The Forge Reference Project

 

Topic: Playtesting Polaris
Started by: Eero Tuovinen
Started on: 9/12/2004
Board: Polaris Playtest Forum


On 9/12/2004 at 9:22pm, Eero Tuovinen wrote:
Playtesting Polaris

So, we had us a playtest of the game. One session with four players, no scheduling possibility for more.

All four are old-time roleplayers, all male, with perhaps two actives and two passives who play just with their old pals (read: us) when we happen to be in the same town. Experience before is exlectic: the common Finnish old school (Runequest-type sim adventure) for all, some new D&D for some and newest indie in varying degrees for each.

Everyone had at least a chance of reading the material before play, and at least the setting material was read. Despite this the world didn't click in any major way; rather we picked obvious key datapoints from the setting and played a relatively common kind of pulp fantasy drama in it; the story could have happened in any feudal type fantasy world. At times the fairy-tale quality and style of the game came through, but there was at least an equal amount of floodover from our frequent sword & sorcery type games played now and then with the same group.

Suggestion: the above will be a problem for others as well. It's not easy to get into the spirit of the game cold from reading the game. At least a majority of us, if not all, digged the setting and the style it's written in, but that's not enough to draw players into bringing it in play and creating more of it. I'll address ways to correct this later on.

We decided to make characters in different stages of experience to test the rules thoroughly. Players got to pick their own poison, after we decided that the players' sitting order would degree the roles each player would have towards others' characters. We used the rules as written, except for allowing players to choose two of three blessings as required traits:
Starlight Sword
Breathsuit
Mantis Mount
Here's what we came up with, in their state after the game:

Draco I,
the lord of Southreach. An old veteran with considerable political power, mainly created to illustrate how a knight falls. Obviously trait creation suggested some dramatic potential as well:
Offices:
Knight of the Order of the Stars
Lord of Southreach
Master of a dancing school
Respected greatly in the Remnants
Fates:
Will turn against the people
Will own Lady Sarin (a premiere lady of Southgate)
Brother to Bellatrix (the wife of Alphard)
Will reconnect the Remnants (under his power, presumably)
Blessings:
Mantis Mount
Breathsuit
Clock
Cast away his starlight sword
Blessedly rich
Abilities:
Lore of Demons
Speaks with polar bears
Dancing
Rhetorics of the Ice Rose
Agile swordsman
Demonic cunning
Abilities: Ice 8, Light 6, Star 6, Sun 8, Glacier 8, Frost 8, Weariness 6. (gained only one point of experience during play)

Draco XV,
the jester of Draco. Created as an advanced Novice with not too much overall idea. Became central to the story mainly because of the Ice Maiden and running with it when given a chance.
Offices:
(lost his knighthood during the game)
Prodical Son
Cultural director of Southreach
Fates:
Will turn against people
Slayer of the Solaris knight
Will dethrone Draco I
Blessings:
Starlight Sword
Greater Starlight Sword
Breathsuit
Eternal Breathsuit
(as can be seen, the player couldn't think of anything interesting)
Mandolin
The Call of Home (Is this even a blessing? It's picked from the rules, and I don't care to check. Another throw-away.)
Abilities:
Lore of Demons
Lore of Beasts
Can resist the Ice Maiden
Abilities: Ice 5, Light 3, Star 3, Sun 3, Glacier 5, Frost 3, Zeal 1. (gained a couple of points of experience during play)

Kuma II
The raw Novice. Father a disappeared knight, won't accept that he's dead. Lives in Southreach with Dracos because of his mother's wishes.
Offices:
Knight of the Order of the Stars
Fates:
Will take revenge on Draco XV (transformed from Will betray...)
Lady Sarin is his mother
Daredevil
Murderous rage
Respects Solar knight (These three gained through meeting with Solaris knight and being betrayed by a fellow knight)
Blessings:
Starlight Sword
Breathsuit
(lost his Mantis Mount during the story)
Abilities:
Lore of Demons
Abilities: Ice 3, Light 2, Star 2, Sun 2, Glacier 3, Frost 3, Zeal 4. (started from absolute beginning)

Alphard
The balanced veteran. Hermit knight living in the ruins by his might, got some interesting traits in character creation.
Offices:
Knight of the Order of the Stars
Former Weapons-master of Draco
Hermit
Fates:
Will turn against people
Husband to Bellatrix (the sister to Draco I)
To cut family ties with Draco
Blessings:
Mantis Steed
Legendary steed Minhar al Shuja
Breathsuit
Starlight Weapon
Greater Starlight Weapon
Eternal Breathsuit
Abilities:
Lore of Demons
Survival
McGuyver (Well... you know)
Distiller of Poisons
Abilities: Ice 2, Light 8, Star 8, Sun 8, Glacier 7, Frost 2, Zeal 3. (gained a couple of points of experience during play)

In general, players tended to have trouble choosing many traits, and this reflected in taking multiples of the three blessings (sword, suit, steed). By the by, I heartily recommend the Mantis Steeds as central traits, they were absolutely great and felt strongly fitting to the atmosphere. For some reason ours didn't hibernate in the winter, but that's easily fixed if desired.

Now, the players were seated in order: Alphard, Draco XV, Kuma II and Draco I. This made for Dracos being Ice Maidens to each other and Kuma-Alphard being a pair. This proved significant later on, and I suggest that the absolute core of Polaris is in the player roles and how they formalize player input compared to usual freeform. On the other hand, assigning roles based on seating like this might not be a good idea: players being a heart-Ice Maiden pair to each other can be problematic. It would be better if the roles were assigned circularly so that such symmetries won't happen, methinks.

As can already be seen from the characters, our depiction of the People and the world inclined somewhat towards pulp/medieval fantasy tropes with lords reigning over people, courtesans, servants, honor-as-guide-to-rule and all that stuff. Overall, quite like a samurai drama.

However, the fairy tale quality was preserved largely by one little rule: Players have to start and end scenes by saying "And so it was.", which is absolutely a great rule. It was mostly because of this one rule that the idiom of fairy tale storytelling spread into the group: narration tended to past tense and fairy tale formulae in general after being started with that. The starting formula also helps keep attention and designate clearly who tells the story at the moment.

I suggest that to penetrate the stylistic demands of the setting for the players, it might be necessary to add a little more constraints on the storytelling. Like, do all kinds of ritual during character creation (for example, go through trait assignation by asking questions like from a knight being dubbed or something) to get into the mood and demand past tense from the Ice Maiden but forcing present tense for the Heart, like Puppetland does.

Anyway, the game. We have quite a bit of experience with all kinds of storytelling games between us, and therefore the game wasn't very gamey at all. Actually it resembled Universalis quite a bit, which is not a wholly good thing: in many places the atmosphere was left only luke-warm as we had to concentrate on figuring out how to lead the plot. This is alleviated by multisession play, and players who aren't looking for an intense character immersion narrativist (my own favourite) experience won't necessarily be bothered anyway.

The story itself was opened in a typical manner for us, through a semirandom forceful push from one player. Draco I threw Draco XV out during the winter night and told him not to come back without a demon head to prove his valour. It quickly developed that Draco XV was no fighter, largely because Draco I had kept him for entertainment purposes instead. He was quite lost and in mortal danger outside alone, especially as he had no mount.

The above was straight narration from Draco's Heart (who was also XV's Ice Maiden). Kuma decided at this time to follow the elder knight out without permission, to protect him. He had a mount, and so could easily overtake Draco XV.

Meanwhile, Draco XV was ambushed by polar bears. There was an implication that polar bears could be demonic in origin as a concept, but nothing was affirmed. This was mainly to test the conflict system. Draco won the bears and met with Kuma, whose Mantis Mount scared the rest of the bears away (it was resolved that polar bears fear the giant insects).

Anyway, the two decided to go forth to quest for the demon head Draco I had unjustly demanded. It was decided that a great majority of demons sleep during the winter and thus this was an extremely hazardous business, especially as the Mistake and it's whereabouts are simply too cold during this month to approach successfully.

Meanwhile, we began Alphard's story by his Ice Maiden deciding that his wife had disappeared and been replaced by a demon. Alphard was wise to the chance and resolved to very unfairytalelike violence against the demoness, to stop it's masquerade. This is a fine example of how we were more in a blood-opera mode than telling fairy tales for the whole game. After some spirited discussion the Ice Maiden degreed that the demon wife told Alphard that he'd get his wife back in a bargain, if he would open the gates of Southgate for the demons come spring. Alphard refused. Refusing demonic bargains would become something of a theme for the game.

It developed that Alphard would have to journey to the mount Windpeak to bargain with the demons further, if he ever wanted to save his wife. Some background was developed as well, including the old hero Rigel, a weaponscompanion to Alphard before dying in defense of Southgate.

Meanwhile, Draco I came to the conclusion that he had been unjust towards XV. This happened in Southreach, which we discussed in very feudal and extravagant terms, and wherein Draco I was apparently a power in his own right, although not much of a knight. There was all kinds of efforts by other players to cast Draco in a villainous role at this time, but the player persisted, and depicted Draco as an old and weak, but fundamentally great, knight. It was revealed that he sacrificed his starlight sword in the battle of the Rigel's hill, wherein Rigel himself was slain by demons.

Anyway, a conflict was played out about whether the lord dared leave Southreach when spring was only weeks away. He wanted to go save the young knights himself, you see. This was a pretty big conflict, employing traits like the clock (which was used elaborately to check the time till dawn) and Speaking with Polar bears (which could have told of the whereabouts of the young knights). Draco however lost to his Ice Maiden, which meant that he was largely out of the story as a character for a while when he stayed to govern the remnant.

Now, Draco XV and Kuma journeyed deep into the wilderness, slowly approaching the Mistake until even the mantis started to show signs of hibernating, it was so cold. Draco saw dreams (supplied by his Ice Maiden) that hinted at attrocities afflicted by Draco I on Southreach while he was gone on a fool's errand. The two bickered quite a bit about where to find demons.

Then, the knights spotted a lone figure out on a snowy hill. This disappeared soon, but when they followed they soon stumbled on an ancient ruin.

An aside: The Ice Maiden says: "there is a great forest of black wood afore you, and the figure disappears in there". Another player savagely disagrees about the possibility of trees in the world as defined. The Ice Maiden intentions this to be a strange and dangerous demonic realm kind of thing, which is why he chose woods as his picture. No rules to resolve disagreement as we couldn't abide by a rule that says that the Ice Maiden has authority when the players are strongly opposed. Renegotiated into a great ruin of stone pillars and crumbled walls.

So, Kuma decides to go in, Draco follows a little later. The other two players (who are the corresponding Ice Maidens) degree that Draco won't participate in the next scene at all. It has already been resolved that this is likely a demon, this mysterious figure. The story has dragged a little, and we need something to boost it. One of the Ice Maidens ask the other "Now, why don't we give little Kuma a fair chance at fighting the Solaris knight? Nothing says that you have to be an old ruin to triumph against him." The story is set.

An epic battle is joined within a black stone temple that blocks the stars. The solar knight whispers only, and unlike the knight stellar, his breathing doesn't do that Darth Vader <whoom> thing because he wears no breathsuit. Very scary, and shining bright.

Kuma wins the solar knight, which reveals to him that he is Kuma's father. Kuma resolves to return to Southgate to ask things of his mother, lady Sarin.

This scene was orchestrated by the player of Alphard, the Ice Maiden to Kuma. The next one was by the player of Draco I, the Ice Maiden to XV: Kuma returns from the stone temple with the head of the solar knight (a perfect example of the queer mix of pulp and fairy tale we had going on; a head of a demon was asked, a head of a demon was got). Draco wants the head, to return to Southkeep. The two disagree, as the head will make the slayer of the solar knight a famous and respected knight. Draco decides to betray Kuma for the head, when urged by his Ice Maiden. He slays the mount of Kuma and leaves Kuma for dead, while escaping with the head. He loses his office as a knight as a Heart's temptation.

Later on, Alphard, on his journey to Windpeak, met up with Draco, who was on foot. Draco was glad, and eagerly told his story. The suspicions of Alphard awaken, as an old veteran he knows that nobody comes out of a meeting with the solar knight a happy man. To the contrary, it's said that the solar knight will tell horrible secrets to anybody who slays him, breaking his heart.

Alphard continues his journey, and stumbles on Kuma next. Kuma tells his part of the story, and Alphard believes, being that Kuma is not happy. He gives Kuma clothes and food to survive the wilderness, but won't stop to take him to Southreach when his wife is at stake.

Finally Alphard reaches Windpeak and confers with the Ice Maiden and her demonic host. He still denies them Southgate, but agrees when he's asked to deliver his fellow knight, Draco XV, to the demons. They agree to meet again at Rigel's hill near Southgate to exhange prisoners. When Alphard rides down the hill he spots the first star disappearing to the south, marking the end of winter and start of spring.

Draco XV returns to Southreach and is welcomed by a thoroughly humbled Draco I, who asks XV to lead the defense this spring. XV doesn't believe he can do it, he still thinks himself a humble courtier. He does, however, agree to becoming a secretary for the lord.

Next comes Alphard, who tells Draco I the truth about who slew the solar knight. He won't tell Draco news about his wife, Draco's sister, and because of this Draco won't believe him in the other matter. The things are left tense in the court.

Meanwhile Kuma is hopelessly lost in the wilderness, mainly because the player was reluctant to stumble into the scene at Southreach.

Southreach gets word that the demons are marching, and the solar knight is again spotted leading them. The knight is born again every spring, you see. Draco I is convinced that the main thrust of the attack will be at Southreach, and shores up his defenses.

Finally Alphard loses his patience and takes Draco XV by stealth, escaping Southreach before the demons attack. A little later Kuma returns, and Draco I finally believes that his own grandson betrayed the knighthood and his comrade in arms. Draco agonizes over it, but cannot leave the defense at this critical juncture. Instead he gives Kuma his blessings to seek Alphard and Draco XV to bring them to justice.

Later on, Kuma catches up to Alphard who has Draco XV tied up and is on his journey to Rigel's hill. The two confer, and Alphard agrees to give Draco to Kuma for revenge after he's through with him. Kuma doesn't know what Alphard intends to do.

Alphard comes to the hill, where demons are already sieging Southgate furiously. He rides between the hordes to meet with the Ice Maiden and her court on the top. Alphard exhanges prisoners, but at the last moment frees Draco XV and gives him his sword, thus saving at least a little bit of his honor. Alphard escapes into the city with his wife.

Draco XV fights the Ice Maiden, who attacks him with enticing words and by offering him Southgate as his kingdom if he opens it's gates for the demons. Draco won't be swayed, he wins the conflict and forces the demons to escape.

Draco and Kuma meet at the foot of the hill, the former telling of his victory over Ice Maiden and asking forgiveness for what he did. Kuma promises to delay his revenge till after the spring defense is done.

Meanwhile, Draco I has got word that the actual main attack will be on Southgate instead of Southreach. Much pressure is leveraged on the Ice Maiden to reveal the messenger as a hidden demon, who'd lead Draco astray, but it doesn't happen. The message is true, and Draco leaves with a substantial part of his knights for Southgate, to save the Remnant from the horde.

In the last scene Draco I fights his way through the demons into the city, to finally meet with his beloved Lady Sarin. The New Moon in question interferes and decides that the lady is not a knight born, and is actually entranced by the dawn and doesn't answer Draco. In sadness the latter returns to defend the remnant, hoping to win the lady some other time.

We stopped the game at this time, because the main dramatic arcs had been resolved.

I feel that the main features of interest in the session sprung more from the players than the game, frankly. It was a samurai drama, of the kind we've played before with these players. The most interesting places were the ones where characters had to make portentous decisions of honor, and the decisions rarely had fairy tale idealism. Rather they were the gritty kind you'd expect in Dust Devils or something. There was not much of the aesthetic interest you'd think by reading the rules. The main visually enticing pieces were the mantises, which are just perfect for the occasion. The demons were another one, but they ranged all over the place from new age to judeo-christian, and didn't really enforce the setting color (except the Ice Maiden and Solaris Knight - they were perfect, one with her vague outline and a kiss that kills, the other with golden hair and a whispering voice).

Much can be said about the rules: to enforce the setting, I suggest adding a number of "Seasonal traits", traits that belong to certain seasons or places and are triggered by characters normally, but refresh only by season change. Also the narrative requirements I espoused earlier. Anything to make the setting come forth in a stronger way, otherwise the game tends to devolve into vanilla narrativism instead of setting exploration of any degree. It leaves an incomplete feeling to touch the beautiful world the author has crafted, without really having the tools to make it justice.

The traits system: I like it very much. In practice there were three kinds of consideration when choosing traits:
1) the scale of conflict: can I add a trait, or will it be too big?
2) the appropriateness of the trait: is there an appropriate trait to activate?
3) the narrative requirement: can I still narrate this conflict after this trait?
The conflict system needs work, though. More on that below. We found that we really felt the lack of appropriate category of traits for psychology - we used fates to depict psychological traits. Might be just the games we normally play. Otherwise the trait categories and their choosing was just fine and dandy, and we loved how all traits are as much strengths as weaknesses.

The conflicts: the trait bidding needs work. Ideally you'd get rid of 1) above completely - it's mainly annoying to have to accept defeat because it'd be silly to add the fourth trait into a conflict and make it big, just because it's really a meaningless conflict. Ideally you'd maximize 3) on the other hand: it's great to try to pick traits that you know how to narrate and you opponent does not. It'd be best if the last player to bid would have to narrate, incorporating everything, so that by bidding you promise to be able to incorporate everything.

Furthermore, the stake system needs work. Ideally you'd add enforced outcomes - now the table was mainly ignored in telling, although it was used as a principal in deciding whether to bid more. It was more like "I'll stop bidding because this isn't really a big conflict" than "Well, because I bidded more, it became a big conflict". Much work on this, it's essential to make the bidding work. I suggest giving more room for small conflicts, as well; now a conflict became big much too easily.

The Heart's temptations: worked in action, surprisingly well. However, we didn't much like the options. Although they all were used at one time or other, they felt too arbitrary: why this list, why not some other? Why only this few options? I suggest that you'd need either a more symmetric (with inner completeness) list of options or a way to define more options and redefine old ones to customize the temptations for the play group. Furthermore, I suggest adding the temptations into the bidding phase: make offering a temptation equal to a bid trait. This works better with the system in practise, as the players are anyway figuring out the whole narration thing from the start of the conflict, and the temptations define narration just as much as the traits. While you're at it, give the moons something to bid: divide all traits between the two moons and let them bid for either side or something.

Abilities: There is no use for the Zeal/Weariness subabilities, which is a shame. We found the ability system nice otherwise, and would just have hoped that you'd used the different abilities more fully.

The zeal adding system is problematic, as it makes getting the last bid almost mandatory if you're at all invested in the result (with extreme characters, that is). You could either randomize it further by giving one or both of the moons a temptation that changes the "last bidder", or add the Zeal/Weariness stats in some less forceful way into the game. I suggest that they are important and you shouldn't be scrapping them just because they don't fit the current scheme. Find a completely new way to use them if necessary.

PvP: We played player vs. player situations by two simultaneous conflicts, with the appropriate Ice Maidens playing, too. This works really well, as both can fail or both can succeed, and all players are involved in different roles, making for a delightful chaos. I suggest that the inherent problems should be smoothed and this made the actual rule for those situations. The problems pertain to narration (who narrates and what) and result combinations (all combinations have to be discussed beforehand, as both winning or both losing can be confusing otherwise).

Storytelling: The player roles are the core, as I probably said already. In our game the other roles became weird councillors to the Heart, one moon telling him how he felt and other how he thought (with the understanding that these were just suggestions). We would frequently jog players into commenting situations because they had a role pertaining to it. The combinations of roles became intricate and fun when there were multiple characters in a scene, as a player played his Heart character and a Moon for another player at once, for example. We took suprising bits of authority, as for example the player who decided as the New Moon that the female SC lady Sarin was entranced by the dawn, when by implication all interesting people to date had been resistant to it. Changing roles for a single character should maybe be added to the rules as an adjunct to experience or something. Let the Heart request a new moon or something. This will keep the situation from stagnating on the level of player roles, although that would take multiple sessions at least.

There's probably other things I can comment on, but they escape me at the moment. Ask plenty of questions to jog those things.

Message 12696#135705

Previous & subsequent topics...
...started by Eero Tuovinen
...in which Eero Tuovinen participated
...in Polaris Playtest Forum
...including keyword:

 (leave blank for none)
...from around 9/12/2004




On 9/12/2004 at 10:45pm, Ben Lehman wrote:
RE: Playtesting Polaris

Wow -- thanks for playtesting!

I have some questions, as you might expect:

1) Did you rotate scenes around evenly, or start up whichever scenes you wanted to?

2) Where were the Experience checks in the game? Did they tend to come from temptation, loss of conflict rolls, or general angst? When you say that Draco I lost a check, do you mean he started at 5 weariness and went to 6, or started at 6 weariness and went to 7, thus turning against the people?

3) Who played which character? What were the other roles, if you can remember?

4) I get the constant feeling from your post that you feel that you got the tone "wrong" somehow. This is sad, because a lot of what you talk about is totally what I was going for (the contrast of the fairy-tale qualities of the people with the gritty, unpleasant decisions that the knights have to make). Do you feel that this is not-so-fun, and things would be better another way?

5) You say that the Frost Maiden - Heart pairings were a bad idea. Can you elaborate on this further? Were the players, out of game, having trouble with each other, or was it some other cause?

6) You talk about Draco I losing his tracking challenge and thus being out of the storyline for a while. Did the FM there feel that he had to give a "whiff" result for the failed roll? How about other times? Why didn't he just frame himself interesting things to do?

7) In general, how often were temptations accepted?

8) You have Alphard listed with Zeal and not weariness. This is a typo, right?

9) Do you have any suggestions for dealing with setting disputes? Part of the point of the game is that you are inventing large chunks of the society and geography as you play. Should I be more explicit about that, and how it is done?

And, here are some things that are going to change:

1) Oops! I totally forgot to work Flicker/Fade and Freeze/Thaw into the text. Duh. You're supposed to use them at the end of challenges.

2) Temptations will be changed and added. Which ones do you think were particularly interesting and useful, which ones weren't?

3) Steeds will be added to example traits. In general, do you think a longer list of example traits would hurt or help?

4) Trait categories are due for *yet another* reworking soon. If I eliminate the subattributes, it is possible I may increase the number of categories.

I'm also interested in your experiences with the conflict system. Future post.

yrs--
--Ben

Message 12696#135713

Previous & subsequent topics...
...started by Ben Lehman
...in which Ben Lehman participated
...in Polaris Playtest Forum
...including keyword:

 (leave blank for none)
...from around 9/12/2004




On 9/13/2004 at 2:07am, Eero Tuovinen wrote:
RE: Playtesting Polaris

Ben Lehman wrote:
1) Did you rotate scenes around evenly, or start up whichever scenes you wanted to?


At first we intended to go with a round structure, but soonish it became obvious how to work the rhythm of play, at which stage it became unnecessary so we dropped it.


2) Where were the Experience checks in the game? Did they tend to come from temptation, loss of conflict rolls, or general angst? When you say that Draco I lost a check, do you mean he started at 5 weariness and went to 6, or started at 6 weariness and went to 7, thus turning against the people?


Draco started at 5. The rest of the game after failing to go after the young knights was for him largely waiting for the hammer to fall. We had intended him to fall during play, but it didn't happen after all - the Frost Maiden of Draco's fell asleep in that regard.

Most of the experience checks were from temptations. Players largely didn't use the option of voluntary checks, Hearts because they didn't need to, Frost Maidens because they have such a large repertoire of in-game nastiness that they didn't feel the need.


3) Who played which character? What were the other roles, if you can remember?


Hmm... I played Draco I, my brother played Alphard, a couple of our old friends you don't know played the rest. I'll introduce you the next time you're hereabouts if you wish.

All the roles were assigned at play start - the player to your left played the New Moon, the player to the right played Full Moon, the player opposite played FM.


4) I get the constant feeling from your post that you feel that you got the tone "wrong" somehow. This is sad, because a lot of what you talk about is totally what I was going for (the contrast of the fairy-tale qualities of the people with the gritty, unpleasant decisions that the knights have to make). Do you feel that this is not-so-fun, and things would be better another way?


Hey, it was certainly fun in a cold, analytic way. Like Universalis, like I said. It's an acquired taste, though, and I'd have maybe preferred something simpler and more fairy tale like.

I think that going for the blood opera / samurai story is a fine goal, I just hadn't realized from the material that it was a central goal. At least our group riffed very much with that stuff, and not too much with the aesthetic side of things.

As for the grittiness, I totally understand how a good fairy tale needs it. I write those myself (fairy tale is the wrong word, but english doesn't have a word for "tales they told before fairies became children's stuff"), and they don't hide or lie about unpleasant things. I don't object to that, it was just that with grittiness we also got the whole sword and sorcery deal - it was a constant assumption by the other players that Draco I would be a decadent, corrupted lord of a manor just because he was old and made a bad choice at the start, for example. And we had the whole feudal situation, with servants and nobility, as well, all things that I don' t see explicitly belonging into the setting. If these things weren't brought up as assumption, but rather because the fit in a particular situation, I wouldn't object - but the story took to these qualities right from the start, semiautomatically.

This is more of a theory topic really, but in my mind the thing I'd expect from Polaris would be much more Color and less Situation than we got. You should put some narrowly trad roleplayers and some first-timers to play this too, it might be that we just did what we did because of too much Universalis/Dust Devils in our appetite.

Like, I'd expect players to bring up stuff like "The knighhood is sealed with a kiss, as per the background material" or "The clock, it ticks away menacingly, like the sun gems encrusted in it's skin knew you had opened the box." Instead we got rabid, sketchy vanilla narrativism with a frantic pace and highly coordinated plot. I admit that much of this is because we had only one session and particular players, but then again, I'm just telling about what we got at this stage. Whether some of it's because of the game will have to wait. I was expecting leisurely, slow crafting with much less PvP situations.


5) You say that the Frost Maiden - Heart pairings were a bad idea. Can you elaborate on this further? Were the players, out of game, having trouble with each other, or was it some other cause?


No problems between players in any social contract sense - we've played with each other for years, and the only problem with this particular group composition is that the play has to get to the good stuff before the most casual player of the group gets bored. As we got everyone hooked, there was no particular player problems apart from some playing more active roles while some played a little more passively.

The problems with those pairings are not really problems when I think about it - it was more that when two knights with such a pairing were in a scene, it tended to polarize the roles strongly, drawing lines between the players. In such a configuration half of the players are moons and half are "significant" (not in that sense, rather they have an important active function instead of a self-defined portfolio like the moons). Compare to a scene where there are two knights with different FMs; then every player has a central role.

Now that I think of it, calling it a problem is too strong - it's more of a feature, one possible configuration. The pairing means that those two knights become very easily opposites in the story, as the players oppose each other as FMs. Or they can work very effectively together, as well. Then there's the question of PvP: those rules should really be working to get different role combinations to work. I wouldn't have probably taken this up at all if we'd have played longer. I already know that we'd have switched around the roles between sessions, so the pairings wouldn't have grown too strong.


6) You talk about Draco I losing his tracking challenge and thus being out of the storyline for a while. Did the FM there feel that he had to give a "whiff" result for the failed roll? How about other times? Why didn't he just frame himself interesting things to do?


Now, the particular FM is a little inexperienced with authoring, so he just had a bad turn when I chose Cowardiness as a temptation and thus took away his planned "people ridicule Draco for his failure" finale.

Further, the conflict was over whether Draco would manage to go after the knights at all - we had an understanding that it might prove that he'd decide to not go as a result of the conflict.

Going out of the game was more of the Universalis-like feel of the game. I actively kept myself out of the game, encouraging others to concentrate on their own situation, to get the story to a cohesive shape. I didn't at the time have any brilliant ideas about how Draco could work the story at home, so I instead concentrated to the Solaris Knight storyline I crafted.

I think very strongly that this is a feature of the game, not a bug. A FM-H pair should be able to decide that this particular character is kept aside for a little while to concentrate in this more interesting storyline over here. I didn't feel being left outside particularly - I had set the scene, and all other characters were out to gain my favor. Why bring extraneous material to the plot? If this were a multipart game I'd have of course started something simmering, but in this case we all had this Universalis-drive "gotta get the story together" going on, and nobody had any inclination to introduce new elements after Alphard made the deal with the demons.


7) In general, how often were temptations accepted?


Nearly every conflict. I'd say the conflicts averaged one temptation per conflict. They were the main tool in manipulating the traits, after all - we used them to mold the traits to reflect what happened.


8) You have Alphard listed with Zeal and not weariness. This is a typo, right?


Right, he had Weariness. Copy and Paste does it to you.


9) Do you have any suggestions for dealing with setting disputes? Part of the point of the game is that you are inventing large chunks of the society and geography as you play. Should I be more explicit about that, and how it is done?


Actually, it wouldn't be a bad idea. You're talking about the forest thing, right? That was the only particular setting dispute we had, and it proved that there is no in-built way to resolve it. I was the FM who introduced the forest, but the FM of another knight present disagreed. We had no trouble per se in resolving it, I just gave and we moved on, but a less experienced group could have problems.

First of all, I think that a certain kind of dispute is unavoidable. This is dispute over the setting material. Different people read the material differently, and give it a different role in their own creation. In this case, for example, my brother had interpreted that a central part of the aesthetic is that there is just frozen glacier in the land, while I myself didn't deem it impossible that the demons would break this rule to cause fear in the knights.

Any other kind of dispute is not a problem, because the authority rules address them. Material dispute is however an incidious one, because the players have a assumedly superior source to back them - what is authority over the milieu when the rules themselves say something about the world? This might be a peculiarly gamer thing - maybe a normal group would just use the setting description as inspiration instead of backing, who knows. In this case I however felt that we had to address the text in some way. We diggressed from it in all kinds of ways - like the feudal set-up - but allways in a non-verbal concensus. When we had a verbal disagreement over whether forests are OK or not, I at least felt that the text was in disagreement with my authority as FM.

Now, that was a longish explanation, but the outcome is this: there can come a situation where the authority rules are not enough for the players. One player simply cannot make decisions for the whole group, like a FM would do when deciding that there are forests. Therefore there likely should be some guiding principle for those situations. I wouldn't like voting, as that's a hassle with non-invested players who don't care about the particular issue. Maybe just allow other players to veto anything and everything?

As for pure stylistic questions, on which I exposed earlier, they are a different thing. I believe that adding some narrative conventions like I suggested is sufficient to ensure that the players keep to the style. In this regard there is no need for metasolutions.


1) Oops! I totally forgot to work Flicker/Fade and Freeze/Thaw into the text. Duh. You're supposed to use them at the end of challenges.


So I gathered. However, I'm not sure if the whole idea of using Zeal/Weariness to add or substract from the other statistics is appropriate. In play it tended to cause those extreme situations where a player couldn't win a roll without being the last to bid. This is of course only a feature for extreme characters, but still it should be corrected.

Now, this can be fixed without changing the way Z/W are used: change the temptations to switch the last bidder (that is, to activate or nullify Z/W) instead of giving an outright victory. This will be much more interesting overall, IMO than just giving out the victory.


2) Temptations will be changed and added. Which ones do you think were particularly interesting and useful, which ones weren't?


Sacrifice was necessary to get results. It is however too much an either/or proposition. I'd much prefer if it just caused the switch I suggest above.

Experience was again used when necessary, to reflect character change. Our play was very plot focused, so experience was just offered when a character should have learned something.

Cowardice was nice, and would have been more useful if the stakes were better defined. Now it was only rarely that we even feared failure - usually the narrator stayed within convention anyway, and without rules impact losing just didn't matter no matter what stakes, apart from failing in the goal at hand.

Overall the Full Moon temptations are all good, or at least salvageable. In comparison I feel that the New Moon ones are too weak. While Full Moon /did/ things, the New Moon felt from time to time left out as there wasn't any cool options.

That said, all New Moon functions were used to keep the traits in pace with the story. No great passion there, just an offer of the most appropriate thing storywise.

The FM things were like the New Moon ones in that they didn't really impact the results, but on the other hand they certainly had more bite than New Moon - with FM the decision to offer or accept was more about whether the player wanted his character to truck with demons than about the mechanics concerned.

Overall I suggest that the offerings should either be simplified to one option each, only extremely central options, or broadened into an inspiring set of possibilities. I'm currently at loss on how to do the latter, but I'm sure it's possible with enough thought.

In any case, the offerings have potential in theory. Their most important functions are manipulating the traits and bringing additional qualifications to conflicts, so those should be strenghtened. The win-lose offerings should maybe be removed, or changed to manipulate Z/W stat group (which is underrepresented) instead.

Did I already espouse on the point of conflicts? From our play it seems that the key strength of Polaris in conflict is the peculiar and inspiring way conflict narration is constrained by the used traits and offerings. The conflict is defined by what is used This should be strenghtened by stressing the importance of narrating everything that's used, by strenghtening the expression power of the offerings and perhaps bringing in a third potential source of these conflict qualifications.

Expression power is the most important side of developing the offerings. Consider them from the viewpoint of the conflict: how can this player use this offering to add qualification or formalize a fact of the conflict? In this regard, I suggest spreading the FM offerings between the moons and making it possible for the moons to offer multiple things (with some limiting system) and perhaps the FM to accept some. Also, bring back the early idea of the New Moon naming the mood of the scene and so on, that's too cool not to be used. Make it an offering, if you wish.


3) Steeds will be added to example traits. In general, do you think a longer list of example traits would hurt or help?


I think that a well-thought out list of example traits is a great idea, and I suggest that you compose a big collection of those and give it for free when starting to sell the game. Especially the special rules, totally unqualified by anything else in the game, are great. I love the Musician trait, for example. The thought of a hundred examples as good as that makes me wait with baited breath. You can use example traits to define the world without being authoritative, too.

That said, I suggest that the examples should be extremely well thought out, otherwise they might work as trait sinks, as they did in our game: A player has no clear idea of a character, so he just picks the big weapon and armor traits and that's it. This is not a problem if the traits are interesting and lead to fun play, but if there are bad choices in there, the examples might inadvertently lessen the experience.


4) Trait categories are due for *yet another* reworking soon. If I eliminate the subattributes, it is possible I may increase the number of categories.


I advice against eliminating the subattributes, but that may be because a gamer has no trouble with them. For the core mainstream it might be better to simplify extremely. I'd go with a simple free version and a more complex full version, but that's just me.

That said, don't understand me wrong, the traits worked very well. It was refreshing that there was no psychological trait category, if I'll play another time I'll make sure to explain this as a feature: the player only decides on the character's psychology, so there's no need to qualify it by traits.

Message 12696#135736

Previous & subsequent topics...
...started by Eero Tuovinen
...in which Eero Tuovinen participated
...in Polaris Playtest Forum
...including keyword:

 (leave blank for none)
...from around 9/13/2004




On 9/13/2004 at 6:42am, Ben Lehman wrote:
RE: Playtesting Polaris

On traits and the way that they restrict conflict resolution: Yes! Yes yes yes! Yes.

I have some thoughts on "no psychological traits" but I think that they belong in their own thread.

And, of course, I have more questions.

1) As you only had experience checks stemming from Temptations (none of which, I believe, offer refreshes), am I correct in that you never had any trait refreshes? How did this work out, especially given that the Total Novice character? Did you find yourself "coming up short" on traits by the end of the session?

2) You say you "averaged one temptation per conflict." Were you allowing the Heart to accept more than one temptation? How did that work out? Would things have been different if they could only accept one?

3) Did you ever use the temptation of Benevolence, or was it mostly Experience and Ambition for trait gain?

yrs--
--Ben


And, for those who are yet to play (as well as my next rewrite), some rules clarifications --

1) The Experience Check that stems from the Knight's actions is intended to be strictly non-optional -- it is not at the Ice Maiden's discretion, rather she is responsible for making sure it happens. Think of it like a Humanity check in Sorcerer, because that's where I stole it from.

2) Foul Understanding grants the Knight a victory in the challenge. I seem to have forgotten to type that.

3) The Zeal/Weariness subattributes are actually what is added / subtracted at the end of a challenge, not the raw score.

4) Just to be absolutely motherfucking clear, Zeal/Weariness does not dictate character morality, simply how close they are to the edge and their attributes and traits (did I mention that I stole it from Sorcerer?) The whole business about Draco I having to be corrupt and decadent is a big misplay on the behalf of the fellow players -- Eero is dead right about it. In general, of course, the Heart is the one who has authority over the character -- even when the character is not present. So no fair painting other people's protagonists into a corner, 'kay?

5) Similarly, the Ice Maiden winning a challenge means, strictly, that the demons are advantaged. It does not necessarily mean that the Knight fails. This needs to be more clear in the text.

6) More about challenges -- The stakes of a challenge are not set before the challenge -- the are set, literally, by the bidding. A conflict is a situation with various potentials, not a contest between two outcomes. So please don't feel that a conflict is capped, trait-wise because of it's apparent importance -- it's totally reasonable to go to 7 or higher on any conflict. For instance, if Draco I is talking to the polar bears to find the other knights, and the conflict gears up to 8-9 traits (feasible for a Veteran), then not only does he track them, but he becomes crowned a chieftan amongst the bears, or some other way totally changes the relationship between the bears, the demons, and the people. Or something else!

Hmm... This needs it's own thread too, I think.

7) Temptations -- only one per conflict. As soon as the Heart accepts a proposal, the whole process stops.

Message 12696#135774

Previous & subsequent topics...
...started by Ben Lehman
...in which Ben Lehman participated
...in Polaris Playtest Forum
...including keyword:

 (leave blank for none)
...from around 9/13/2004




On 9/13/2004 at 5:30pm, Eero Tuovinen wrote:
RE: Playtesting Polaris

Ben Lehman wrote:
1) As you only had experience checks stemming from Temptations (none of which, I believe, offer refreshes), am I correct in that you never had any trait refreshes? How did this work out, especially given that the Total Novice character? Did you find yourself "coming up short" on traits by the end of the session?


Not particularly, no. You see, adding and removing traits through the temptations lessens the need for refreshing; an used trait is removed, and an unused trait is given. Thus there's a slow trickle of new traits even without refreshes.

Still, our novice, Kuma, was almost tapped out (we quickly applied CCG terminology to the whole trait use concept) at the end, and if the game had gone on longer, we'd all have needed some refreshes.


2) You say you "averaged one temptation per conflict." Were you allowing the Heart to accept more than one temptation? How did that work out? Would things have been different if they could only accept one?


Indeed, we accepted more than one, but only one per the other player. I felt that it worked well, and don't readily see any reason for limiting things.


3) Did you ever use the temptation of Benevolence, or was it mostly Experience and Ambition for trait gain?


Oh, yes, we used all three in equal measure. Benevolence was used in the very first conflict, as Kuma taught Draco XV how the bears fear Mantises, as an example.


1) The Experience Check that stems from the Knight's actions is intended to be strictly non-optional -- it is not at the Ice Maiden's discretion, rather she is responsible for making sure it happens. Think of it like a Humanity check in Sorcerer, because that's where I stole it from.


That's one thing that we missed completely. There would probably have been quite many checks during the game if we'd realized that. Maybe you should write it to say that there will be such a check, and the Ice Maiden makes sure that it's done. Now it reads the other way around, that the Ice Maiden will make sure that a check is done, which kinda implicates that it's the Ice Maiden's option, like many other things are optional.

One thing about experience checks I've probably forgotten to say: I really, really dislike the one-sided checks made because of the temptations. They were the single most confusing rule in the array, to the extent that one player hadn't grogged how a normal experience check works when he got one. I would much prefer if the checks made in the temptations were the same as the normal ones. You can always heap more badness in there in other forms, if you think it too positive.


2) Foul Understanding grants the Knight a victory in the challenge. I seem to have forgotten to type that.


I'd like to note that interestingly, the lack of this bit didn't hinder us at all from taking Foul Understanding. We didn't realize that anything was wrong in it, actually: sure it's weak in effect, but it means dealing with the demons! The story significance overrid mechanics in our case completely, and I suggest that this effect should be used when developing the temptations.


6) More about challenges -- The stakes of a challenge are not set before the challenge -- the are set, literally, by the bidding.


This is a fine ideal, but from my experience it just won't happen without using stronger tools in the whole stake system. The stakes should set some limits to what happens that the players cannot ignore, like we largely did. When a conflict is started because of a situation, it's non-intuitive for the players to go narrating new elements after the conflict. Thus the players will most likely just stick with the result they had in mind, rather than using the whole potential the table allows.

I'd suggest one of four options: either make the table such that it includes concrete results: love, heartbreak, hate, betrayal, political power and such, in multiple tables. Three tables per Season, say, and the moons choose the appropriate table for the conflict. One table of Full Moonish stuff, one of New Moonish, and one of demonish, for example. And different tables for different seasons. This way you can be so concrete that the players cannot ignore the table.

Or, the other option, to implement the victim priority system I suggested earlier somewhere: Make a table with columns that mean how close the subject is to the conflict, instead of categorizing people beforehand. Then, let the moons also bid in the conflict and make temptations biddable items. Now, you have three things to bid: traits, temptations and positions in the stakes table. Let the moons make preliminary bids, but let the Heart and the Ice Maiden change the positions of characters in the table: a character could protect another by taking the first position in a losing conflict, or jog the other aside to be the main character to benefit, for example.

The third option is a really big table, with multiple columns for player characters: for example, differentiate between vengeaful and calm characters and give them different stakes. This too will help keep the table relevant.

The last option is to remove the table and use a formula: for example, the winner can narrate a number of changing facts equal to the number of traits bid. The facts can be traits of knights, minor SC fates, major SC decisions or other such things.

Message 12696#135847

Previous & subsequent topics...
...started by Eero Tuovinen
...in which Eero Tuovinen participated
...in Polaris Playtest Forum
...including keyword:

 (leave blank for none)
...from around 9/13/2004




On 9/17/2004 at 2:27am, Ron Edwards wrote:
RE: Playtesting Polaris

Hiya,

I'm interested in the gritty blood opera vs. fairy-tale question. I'll start by saying, Eero, I fully understand what you mean by "fairy tale." There's actually a big market for that in the U.S., continually frustrated by the blanket presence of the bowdlerized crap.

So ... the reason I want to focus on the issue of how-to-play in terms of Color is that I've noticed a distinct trend in my and others' experiences with Sorcerer & Sword.

The trend is, it always starts with exactly what Eero described as "rabid, sketchy, Vanilla Narrativism." It seems ... not flat, but illustrated flatly. People get a taste of their characters and seem to hold them, but not to move them much. But the good news is that only a session or two later, something kind of growls deep in the shared communication among the participants, and the characters flame into life, the Color of the events begins to enter everyone's narration, and all sorts of artistic tendencies appear throughout play.

So my suggestion is that Polaris may well be just fine in terms of atmosphere ... it's play that needs a little while to grow into it.

Best,
Ron

Message 12696#136419

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in Polaris Playtest Forum
...including keyword:

 (leave blank for none)
...from around 9/17/2004




On 9/17/2004 at 3:19am, Ben Lehman wrote:
RE: Playtesting Polaris

Ron Edwards wrote: Hiya,

I'm interested in the gritty blood opera vs. fairy-tale question. I'll start by saying, Eero, I fully understand what you mean by "fairy tale." There's actually a big market for that in the U.S., continually frustrated by the blanket presence of the bowdlerized crap.


BL> So am I. That's why I wrote the game.

Polaris does not necessitate or require blood-opera in the strictest sense, although it does accomodate it. What Polaris is not, however, is strictly fairy-tale dancing on snowflakes world, despite the fact that a lot of the game's color presently points to that.

Actually, that isn't quite true.

Okay. The People of Polaris, who I will note are strictly NPCs, live in a wonderous fairy-tale world of sunlight, dancing, snowflakes and starbeams. I can't really call their world a "fairy-tale" world, because strictly speaking their are no tales -- nothing really important happens, sort of by definition. It is a fairy world, the sort of thing that humans might stumble into in a fairy-story. No one needs to eat (although they can), and no one shits, pisses, or even gets more than mildly angry with each other.

The Mistaken live in a different world, although they now by some magic occupy the same physical space. The demon world is one of treachery, chaos, blood, rape, terrible prices, cannibalism, pain and, ultimately, death.

The Knights interface between these two worlds. The fact that they deal with the demons, even if just by fighting them, even if just by acknowledging their existence, has seperated them -- completely and forever -- from the fairy-world of the people. But they still interact with this world and want to be a part of it and are expected, socially, to perform as a part of it. At the same time, they are forced into terrible decisions and violent conflict from their relationships with the demonic world.

The goal of the game is to examine the position of the Knights, which is a terrible one, and contrast their blood-and-guts decisions with the light, airy, innocent world of the People. I don't know if it supports this yet and, if it doesn't, I'm not really sure how else to "make it go."


So ... the reason I want to focus on the issue of how-to-play in terms of Color is that I've noticed a distinct trend in my and others' experiences with Sorcerer & Sword.

The trend is, it always starts with exactly what Eero described as "rabid, sketchy, Vanilla Narrativism." It seems ... not flat, but illustrated flatly. People get a taste of their characters and seem to hold them, but not to move them much. But the good news is that only a session or two later, something kind of growls deep in the shared communication among the participants, and the characters flame into life, the Color of the events begins to enter everyone's narration, and all sorts of artistic tendencies appear throughout play.

So my suggestion is that Polaris may well be just fine in terms of atmosphere ... it's play that needs a little while to grow into it.


BL> This gives me hope. Nothing for it but to play a longer game and see how it works. Let me tell you, I'm so sad about having to do that.

yrs--
--Ben

Message 12696#136427

Previous & subsequent topics...
...started by Ben Lehman
...in which Ben Lehman participated
...in Polaris Playtest Forum
...including keyword:

 (leave blank for none)
...from around 9/17/2004




On 9/17/2004 at 3:24am, Ben Lehman wrote:
RE: Playtesting Polaris

Ben Lehman wrote:
1) As you only had experience checks stemming from Temptations (none of which, I believe, offer refreshes), am I correct in that you never had any trait refreshes? How did this work out, especially given that the Total Novice character? Did you find yourself "coming up short" on traits by the end of the session?


Eero Tuovinen wrote:
Not particularly, no. You see, adding and removing traits through the temptations lessens the need for refreshing; an used trait is removed, and an unused trait is given. Thus there's a slow trickle of new traits even without refreshes.

Still, our novice, Kuma, was almost tapped out (we quickly applied CCG terminology to the whole trait use concept) at the end, and if the game had gone on longer, we'd all have needed some refreshes.


BL> Huh. That really is a different pacing from what I expected...

I'm tempted, by this, to make all traits "enter tapped," just like the Experience ones do. What do you think of this?

me wrote:
2) You say you "averaged one temptation per conflict." Were you allowing the Heart to accept more than one temptation? How did that work out? Would things have been different if they could only accept one?


Eero wrote:
Indeed, we accepted more than one, but only one per the other player. I felt that it worked well, and don't readily see any reason for limiting things.


BL> Largely to slow down the flux of traits and speed up the temptations section of the challenge. Also, having the temptations offered in a particular order has interesting possibilities -- I may change it so that the Ice Maiden offers first, which would be interesting (do you take the devil's bargain or hold out for grace from the Moons?)

Eero wrote:
One thing about experience checks I've probably forgotten to say: I really, really dislike the one-sided checks made because of the temptations. They were the single most confusing rule in the array, to the extent that one player hadn't grogged how a normal experience check works when he got one. I would much prefer if the checks made in the temptations were the same as the normal ones. You can always heap more badness in there in other forms, if you think it too positive.


BL> Huh. *scratches chin*


6) More about challenges -- The stakes of a challenge are not set before the challenge -- the are set, literally, by the bidding.


Eero wrote:
This is a fine ideal, but from my experience it just won't happen without using stronger tools in the whole stake system. The stakes should set some limits to what happens that the players cannot ignore, like we largely did. When a conflict is started because of a situation, it's non-intuitive for the players to go narrating new elements after the conflict. Thus the players will most likely just stick with the result they had in mind, rather than using the whole potential the table allows.


BL> What you say is true. Look for a revised table sooner rather than later.

yrs--
--Ben

Message 12696#136428

Previous & subsequent topics...
...started by Ben Lehman
...in which Ben Lehman participated
...in Polaris Playtest Forum
...including keyword:

 (leave blank for none)
...from around 9/17/2004




On 9/18/2004 at 5:44am, Eero Tuovinen wrote:
RE: Playtesting Polaris

Ron Edwards wrote:
The trend is, it always starts with exactly what Eero described as "rabid, sketchy, Vanilla Narrativism." It seems ... not flat, but illustrated flatly. People get a taste of their characters and seem to hold them, but not to move them much.


Exactly! That was just the style we played in, you obviously know what I'm talking about. And Ben, here:

Ben Lehman wrote:
It is a fairy world, the sort of thing that humans might stumble into in a fairy-story. No one needs to eat (although they can), and no one shits, pisses, or even gets more than mildly angry with each other.


This is exactly what was lacking on the factual level, and in a way it resonated with the Color... We all knew that it's supposed to be fairy tale, but instead it came out as flat-color, fastpaced narrativism, which then kinda sucked the facts towards S&S. The overall impression from our interpretation was that the world was gritty medieval feudalist society, but the knights acted largely as you'd expect from fairy tale knights. This was strange, you'd expect us to make knights that do not support the setting, not the other way around.


I'm tempted, by this, to make all traits "enter tapped," just like the Experience ones do. What do you think of this?


I'd say that you should make them all behave in the same way. There's a tad too many detailed differences in the rules right now, like the two types of experience check (which don't have different names) and the Experience traits entering tapped while other's do not. I suggest that the game will benefit if you'll either enter all tapped or enter all untapped.

That doesn't answer the question, though: I'd say that entering everything tapped will benefit short campaigns, as it will speed up the cycle. On the other hand, getting to actually use the new traits is needed for unhindered flow of narration: a knight gets the trait "Can resist the Ice Maiden", and we sure hope that he can use it when, during the same story, it is needed. Basic narratology, that one.

So I suggest that everything should start untapped, to faciliate this creation and use of traits. It's not like the players were losing anything by it, is it? The characters might progress a little slower, but all told, what hurry is there? The characters will anyway progress very fast at the start and the end of their careers, so it's not like the dynamic is lacking.

Instead I suggest that the overall number of traits can easily be driven down from the current value (Ice+Light and character creation), and both the narrative tools and the pace of the game will benefit. How about setting the number of traits to the highest of three base abilities?

Less traits will mean that the traits get more significance, and the players will really need the refreshes and temptations. In our game the characters honestly had too many traits; the most complex of them would have easily worked with only half a dozen, and most traits were really used for duplicating conventional weapons (starlight sword x2 and other exciting possibilities). Part of that is of course the choice the players make, but it's a fact of life that you don't really need a dozen traits for a good fantasy character - Conan floats with five, tops.

As traits do not signify in-game competense or anything like that, I can only endorse halving the amount of them. Even the stake system will be helped, when a player has to really sacrifice flexibility if he wants to drive the stakes up. In our game there just wasn't enough resource management with the dozen traits per knight.



Indeed, we accepted more than one, but only one per the other player. I felt that it worked well, and don't readily see any reason for limiting things.


BL> Largely to slow down the flux of traits and speed up the temptations section of the challenge.


Note that in my experience the temptation phase does not need speeding up per se. Also, limiting acceptance to one temptation won't speed the game up: most of the time is taken by the players choosing what to offer, and they will do it simultaneously. If the Heart will only accept one, the other players might even stop planning their offerings simultaneously to wait and see if they even can offer anything.

The other reason is valid, though, so if you don't like to half the number of traits, that's one way to go. We liked the combinations of multiple temptations, as they will really rigidly lock down what the conflict is about: if a Heart chooses both Cowardise and Benevolence, it's clear that something interesting is afoot. Refer to my notes on making the temptations biddable in the bidding phase, if you will.

Message 12696#136590

Previous & subsequent topics...
...started by Eero Tuovinen
...in which Eero Tuovinen participated
...in Polaris Playtest Forum
...including keyword:

 (leave blank for none)
...from around 9/18/2004