firing energy blasts from your hands or throwing cars after super villains. In other words, performing wonders doesn't help you resolve conflicts (whether we call them Complications, Issues, or Shenanigans) related to interpersonal or Moral problems. At least, not in the same way they help you when you're beating on supervillains. Yeah, I know you can impress the girls and that sort of thing if you use your power subtlly, but we really don't need to resort to the Complications and Wonders mechanic, which is better suited to complex super battles than it is to emotional relationships.
Basically, what I'm saying is that, while there isn't an explicit relationship between moral and "Issues" there is an implicit one, because the Complications mechanic doesn't work well for Moral problems the way it is currently written. Also, I don't think I've seen a good example of an "Issue" that I didn't think was more tied in to the Moral story than to the Adventure.
I say again: Moral problems (whatever you want to call them) need to be handled differently from Adventure problems (which are currently Complications and the overall VP goal for the session) in that the playerneeds to draw power in the Moral conflict from debt accrual in order to address the game's premise.
On 8/6/2004 at 3:13pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Marhault: Double-checking that I understand what you're saying. Are you saying that the more endebted a hero is, the more power they should have to deal with their personal conflicts? If so, that's an interesting concept, but I'm not quite wrapping my head around it.
The things is that I don't see what benefits the game gets from having the fight between the two "titans of testosterone" (nice Stan Lee-ism, by the way) be an Issue, that is, aside from lots of bookkeeping.
And, until it is put into moral context by what particular Drives people Stake Debt out of, I don't know how it creates a moral story either.
But, to posit an example, if you have a hero Staking Hope and a Villain Staking Power, and the question is which of them can beat the other to a pulp, then suddenly you've got a super-battle which is about the question of whether it's important to defend the powerless, or whether the common crowd are sheep and the only important people are those with the power to impose their will upon the world.
On 8/6/2004 at 3:32pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Okay, two thoughts that I wanted to contribute to the mix, both concerning the general question "Why do you want to resolve Conflicts/Issues?"
First: What happens if, as Thomas has been recommending, Issues do not feed back into the Victory Target, and they don't carry over Inspirations, but resolved Issues are the Reward Mechanic for the game?
Specifically:
• Issues are never auto-resolved. They can float around for a thousand sessions if you want.• Control points in Issues never effect the Victory Targets for a game.• If a hero successfully Resolves an Issue then they get Development Points equal to the lesser of:
• How much they staked• The Control value of the losing side, divided by ten
EDIT: Better idea, part 1: They get a Development equal to that number of points.• To increase a Drive from N to N+1 costs 2xN Development Points.
EDIT: Better idea, part 2: To increase a Drive from N to N+1 requires N+1 Developments, counting up from 1 to N+1. So to raise a Drive from 3 to 4 requires Developments of points 1, 2, 3 and 4.• Development Points might do some other stuff (though still on the Moral side of the fence).
Second: In terms of why you would resolve boring Complications, rather than just leave them lying around. What if there are a fixed number of Complications in a Scene (until the Victory Target is met)? The person who Resolves one Complication gets to define the Complication that replaces it, and that's the only way to create new Complications?
EDIT: Had a realization about the way Resolution could work, absent a Wonder to do it.
You may declare a Complication that you do not Control to be Resolved at any time. It resolves instantly for the other side. In exchange for this surrender you get to define what Complication replaces it.
You may move a Complication that you do control to be Resolving. If, at any successive Monologue Phase, that Complication is controlled by the same side that controlled it last turn then it Resolves. Note particularly the following scenario:
• A hero controls "Clobbering" in Round 7• She declares it to be Resolving• During the Wonder Phase a villain gains Control• Villain controls "Clobbering" in Round 8.• During the Wonder Phase the hero tries to get control back, and fails.• Villain controls "Clobbering" in Round 9. Therefore (since it's Resolving) it resolves.
On 8/6/2004 at 5:02pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote: Which is a stylistic difference we've already discussed. I'm aiming for a game where people explore many Complications and the system makes Issues out of the ones that actually hold their interest in the game, as opposed to just having people choose the ones that look good on paper without having tried them.
Ok, you are right about this. I will try to stay on focus. With that in mind... It seems that the last proposal you made (Complications with Stakes that are not Resolved when a scene ends become Issues) does not do what you want it to. Example: Let us assume that the Villain has thrown a complication "Entangling wires" at the Hero. In order to shrug off that -1 Wonder Level the Hero Stakes 1 Duty "I have to escape and save those people!" The scene eventually ends, but no one really cares about the entangling wires so they never Resolved it. Now you have an Issue forming from a Complication that was really just a tactical throw away.
I am not opposed to Complications becoming Issues, and i see the advantages of doing things this way. However, it seems to me that generating an Issue will need to be a positive choice ("I want this to be an Issue") instead of an absence of choice ("We did not deal with that during the scene, so now it is an Issue").
TonyLB wrote: #1: Inspirations count on the fact that Drives rise during a Session, and are then reset to their original levels at the beginning of the next session. So a person might have had a Stake of 8 in Love at the end of last Session, even though they only have a permanent Drive score of 4. An Inspiration would let them make one Complication at this Stake of 8... the rest would still have to be at 4 or less.
My initial reaction is: "Meh." Basically i find this to be pretty uninteresting. Now, i have not played with Inspirations like this, so it is possible that this is great. But i want feel that each piece of the system is exciting and engaging on its own. I would suggest that something different be used for Inpirations...
TonyLB wrote: #2: The main reason for 2 dice for N turns was because I was enamored of the notion (earlier) that the size of the Advantage should have some bearing on how long the Scene should be. But I have this bad habit of trying to time scenes in Number of Turns. I should be timing them by Victory Point Target... I keep forgetting. [...snip...] I'll make an attempt at writing up a discussion of how all the players (Editor included) get together to frame a new scene... and how they derive a Victory Target (and therefore the length of the scene) from the following factors:
• What heroes and villains are involved• What Issues are involved (both able to be modified and applying Assist/Hindrance)• What Advantages are being applied
Great point. I guess i had never really conciously acknowledged that scene length is directly controlled by Victory Targets. If i have any brillian idea regarding this i am sure that you will hear about them.
TonyLB wrote: #3: We've had quite a few discussions about how to balance Closure of Scenes with the need to have actions and choices matter right up to the last round of the scene (or the last scene of a session). Advantages and Issues (IMHO) handle that problem: They give consequences that are more than merely story color to choices like letting a bad guy get away to save the bystanders, or choosing to fight rather than search for information.
Excellent articulation of what you want to happen. I feel that Advantages have a lot of potential (though my impression is that getting N dice instead of 2N dice would be better), but that Issues need a lot of work (see above).
TonyLB wrote: On "Who decides what the Burning Building turns into?", let me refer you back to this post, since I still think it's my most cogent statement on the subject.
In which you essentially say: Whoever controls the Complication defines the Issue. That is fine, but again more work should be done regarding Issues.
You also have some interesting stuff regarding Advancement and Resolution:
TonyLB wrote: First: What happens if, as Thomas has been recommending, Issues do not feed back into the Victory Target, and they don't carry over Inspirations, but resolved Issues are the Reward Mechanic for the game?
This seems to have a lot of potential. With some work on Issue generation and resolution this could really give Issue Resolution a sense of urgency. Of course you also (i think anyway) want to encourage Issues that you spend a lot of time on, so maybe you get Development points based on Total Stakes or Total Control (from both sides) divided by 10.
I am not exacly clear on what you are proposing for increasing Drives in terms of cost. Also you probably want to at least consider ways o gaining new Powers, Attitudes, and Tropes (or of changing/moving around existing ones).
TonyLB wrote: Second: In terms of why you would resolve boring Complications, rather than just leave them lying around.
Your suggestions for this got me thinking about something: currently spending dice on a Wonder generates Control for some Complication for every Wonder except Resolving a Complication. With that in mind i would suggest that if you control a Complication you may declare it to be Resolving without a special Wonder to do it. Then use your suggestion: Once a Complication begins Resolving it automatically Resolves if the same side controls it during to successive Monologue phases. If Control is tied then it is treated as if no one controls the Complication (meaning that if you are in Control, then are Tied, and then Control again the Complication does not resolve).
This would leave you with the "Resolve Complication" Wonder which i would change so that it can be used to:
1. Make a Complication that you do not control start Resolving.
2. Stop a Complication that you do control from Resolving.
Without playing this it is hard to know for sure, but it seems to me that if you leave a Complication unresolved until the scene ends you just end up handing whoever controls it an Advantage... Making Resolution free for the Controller and making it cost something to stop it from Resolving even if you do Control it should make it easier to get things Resolved.
Oh, and am i right in thinking that you are only Hindered or Assisted by a Complication that has been Staked by just your oppponent or just you respectively?
Thomas
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On 8/6/2004 at 5:32pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
{low-substance post}
Wow. My head hurts a little now. I go on deadline for a few days and the thread just continues to... err... what do threads do? "Unspool"? Not very dramatic imagery but you get the idea.
Maybe it's just me, but I wonder if we're tangling ourselves up in, well, complications about Complications (and Issues) here. Didn't Einstein say "everything should be made as simple as possible, but no simpler"?
Lacking further substantive comment, I will now retreat, but I'd suggest to Tony it might be time to write up new rules incorporating or rejecting all these myriad suggestions so we have a new foundation (and possibly a new thread) to work from.
On 8/6/2004 at 6:38pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Sydney, that's a really terrific idea which, unfortunately, I may not prove able to do. I'm heading off on vacation for more than a week in... oh, twenty minutes.
Though I will have internet access and will also have the computer that has all my files, I will not have internet access from the computer that has all my files.
I tried to get a rewrite up in time to discuss it, but travel plans have swamped me. I'll try to figure out some jury-rigged fix at the far end, probably involving substantial ludicrous fiddling, because you're quite right that a revised set of rules would be very helpful.
On 8/6/2004 at 6:41pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote: Sydney, that's a really terrific idea which, unfortunately, I may not prove able to do. I'm heading off on vacation for more than a week in... oh, twenty minutes...
Always glad to make impractical suggestions for other people to do the work on. I'm going on vacation myself next week. Have fun, and dream of superheroes in emotional Debt over Complicated Issues -- at this point, I know I will.
On 8/6/2004 at 7:40pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
This struck me as an interesting compromise type of thingy...
I think Issues should be declared up front, Tony wants them to be an outgrowth of play. Why not do both? Here is the idea as concisely as i can put it:
When you create a new hero you have to develop an Issue for each of his Drives which starts with no Stakes and no Control. You may only have one Issue tied to each Drive. At the end of each Scene a player may Resolve any of his Issues regardless of who controls them. Whenever you Resolve an Issue you must replace it.
Basically you start the game with 5 Issues, whenever you find something you think is more important to your character you Resolve an Issue, sometimes at a loss, in order to make space for the new thing. On the down side we do not get the interesting Complications -> Issues thing, and that may be a deal breaker.
Well, i think it has merit. Of course i am not totally sure that it is a good idea either... Besides, this is not my game :)
Thomas
On 8/7/2004 at 6:13pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
LordSmerf wrote: I think Issues should be declared up front, Tony wants them to be an outgrowth of play. Why not do both?
I'd agree that players should be able to consciously choose a couple of Issues before the game starts, as well as have them arise naturally out of reactions to Complications. I suspect the easiest way to do this is just give every player a few VPs, and give the Editor a few VPs on every player, to define things up front -- i.e. treat game-start as if some Complications had just generated issues, said Complications being things in the characters' backstories.
EDIT: Argh! Crossposted again! Tony, aren't you supposed to be on vacation?
On 8/7/2004 at 6:13pm, TonyLB wrote:
RE: [Capes] Social resolution mechanics
Hrm... this has the benefit that it makes a clear connection between Complications that you Stake Love on (for instance) and your Love Issue. I'm not sure what, mechanically, to do with that connection, but I'll think about it.
I do like the idea that you have (at most) one Issue per Drive. That seems a useful constraint to place on a player... the type that will foster creativity.
On 8/7/2004 at 6:19pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
TonyLB wrote: Hrm... this has the benefit that it makes a clear connection between Complications that you Stake Love on (for instance) and your Love Issue. I'm not sure what, mechanically, to do with that connection, but I'll think about it.
I see Issues, if used in this way, as being similar to Exemplars. Mechanically they do not necessarily do something, but there are some suggestions to the effect of bringing those Issues into play whenever a Player asks for a scene regarding that Drive...
TonyLB wrote: I do like the idea that you have (at most) one Issue per Drive. That seems a useful constraint to place on a player... the type that will foster creativity.
I agree. I also, personally, really like the idea of making Issues only Resolvable by the player. This means that as long as the player still considers this to be the most important thing to their character in relation to the Drive the Issue is tied to, that Issue will stay in place... If some new Issue comes up that they find more compelling they are free to pursue that instead, but they may have to sacrifice the issue they were working on...
Thomas
On 8/7/2004 at 7:54pm, Sydney Freedberg wrote:
RE: [Capes] Social resolution mechanics
One Issue per drive has a certain elegance to it and will force players to focus in a useful way, I agree.
But let me put a good word in for Exemplars, especially considering how important they were to Tony's first playtest run. Perhaps every Issue (regardless of whether you tie them to Drives or not) needs an Exemplar to give it a "human face" -- even if the heroes never meet them and the players only see them in "cut scenes" away from the main storyline? E.g. the harassed waitress mom who works in a dangerous neighborhood downtown for "is the city safe?" (Hope) or the impoverished family of five who live in a shabby tenement at the mercy of a cruel landlord for "who will protect the weak?" (Justice).
On 8/7/2004 at 8:30pm, LordSmerf wrote:
RE: [Capes] Social resolution mechanics
While i think that Exemplars are great and that people should be encouraged to tie them into at least some of their Issues, i feel that requiring an Exemplar for every Issue has the potential of taking some of the "umph" from some Issues. Some seem that they would be better as completely internal struggles... Maybe not though...
Thomas