The Forge Reference Project

 

Topic: Shadows - Harlekin-Maus April Game
Started by: Zak Arntson
Started on: 4/11/2002
Board: Indie Game Design


On 4/11/2002 at 5:00pm, Zak Arntson wrote:
Shadows - Harlekin-Maus April Game

Took a birthday hiatus in March (though Sea Monkey RPG and In the Works on the website happened then, so I'm guiltless), and am back with an April game!

Shadows, a roleplaying game for all ages

And, being a design forum, I'll ramble a bit.

The game was improvised in all of a few minutes, when my niece and nephew wanted to roleplay (they're 6 and 10). The earlier version of the system was this:

* You had two d20's. One was the Good Die, one was the Shadow Die. Anything conflict was resolved by saying what YOU wanted to happen and what the Shadow wants. The Good Die had to roll equal-to or over 5 (easy), 10 (average), 15 (difficult), 20 (impossible) AND be higher than the Shadow Die to succeed.

* You earned a Token for upping the difficulty a step, and you spent a Token to lower the difficulty. You could also spend a Token to reroll one die.

Well, Jared awesomely told me to write this up for HMaus, so I took out the Difficulty clutter, and left it at what you'll find on the website. So it's now a Narrativist (i.e., the game creates interesting situations over anything else) game with a Fortune system & a little Karma thrown in to keep players involved with each other's actions.

It's perfect for kids who want to roleplay but don't want to learn a ton of rules (my own younger family loves RPGs, but won't pore through any gamebook, no matter how short). And since kids generally affect a ton of Author/Director stance in everything they do, Shadows really supports that mindset.

Any critiques or comments or playtests would be wonderful. I feel like it's complete, but there may be issues I have missed.

Message 1862#17676

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

 (leave blank for none)
...from around 4/11/2002




On 4/11/2002 at 5:20pm, hardcoremoose wrote:
RE: Shadows - Harlekin-Maus April Game

Hey Zak,

I'm not really sure what to comment on, but I was sure happy to see a new HK Maus game.

Shadows reminds me a bit of the mechanic I use in Appalachia Now. In AN, I use two d20s - one is your straight resolution die, the other is your "Licker" (that being the hillbilly way of spelling "liquor"). You make two statements of intent - the first being what your character wants to accomplish, the second being some fucked up thing that might happen because your character is drunk off his ass (like tripping over a rock and accidentally discharging your shotgun, inadvertently shooting a spaceship out of the sky - that happened once). Of course, it's different, bcause in Appalachia Now, both rolls can succeed.

I can say for certain that mechanics like these - which, in my case, were inspired by Elfs - pretty much generate content all by themselves. And they're so low threat that (being largely slapstick comedy, at least in AN's case) just about anyone can get into it and have fun. Of all my games, Appalachia Now is the favorite of my old gaming buddies, preferred to WYRD (which they've never played) and NightWatch (which they have)...and these guys are mostly gamists and simulationists.

So there, I plugged one of my own game designs. Not bad.

Keep up the good work Zak.

- Scott

Message 1862#17680

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

 (leave blank for none)
...from around 4/11/2002




On 4/11/2002 at 5:21pm, Buddha Nature wrote:
Wow! (and a question)

This is great! This is a really basic system that really anyone can play. So did the kids just say "we want to roleplay" and you just came up with this? Pretty damn cool.

So a general question... I am training to be a teacher (elementary and possibly HS) I am wondering what people here at the forge think about kids and the feasability of introducing them to rpgs at young ages are. Also if anyone has any experience or suggestions, I would love to hear them.

-Shane

Message 1862#17681

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

 (leave blank for none)
...from around 4/11/2002




On 4/11/2002 at 5:30pm, Zak Arntson wrote:
RE: Shadows - Harlekin-Maus April Game

Scott wrote:
Of all my games, Appalachia Now is the favorite of my old gaming buddies, preferred to WYRD (which they've never played) and NightWatch (which they have)...and these guys are mostly gamists and simulationists.


Are you sure they aren't Narrativists who haven't found a system to support their bent? Unless Appalachia Now (which sounds awesome, by the way ... is it available at your site? I have to go look!) has other aspects that aren't solely "generate trouble with the Licker Die"

Shane wrote:
So a general question... I am training to be a teacher (elementary and possibly HS) ...


This is a great question, but really belongs in a new thread. Moderators? Can we get it moved? (Or just start a new thread, Shane). I have one other game that works wonderfully with kids (I'll write it up, maybe another April game?) called The Fantabulous Adventures of Professor Glump.

(edited to fix quote bbcode)

Message 1862#17682

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

 (leave blank for none)
...from around 4/11/2002




On 4/11/2002 at 5:40pm, Buddha Nature wrote:
Where to?

Where should I move it do you think? Leave it here? Actual Play? RPG Theory? The whole RPG's and kids thing really facinates me...

-Shane

Message 1862#17685

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

 (leave blank for none)
...from around 4/11/2002




On 4/11/2002 at 6:00pm, hardcoremoose wrote:
RE: Shadows - Harlekin-Maus April Game

Zak,

Regarding my friends and their GNS preferences...some of them may be narrativists in training. It's hard to tell. They've reacted extremely well to "ownership" of the game, both in games like Appalachia Now, and more recently in an excellent game that Mr. Matt Gwinn ran for them. I'm trying to get at least one of them over here to The Forge...which reminds me, I need to send him an e-mail.

But there is definitely one pure simulationist in the group. And the absolute best experience I had with Appalachia Now was when I ran it at CobbCon (that's a sort of apartmentcon my friend runs every year...it has a website, check it out) for, maybe, seven people. The only rp'ing experience two of them had was from the endless MUDding they do, and one game of D&D they had played the night before. They were pretty gamist. But man, did they like playing their fucked-up, inbred, drunk-as-shit rednecks. And they did it with style and verve. It was great.

And none of this has anything to do with Shadows, except that I think this method of introducing Director's stance works great with people familiar with more conventional games (the testimonial of one of my friends after having played Appalachia Now for the first time: "I really liked that I could make stuff up.").

Of course, I used comedy to make the Director's Stance go down easier and to explain away continuity problems. What was your play of Shadows like? Different, I'm sure, because you were playing with kids, who have fewer expectations for this sort of thing.

- Scott

* Zak, Appalachia Now is only partially up at my site. There's some color text and some chargen stuff. Funny that I haven't finished writing it up and posting it, since it's the game of mine that's received the most actual play.

Message 1862#17687

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

 (leave blank for none)
...from around 4/11/2002




On 4/11/2002 at 6:11pm, Zak Arntson wrote:
RE: Shadows - Harlekin-Maus April Game

Scott wrote:
Regarding my friends and their GNS preferences...some of them may be narrativists in training. It's hard to tell. They've reacted extremely well to "ownership" of the game, ...


Except Stance and GNS are two different widgets. They may have a Sim/Gamist bent with a preference away from Pawn/Actor Stance. I have questions for you about Appalachia Now, but I will hold out until you finish it up. Hurry!!

Scott wrote:
Of course, I used comedy to make the Director's Stance go down easier and to explain away continuity problems. What was your play of Shadows like? Different, I'm sure, because you were playing with kids, who have fewer expectations for this sort of thing.


The game I played was pretty much the kids lighting up about what they wanted to have happen and what their Shadow wanted. Since most kids play in Author/Director Stance, it was pretty easy for them to get the hang of it. The best part was watching them announce particularly nasty outcomes, and then all the tension (physically shown by bouncing in seats, blowing/kissing dice, praying, running around the room to show me what the two outcomes would be like, and so on) that came forth. You could see them wanting the Good Die to win out (but secretly wanting the Shadow Die to win).

Kids like the sinister, and un-sugar coated. Something I think Shadows lets them get away with without getting in any trouble.

One note (which I'm not going to put into the game's text): As GM, I had to adjudicate against certain Shadow outcomes. Like my nephew trying to get past a magic forcefield, saying that the Good outcome is the force field being broken, the Shadow outcome is that something breaks, bonks him on the head, and breaks the forcefield. (it was more elaborate than that, but both outcomes were effectively the same. I told him no, it has to be something you don't want to happen)

Message 1862#17688

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

 (leave blank for none)
...from around 4/11/2002




On 4/11/2002 at 7:17pm, Nathan wrote:
RE: Shadows - Harlekin-Maus April Game

My girlfriend is probably going to use Shadows for a Sunday School lession sometime! Good job, Zak!

Of course, she will have to modify it a little bit.

Is there anyway you can hash together a real quick PDF version of it? When I printed it out, some of the text was cut off on the right side of the page.

Thanks,
Nathan

Message 1862#17694

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

 (leave blank for none)
...from around 4/11/2002




On 4/12/2002 at 7:17am, Andrew Martin wrote:
Re: Shadows - Harlekin-Maus April Game

Zak Arntson wrote:
Any critiques or comments or playtests would be wonderful. I feel like it's complete, but there may be issues I have missed.


It looks very nice, Zac! Congratulations! It makes me want to play it this weekend.

There's just a very small problem here in Shadows:

Play tokens (coins, beads, etc) are also required, about ten per Player should work.

I think that "ten" should be "three", based on Step 4 in Setup. Or may be Step 4 needs fixing?

Perhaps as an optional rule, would it worthwhile allowing the players more influence on the game, by allowing them to add more things to the game depending upon the number on the low rolling dice? So if 2 is rolled on the low dice, the player can add two things to the game. For example, continuing on from the Shadows example for Amber:

Amber then rolls her dice. The Good Die shows 5 while the Shadow Die shows 2. Phew! Uncle fishes some leftovers and orange juice from the fridge and sits down to eat. Amber sees that "2" on the low rolling dice and says, "I sneak out kitchen, and get a flashlight from the cupboard."

It would be better to use D6 for this though. D10 or D20 might be excessive.

Message 1862#17767

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

 (leave blank for none)
...from around 4/12/2002




On 4/12/2002 at 1:58pm, Clinton R. Nixon wrote:
RE: Shadows - Harlekin-Maus April Game

Zak,

I can't read this without thinking "Fight Club" for kids. Kick-ass.

Message 1862#17778

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

 (leave blank for none)
...from around 4/12/2002




On 4/12/2002 at 2:37pm, Ron Edwards wrote:
RE: Shadows - Harlekin-Maus April Game

Hi Zak,

I really like this (big surprise, Ron likes funky intuitive Narrativist game, shock!). I'm having a tad of trouble printing it out for going-over purposes, though ... any hope of a print-friendly layout or download file? Even RTF would be OK by me.

Best,
Ron

Message 1862#17786

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

 (leave blank for none)
...from around 4/12/2002




On 4/13/2002 at 10:39pm, Zak Arntson wrote:
RE: Shadows - Harlekin-Maus April Game

Nathan wrote:
My girlfriend is probably going to use Shadows for a Sunday School lession sometime! Good job, Zak!

Of course, she will have to modify it a little bit.


What kind of lessons? The system wouldn't work well for a right vs. wrong situation (I'm thinking Sunday School here), since you have a good chance of the Shadow Die winning. Add to that the secret (or not so secret) desire I've seen kids have for the Shadow Die to win out ...

Andrew wrote:
I think that "ten" should be "three", based on Step 4 in Setup. Or may be Step 4 needs fixing?


Fixed! Thanks!

Andrew wrote:
Perhaps as an optional rule, would it worthwhile allowing the players more influence on the game, by allowing them to add more things to the game depending upon the number on the low rolling dice?


If you try it out, let me know. I like the simplicity of the rules and the ambiguity of how much influence per roll. I may make a mention of a social contract in the Setup portion, though.

----------

An a PDF file is available. Direct link: http://www.harlekin-maus.com/games/shadows/shadows.pdf

Let me know how it looks. There's a weird indenting issue on page 3 or 4, but it's pretty minor. I had two wisdom teeth cut out yesterday and I'm still hopped up on drugs, so my judgement is a bit impaired.

Message 1862#17952

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

 (leave blank for none)
...from around 4/13/2002




On 4/13/2002 at 10:55pm, Andrew Martin wrote:
RE: Shadows - Harlekin-Maus April Game

Zak Arntson wrote:
Nathan wrote:
My girlfriend is probably going to use Shadows for a Sunday School lession sometime! Good job, Zak!

Of course, she will have to modify it a little bit.


What kind of lessons? The system wouldn't work well for a right vs. wrong situation (I'm thinking Sunday School here), since you have a good chance of the Shadow Die winning. Add to that the secret (or not so secret) desire I've seen kids have for the Shadow Die to win out ...


I very much like how the tokens can be used by the players in a negative or positive sum way, and how you harvest what you sow. Negative sum in that one player can make other players likely to fail (until their tokens run out), and then will almost certainly will have revenge heaped upon them by the other players. Positive sum in that players can help each other to succeed by forcing rerolls of failed rolls, and will then later get the benefits themselves in return later. It shows the benefit of working together as opposed to working against each other. It's a very nice mechanic that follows "natural law".

Message 1862#17955

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

 (leave blank for none)
...from around 4/13/2002




On 4/14/2002 at 2:00pm, Matt Steflik wrote:
Shadows Fan Mail

Zak,

Very nice! Simple, effective and would work very well with children's make-believe play! We're going to be trying this in my group, and I see some definite classroom possibilites (at least for small group settings - a typical 18-25 student count would just be too big). BTW (and as you can probably attest to sice you've got your neice and nephew), kids are fascinated by polyhedral dice...the 20 is the fave in my classroom.

Message 1862#17968

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

 (leave blank for none)
...from around 4/14/2002




On 4/16/2002 at 7:28am, Zak Arntson wrote:
RE: Shadows - Harlekin-Maus April Game

Andrew Martin wrote:
I very much like how the tokens can be used by the players in a negative or positive sum way, and how you harvest what you sow. ... It shows the benefit of working together as opposed to working against each other. It's a very nice mechanic that follows "natural law".


I catch you now. The original mechanic was a simple token system where you would spend a token to lower a difficulty of task, earn a token to raise a difficulty. Well, I got rid of difficulty levels and things fell into place. (nod to Jared, who helped me to clean up the system). I hadn't thought of it as a pos/neg sum game, but wow! I'm thinking this'll become some kind of Zak device in the future (like my consistently appearing "wild die").

Matt Steflik wrote:
kids are fascinated by polyhedral dice...the 20 is the fave in my classroom.


d20's are neat. My Shadows game with family was done with d20's. My family loves the colors of dice more than the sides, though. Which is why I'd suggest dispensing crayons with the dice. One crayon = Shadow Die, another crayon = Good Die. Wheee!!

Message 1862#18100

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

 (leave blank for none)
...from around 4/16/2002




On 4/16/2002 at 1:25pm, Ron Edwards wrote:
RE: Shadows - Harlekin-Maus April Game

Zak,

I think this is your strongest game yet. I strongly recommend not doing your usual "point and shoot," but taking some time to promote its use. Get some art and do some hyping on various sites to draw attention.

Best,
Ron

Message 1862#18115

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

 (leave blank for none)
...from around 4/16/2002




On 4/16/2002 at 5:21pm, Zak Arntson wrote:
RE: Shadows - Harlekin-Maus April Game

Thanks, Ron! It does feel really good as a game. Real, I don't know, solid.

But I'm wondering how to hype something that is essentially two simple rules. It's not a complicated thing. I wouldn't know what kind of art and what kind of hyping I'd do. Any suggestions? It's a far simpler game than, say, InSpectres and doesn't look to lend itself well to any grand treatment.

I'm considering expanding the concept out in different areas, kind of like how James used The Pool as the basis for Questing Beast. Would you recommend this approach to getting the word out? So the base system is 2 pages, but the "supplements" are actual full-fledged games? (I suppose Shadows does have a default setting: A bunch of kids waking up to a noise)

In any case, the two concepts behind Shadows is definitely part of my permanent toolbox (this thing is getting all crammed full of great stuff! Thank you, Forge!)

Message 1862#18144

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

 (leave blank for none)
...from around 4/16/2002




On 4/18/2002 at 2:08pm, Christoffer Lernö wrote:
Monsters under the Bed - a Shadows variant

A guy had this idea on the rpg.net:


All Hallows Town is a unique place; it was the town founded by the victims of the Church's most secret pogrom in the middle ages. This pogrom rooted out all the supernatural monsters and forced them into one place on earth - and this place evolved into a town all of its own, All Hallows Town.

This town now exists with an economy and culture all its own, eerily mirroring that of mortal culture, yet populated by the supernatural, all of whom are just trying to eke out a living.

Or so it was until the mortals returned; the last ten years has seen an influx of mortal concerns into the town as the local mountains have been discovered to contain a very precious ore: crystalised fear. A most potent resource to many of the worlds big businesses who seem to thrive on the effects it produces when burned.

Now the town is overrun by greedy human enterprises who strip the landscape, pressgang the locals as cheap labour and then leave the town in pain.

Life is hard for a supernatural monster trying to earn a living, but the real evil comes from mankind - as ever. Old wounds die hard.


He didn't quite know how to get the right flavour of it. I had an idea he didn't like, maybe I misunderstood his thoughts behind his world in the first place. But what if one borrowed what he said and then do something like this:

To create your own monster, you decide two things to define it, one is your Seeming, which is your outer shape. It might be a Mummy, Pumkin head, Thing That Lives Under The Bed or whatever.

The second is your Soul. The soul is what your monster is like inside, beyond the archetype of his appearance.

It can be things like "Caring child", "Spoiled brat", "Disillusioned teenager" or "Grumpy Old Man"

You get the point.

Anyway, the you then assign a total of 10 points to seeming and soul. Their sum must be 10 in total. So you might be "Mummy 4" and "Caring Child 6". Something like that.

So anyway, when you want to do something you use the Shadow system with a twist. (Note, you should probably use something smaller than a D20 for this, like a D6). If you want to use power from your seeming (your powers as a mummy, like scaring people) you work it out like in Shaodw, but instead of the Shadow it's the Soul which is doing something else. So if you want to use your Strange And Scary Staggering Walk to scare those mean humans, you state that's what you're gonna do, and then say what your soul does, which is seeing a really neat looking bug on the ground you want to pick up and play with.
Instead of rolling dice equally, you add the Soul rating to the roll for the soul and same for Seeming.

Rest is worked out like in Shadow.
Other than that, every time you succeed with something really opposed to your other side (Being real mean to someone when having the soul of a caring child for example) you increase in the "winning" side and decrease one in the other. (If Mummy is Mean to the nice old tourists he will lose one point from his Caring Child (down to 5) and increase on as Mummy (up to 5))

Oh, well, just a quick thought.

-The End- :)

Message 1862#18310

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

 (leave blank for none)
...from around 4/18/2002




On 4/18/2002 at 3:33pm, Ron Edwards wrote:
RE: Shadows - Harlekin-Maus April Game

Hey,

Zak, I may have missed it or just be dumb in some way (like missing a "greater than" or whatever), but what's up when the Good Die and the Shadow Die are tied?

Oh yeah, and I presume that for a given roll, a given die can only be forced to re-roll once? Or can you blow all your tokens on really cranking up a given re-roll?

Best,
Ron

Message 1862#18315

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

 (leave blank for none)
...from around 4/18/2002




On 4/18/2002 at 4:16pm, Zak Arntson wrote:
RE: Shadows - Harlekin-Maus April Game

Pale Fire, thanks for the offer, but I've got plenty of my own ideas for extending the Shadows system. It's also a philosophy of Shadow (so far) to have no addition, only comparison. I think what I'm going to do is taken the initial Shadows system and provide it as-is (i..e, the default setting, where it's intent is an all-ages game), and also offer different subtle modifications to the rules for different kinds of games. After reading Wagner's Bloodstone and talking at length to Jared (who is the master of getting me to analyze my design), the first extension I'm working on is Pulp Fantasy.

If I ever publish the thing, it would be sort of like Hogshead's Pantheon, a basic introduction to the system, and a ton of extensions/ways to play. I'm also considering making an educational system-friendly version (i.e., emphasize the educational & creative value), and see what avenues are open there.

------

Ron, the Shadow die loses ties. It's in the rules there, but I'll make it more explicit. About multiple spending, I don't know. I'm tempted to say that you can be forced to reroll as often as you like. A big part of the system (for me) is that there's no loss of Tokens, only the distribution differs. So if you want to give someone all you Tokens to keep rerolls going, feel free. Whether you use that to hose or help them, you'll probably get it back in some way (either that, or you'll learn more about your group's social dynamic :)

-----

Lastly, I'll be damned if I'm going to rewrite the rules AND modify the HTML to be PDF friendly (for my HTMLDoc program) every time. If I write some sort of script that automatically does it for me, I'll make it publicly available.

Message 1862#18325

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

 (leave blank for none)
...from around 4/18/2002




On 4/18/2002 at 5:15pm, Zak Arntson wrote:
RE: Shadows - Harlekin-Maus April Game

Okay, added clarifications to both your questions, Ron. I also added Game Moderator advice, a mention towards the social contract in the Introduction, and a Designer's Words at the end. I also updated the copyright notice so that any teachers out there can use it during school without getting permission.

Message 1862#18334

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

 (leave blank for none)
...from around 4/18/2002




On 4/18/2002 at 11:58pm, Bob McNamee wrote:
RE: Shadows - Harlekin-Maus April Game

Zak Arntson wrote: Okay, added clarifications to both your questions, Ron. I also added Game Moderator advice, a mention towards the social contract in the Introduction, and a Designer's Words at the end. I also updated the copyright notice so that any teachers out there can use it during school without getting permission.


I like this game!
I have a friend with kids 7-12 that have also asked about RP-ing. Very imaginative kids. Going to do this!

I'm also putting together some old Champions players for a different Supers game... before I get locked down, I'm going to try a test run with a couple folks.
"Shadow of the Dark Knight" where Bats is Bats, and his Shadow is that Archetypal Demonic Bat image from his childhood memories, the one that pushes him toward being somewhat of a psychopath. The other player will probably be Robin...I'll let that player decide, Robin's Shadow.

Only real change in the game I'm making is that as GM I'll have three tokens, and that certain NPC's will be shadow characters, Like Joker and Two-face etc...all other flunkies have no freewill, merely moved by the narration.

Bob McNamee

Message 1862#18361

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

 (leave blank for none)
...from around 4/18/2002




On 4/19/2002 at 4:39am, Andrew Martin wrote:
Gathering Shadows

Here's some more ideas for Zac's Shadows game, that I thought of while walking home from work. Zac, feel free to grab any/all of these ideas as you want or even ignore them if you want.

When using player characters, instead of oneself, just describe your character in general terms. When rolling the dice in an area where your character doesn't support this, the Shadow dice has the advantage in that it wins on ties. Note: I'm thinking of using D6, not D20.

If your character is particularly strong in an area, then this counts as a free token that can be spent by the player to re-roll one of their own dice. So if Amy is really good with horses, her player can reroll one of her own dice in a situation involving riding horses, as it's more likely that Amy would succeed than another character in the same situation. This free token is invisible and automatically refreshes. There's effectively an infinite stock of tokens here, but only one reroll is allowed at a time.

If the player chooses to reroll their own dice (usually in order to get their character to succeeed), they pay their token into a group/individual pool called Shadow's Tokens.

If the player chooses that the character lets Shadow win (instead of rolling dice) and suffers the consequences, based on the character's weakness, the player gets a token from Shadow's Tokens.

The GM can use Shadow's Tokens to force a player to reroll (usually to make Shadow come true), and then gives the token to the player, if the Shadow's version of events takes place.

The above three guidelines allows the GM's stock of tokens to come into play.

I'm not sure if it's better to have one communal pool for Shadow's Tokens or each player has a pool of Shadow's Tokens, placed on top of their picture of the Shadow. Probably better to have individual pools? Thoughts?

Message 1862#18381

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

 (leave blank for none)
...from around 4/19/2002




On 4/22/2002 at 8:13pm, Paganini wrote:
RE: Re: Shadows - Harlekin-Maus April Game

Zak Arntson wrote: Took a birthday hiatus in March (though Sea Monkey RPG and In the Works on the website happened then, so I'm guiltless), and am back with an April game!

Shadows, a roleplaying game for all ages



Zak, you rule. I've got these two big macho d20s (one red, one black) that I've been dying to do something with. Now I've got a system for them! :)

--
Paganini

Message 1862#18631

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

 (leave blank for none)
...from around 4/22/2002




On 4/24/2002 at 9:59pm, Zak Arntson wrote:
RE: Shadows - Harlekin-Maus April Game

Bob, let me know how the GM Token thing goes. I'm working on a (possibly) commercial version of Shadows with tons of "add-ons," though my current (and untested) philosophy is that only Players should use Tokens.

I haven't gotten to S.H.A.D.O.W.S. (my tentative name for a Supers add-on), but I have done Flashing Steel for swashbuckling (and general heroics). It doesn't mimic the personal relationships of comics, but it would do the heroism/tragedy part nicely.

Zoiks! I can't remember the Flashing Steel rules, so I'll cut 'n paste tonight. In any case, the Shadows Add-Ons should consist of: GM never has Tokens, changing the nature of the Outcomes is key to changing the nature of Shadows, and a Special Token with a few simple rules goes a long way.

---

Andrew, again with the GM Tokens! While these additions sound interesting, allowing a Player to change her own Outcomes and giving the GM Tokens makes it an entirely unShadows RPG.

I also toyed with measuring Player effectiveness with something like a Trait, but figured an equal playing field where effectiveness was measured by Tokens only made the most sense for Shadows.

---

Great ideas from everyone, I just don't know if they'd work to keep Shadows what it is. But then, I haven't playtested it much, so I'd love to hear any stories!

Message 1862#18895

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

 (leave blank for none)
...from around 4/24/2002