The Forge Reference Project

 

Topic: Carrying Over Resources Over the Course of Game Sessions
Started by: LemmingLord
Started on: 7/13/2006
Board: Muse of Fire Games


On 7/13/2006 at 7:06pm, LemmingLord wrote:
Carrying Over Resources Over the Course of Game Sessions

One more quick question for Tony; are story tokens, debt and inspirations carried over from one session to the next?  I hear you talking about having 15-20 story tokens at the end of a night; do you have that many next time, and if so, doesn't that disrupt the equal opportunity when new players enter the game?  Does Capes even support multiple sessions?

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On 7/13/2006 at 7:35pm, TheCzech wrote:
Re: Carrying Over Resources Over the Course of Game Sessions

LemmingLord wrote:
One more quick question for Tony; are story tokens, debt and inspirations carried over from one session to the next?  I hear you talking about having 15-20 story tokens at the end of a night; do you have that many next time, and if so, doesn't that disrupt the equal opportunity when new players enter the game?  Does Capes even support multiple sessions?


Don't need Tony for this question.  The answers are:

Do resources carry over: Yes
Does this disadvantage new players: Not really

Everything is carried over from session to session.  Does this put a new player at a disadvantage?  Only marginally.  If the old players want to overwhelm him at first, they can, but that won't last long.  They still have to spend debt to do it, and that can eliminate the story token descrepency in a big hurry.

This phenomenon seems like it would actually be healthy because it creates a (short) breaking in period where the new player can take in the rhythm of the game while he rakes in story tokens.

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On 7/13/2006 at 8:44pm, LemmingLord wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

Eric wrote:
Don't need Tony for this question.  The answers are:

Do resources carry over: Yes
Does this disadvantage new players: Not really


It is actually a trick question... :)

When story tokens are attached to a player and not to a character, and with continuity very sketchy in the game; how does one determine when they carry over and when the game you are playing is a "new game." 

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On 7/13/2006 at 8:48pm, Gaerik wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

When you sit down at the table you say, "Are we starting a brand new game or are we continuing our old one?"

Hash that out and then distribute Story Tokens as appropriate.  If the guy with 25 Story Tokens isn't there that night, then you ask the same question the next time he's there.

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On 7/13/2006 at 9:31pm, TheCzech wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

LemmingLord wrote:
It is actually a trick question... :)

When story tokens are attached to a player and not to a character, and with continuity very sketchy in the game; how does one determine when they carry over and when the game you are playing is a "new game." 


I don't agree with your premise.  In theory, Capes doesn't have to have any continuity, but in practice, it does have continuity.  Are you continuing the same story or starting a new one?  That answers your question.

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On 7/14/2006 at 4:49pm, Vaxalon wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

In theory you could start a new "story" and still be playing the same "game" and include the resources from last session.

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On 7/14/2006 at 4:55pm, LemmingLord wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

That definitely makes Capes a different kind of game..  Imagine if you got to use the monopoly money you had at the end of the last monopoly game you played!

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On 7/14/2006 at 5:45pm, Vaxalon wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

Capes is unique.

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On 7/14/2006 at 6:14pm, TheCzech wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

Vaxalon wrote:
In theory you could start a new "story" and still be playing the same "game" and include the resources from last session.


Absolutely true, of course. 

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On 7/15/2006 at 1:54pm, Matthew Glover wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

I like the idea that Fred brought up, starting a new story and still keeping the same resources.  That was actually one of the core concepts for the Capes Universe idea (that I still haven't gotten to playtest). Players always keep their resources (Story Tokens, Inspirations, Characters and associated Debt), no matter whether they're playing with the same people in the same storyline, the same people in a new storyline, or new people in a new storyline. 

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On 7/15/2006 at 3:08pm, Vaxalon wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

I would totally play Jenny Everywhere in that game.

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On 7/18/2006 at 2:35am, TonyLB wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

Matthew wrote: I like the idea that Fred brought up, starting a new story and still keeping the same resources.


And, y'know, if the Inspirations are carrying over from the past game to the next one then it will not be a disconnected story.  The players will look at those inspirations and say "Hey, I can get a mechanical advantage for connecting this past event where I won the Inspiration into current events where I want to spend it."

You can't stop them from doing that just by making all new characters, in a completely disconnected universe.  They'll manage despite those constraints.

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On 7/18/2006 at 4:08pm, Matthew Glover wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

Yes yes yes!  You're digging into exactly the sort of stuff that excited me about the Universe idea.  It's a new story, new characters, new SIS-universe, but the audience is aware of the thematic influence that past events have in shaping  the present.  I'd love to see what would happen with about fifteen people involved in three to five weekly mix-and-match sessions in the same Universe.  I'm betting that after a couple of months you'd get half a dozen separate strong storylines with crisscrossing threads of story and theme tying them all together. 

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On 7/19/2006 at 12:09pm, Vaxalon wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

You know, Capes may just be the perfect game for Thomas Robertson's "Chaotic Play" idea.

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On 7/19/2006 at 8:38pm, Matthew Glover wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

All the Chaotic Play stuff is hitting the same ideas that I've been kicking around.  Thanks for bringing that to my attention.  Capes + Chaotic Play sounds very much like what I was envisioning.  Rather than having separate simultaneous games at tables in the same space, with player mixing at regular intervals, I was imagining several intertwined regular gaming groups with occasional pick-up games.  Something like this:

Regular Monday night game with players A, B, C, D.
Regular Tuesday night game with players E, F, G, H.
Regular Thursday night game with players A, C, E, F, G.
Regular Saturday game with B, D, H, I.
A, B, D, G, and I work together, so sometimes some of them play quick lunchtime games.
With additional people dropping in and out, and other games happening whenever somebody decides to play.

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On 7/20/2006 at 3:03pm, Vaxalon wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

Capes may be one of the few games for which that style of play is well supported.

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On 7/20/2006 at 3:05pm, TonyLB wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

It's permitted by Capes, in the same way that court intrigue is permitted by D&D.  The game (unlike many others) does not actively prevent you from playing it in that way.

When you see a game that supports that style ... for which that style works better than a single group around a table once a week ... I think it will be pretty mind-opening.

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On 7/20/2006 at 3:35pm, Vaxalon wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

I disagree, Tony.  The fact that the resources are so portable, that the characters are so separable, that (aside from inspirations and debt) history is only as important as the players make it... that's highly supportive of chaotic play.  Those are all tools that chaotic play would use.

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On 7/20/2006 at 3:39pm, Vaxalon wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

I forgot to mention... a game doesn't have to be BEST played in a particular mode in order to support that mode.

Heroquest is best played with character sheets around a table.  Playing via IRC with wikis is well supported, however, because of the low amount of dice-rolling and the loose scene framing.  For this reason, Heroquest supports IRC play.  It may not support it better than it supports other modes but it still supports it.

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On 7/20/2006 at 3:55pm, Sindyr wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

Important distinction.

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On 7/20/2006 at 4:00pm, TonyLB wrote:
RE: Re: Carrying Over Resources Over the Course of Game Sessions

Yeah, fair enough.  I've just got a lot of mechanics that actively support chaotic play, and address it deliberately, floating around in my head ... so by comparison Capes looks sorta haphazard in its support.

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