Topic: [Villains of Safinubi] Grabby situations on the quick.
Started by: Technocrat13
Started on: 9/16/2005
Board: Indie Game Design
On 9/16/2005 at 2:17am, Technocrat13 wrote:
[Villains of Safinubi] Grabby situations on the quick.
FH8 has emerged from it's chrysalis and is a heartbreaker no more. You can find a link for the newest incarnation down there in my signature.
I'm pretty happy with last night's first playtest. The clunkyness was minor and fixable. There were zero minutes of "Gee, what do we do now?" But I did have two issues and I'm pretty sure they're related. Or at least I'm imagining that there's a single solution for both issues.
1. I didn't think that the situation(s) I created on the fly were grabby enough. Just not enough tension.
2. There were too many periods of time where players were apparently disconnected from what was going on... for too long.
Check page 6, under the heading Preparation. There's the three steps that I used the other night. It worked pretty good. Right up until I realized that my bang/fizzle ratio was a bit high. I also neglected to wrap any of the PC's Twinings together, so each character really had a bit of an insular plot going on and didn't need the other players. I know I can fix that part just using what I have. I'm pretty sure all I need to do is to intentionally map the Twining and non-Twining NPCs to each other. And then make use of that cross-PC Twining relationship in an early bang or two.
So that would take care of problem 2 (I think), but I'm still missing a reliable solution to problem 1. How do I take the Twinings as the fuel and make an extra-grabby situation every time? Any thoughts?
-Eric
Forge Reference Links:
Topic 15502
Topic 16839
On 9/16/2005 at 3:47pm, jasonm wrote:
Re: [Villains of Safinubi] Grabby situations on the quick.
Ah, all is revealed.
Can you not force the players to self-twine among themselves during chargen? "You must have a twining with every other character" or something? that seems promising.
And how much of this is GM-dependent, anyway? If your bangs were weak, they were just weak - you can't make a rule that says "bangs must be awesome".
On 9/16/2005 at 8:21pm, Technocrat13 wrote:
RE: Re: [Villains of Safinubi] Grabby situations on the quick.
you can't make a rule that says "bangs must be awesome".
Fair enough. But isn't it possible to provide guidelines and advice on creating situations and bangs that are more likely to produce grabbyness more often more reliably?
Self-twining, eh? I should have thought of that. And now I shall think of it.
-Eric
On 9/17/2005 at 1:15am, jasonm wrote:
RE: Re: [Villains of Safinubi] Grabby situations on the quick.
Since twinings are a fairly scarce commodity, I think I'd say something like:
"You must have one positive twining explicitly associated with another PC in some way, and one negative twining explicitly associated with a different PC."
Or skip the positive/negative if that bothers you.
On 9/17/2005 at 1:33am, Technocrat13 wrote:
RE: Re: [Villains of Safinubi] Grabby situations on the quick.
I was thinking of the Twining thing today and I realized I left something out of this version of the design. There's no automatic Twining with the rest of the PCs. That was a pretty important element in FH8 and I'm surprised I forgot about it when I wrote out Safinubi.
I mean, having a Twining in the other PCs is the "Go ahead and fuck with the other players"-invitation.
I think one of each, positive and negative, is just a little too much of a hand in the players' pudding. I mean, right now the system only requires you to author two Twinings for your character to start. So, what I'm thinking is something along the lines of;
At least one of your Twinings must either be one of the other PCs or must have some relation to the one or more of the other PCs.
But I'm not sure if that direction to the players is even necessary or desirable at all. If the preparation rules for the PI included weaving the Twinings together during play that would take care of it I think. I'd mentioned something like that when you playtested FH8 with us. Once again it's something I just missed in this writing.
But I think I only need one of those techniques here. And right now I'm inclined to foist the responsibility onto the GM. And maybe have the text hint to the players that it'd be totally acceptable if they did a little of that work for the GM by taking Twinings that relate each other's characters.
-Eric
On 9/17/2005 at 1:58pm, jasonm wrote:
RE: Re: [Villains of Safinubi] Grabby situations on the quick.
Personally I'd do more than hint. If there were either a mandate or powerful positive incentive to "make the PI's job easier" I think that would be really good. Not a deal-breaker, but still useful. You're talking about something a player can do at character generation that will make the entire game more interesting and fun, right?
On 9/20/2005 at 6:28am, majcher wrote:
RE: Re: [Villains of Safinubi] Grabby situations on the quick.
Jason wrote:
"You must have one positive twining explicitly associated with another PC in some way, and one negative twining explicitly associated with a different PC."
This is exactly the mechanic I'm using for a design I'm working on now. It feels like a fairly decent (if a bit heavy-handed) method of establishing a bit of friction between the characters, but I think there's still a good deal of twiddling to be done. I've attached some half-assed reward mechanics to the usage of the positive/negative relationships, which seem to make things fall out nicely. More testing is needed, as always.