Topic: Multiple Participant Conflicts
Started by: MUKid
Started on: 3/26/2007
Board: lumpley games
On 3/26/2007 at 3:49am, MUKid wrote:
Multiple Participant Conflicts
Hi all. I'm new to both the forum and to Dogs, so please be kind!
We played our first game of DitV this weekend. I was able to run the same scenario twice for two different groups of five players each. What fun! We all had a blast, creating characters at the table and then moving right into the game. For the most part, things went amazingly well. Everyone understood the mechanics and bought into them, and I think a couple of players will be picking up the rulebook. Yay!
Anyway, my biggest problem has to do with multiple participants in conflicts, specifically non-combat conflicts. There were two instances in which the multiple participant rules just don't seem to work right.
In the first instance, three PCs were trying to talk a single NPC into doing something he didn't want to do. The NPC would raise, and each PC would See, and then take turns Raising and stating they were only affecting the NPC. The NPC quickly ran out of dice, and lost every time. Now I don't have a problem imagining that a group of three Dogs is pretty intimidating and should often be able to browbeat a storekeeper or whatever into doing something - but every single time? Every time it's three on one, the Dogs just win? Why bother to roll at all? What if it's three NPCs talking a PC into something? Is there no way for a Dog to hold his own in a shouting match against three townsfolk?
In the second instance, it's a simple chase scene. Again, three Dogs chasing one NPC. Everybody rolls and the NPC raises first, forcing everyone to see (she is, after all, running from all of them.) But now the PCs each take a turn raising, affecting only the NPC each time, and the NPC runs out of dice and is caught. Okay, that's cool, maybe the Dogs cut her off at the pass or yelled scripture at her and she fell down or something. But every time? And it's not weighted toward the PCs or NPCs - it's just weighted toward the group with more characters, and thus more dice.
We tried a couple of experimental ways of dealing with these problems. In the first instance, we decided one PC was "leading" the argument, and the other two were just helping out. The lead PC rolls his pool, and the NPC rolls his. The other participants roll their dice, choose their single highest die, and just give it to the lead PC. They can still chime in from time to time (justifying their single die participation) and the PC still has an advantage, but at least it's more interesting.
I had a really hard time figuring out how to deal with the second instance. It was tough to figure out how two PCs could "help" a third one chase down a girl when it was basically a straight-line sprint. Cheer him on? Lend him some running shoes? So we did it like this - we hid the NPC's dice, and made all the chasers raise at once, revealing what they showed. Then the NPC only has to see the highest raise, not all three. It was a little clunky, but it seemed to work.
Well, anyway, problems aside, we had a great time and these were minor issues in the play of the game. I just wanted to see how others were dealing with these instances and if I'm just missing something.
On 3/26/2007 at 4:26am, demiurgeastaroth wrote:
Re: Multiple Participant Conflicts
Hi there, welcome to the DITV club.
This is one of the most common questions that crops up. There are a couple of things:
First, I think there may be a misconception regarding the way NPCs are rolled: In actual fact, things are weighted towards the PCs, not just the side with greater numbers. You see, when the GM rolls for those up against the players, he treats all the characters he controls as a single character, with a single pool. (The pool has extra dice, but not as many as PCs will get.)
So, it might be looking even worse, from your perspective.
But there is hope. Remember, DITV is a game of escalation. First, if you have a single NPC facing three dogs, maybe you should just Give (say Yes or roll the dice, rememeber), unless you think you'll escalate during the conflict.
Second, make Raises that really test the Dogs.
If you have one NPC, and he's facing three Dogs, and he makes a Raise of 18: "I shoot you all in the head," then some of them just might be tempted to Give - especially if they've experienced fallout from guns.
The trick is that it doesn't matter how many dice your opponents have, and it doesn't matter that you'll probably lose - the question is, how far will the Dogs go to win, and what will they suffer to win.
DITV gives the mechanics to support this, but there's a learning curve for GMs in fiiguring out how to make the best use of their limited resources - what is a good raise, and when to pull out those big raises in an attempt to get players sweating and considering backing down. If they do sweat, even if they don't back down and they ultimately win, well it's still been a fun conflict.
Finally, there's also the issue of framing conflicts. In the rulebook at the start of the conflict chapter is the example of the Dog's brother off to kill a "Lady of the Night" for taking his son's - the Dog's nephew's - innocence. What does the Dog do?
In a situation like this, there's no right answer, and the Dog may back down simply because he doesn't want to hurt his brother - and if he doesn't back down, if he presses on despite his brother's willingness to fight over it, welll that's exactly the kind of thing DITV thrives on.
Finally, Vincent has mentioned on the forum the following advice: make sure your town has NPCs who will present at least three conflicting and mutually incompatible desires to the players. This kind of thing is important because if you have built the town well, players will actually disagree about what should be done. Perhaps the most important source of conflict in DITV is between the Dogs themselves. It doesn't matter if three Dogs can defeat any NPC if they are actually on opposite sides of a conflict.
If your players have a team mentality, I'd recommend looking for ways to encourage their characters to get in conflict with each other.
I'm not talking about sneaky traditional GM tricks to separate the group, but just keeping an eye out for when one player, by his expression or body language, isn't in full agreeemenet with another player, and mention, "you don't look convinced. Do your want to argue the point?" and look at the dice. When players start gently discussing what they want, but it's clear that different opinions are present, I often say, "It looks like we have a conflict. Grab your dice."
I then stress that either side can give at any time, there's no reason for it to escalate beyond talking - but that does mean of course that they lose. So, sooner or later, someone will feel strongly enough to escalate.
On 3/26/2007 at 4:16pm, MUKid wrote:
RE: Re: Multiple Participant Conflicts
Hi Darren, and thanks for the advice.
The groups I played with this weekend were both very experienced role-players who've played a multitude of various systems. They're the kind of gamers who would have a team attitude if they thought it would benefit the overall story, but not if they don't. I'm really lucky to be running a game for such gifted players - most of them have campaigns of their own and are very familiar with story and setting and such. I just mention this so I can set the stage here and let you know that understand the INTENT of the game and the mechanic, and so do I, but we were just looking for other ways of doing things.
I also understand that multiple NPCs are treated as a single dice pool. I think this is the way to go, because otherwise the GM would have multiple pools to keep track of. For this simple reason, I'd always try to roll a group of NPCs as a bunch of dice, and use the rules to describe it the way that Vincent describes in the rulebook. For example, when the NPC mob sees a raise, one of them gets shot in the head, weakening the whole group (just as an example). So I want to just stick to discussing multiple PCs and a single NPC for now, just to keep things simple (I know, I brought it up, but I want to focus my question to only this instance).
I know that there are multiple story tricks to use to make even a successful action painful for the NPCs. I used those this weekend. For instance, when the characters browbeat the old farmer into letting them see his daughter, it was clear from his body language that he felt he'd failed as a father. By insisting the way they did, the characters really made the old guy feel bad, which in a campaign would certainly lead to repercussions (these were one-shot games, so there were no long-term repercussions, but the players are good enough that they still cared). The characters appreciated that fact and enjoyed the way it was handled. They really did feel bad for the old guy, but hey, nothing to be done about it.
But I'm talking pure mechanics here, not story. What if the PCs weren't arguing against Farmer Bob, but against Daniel Webster? According to the rules, three or four Dogs with modest stats in Acuity and Will could talk circles around him. What's odd to me is that a single PC would be flummoxed by Mr. Webster, but if he gets two or three of his thuggish friends standing around him (or even not so thuggish friends) they can defend OJ against Daniel. What if I want Daniel Webster to be a truly great orator? What if I want the characters to find some other way to get around him rather than just talking him down? What if I'm using these rules in a setting where it makes sense that sometimes the PCs are not the baddest and best around?
More troubling is the way the rule works in a simple chase scene. Now why would multiple Dogs have a better chance at beating an NPC in a race than a single Dog? And I'm not talking about fancy story tricks here - I can easily narrate how two or three Dogs team up on one NPC, cutting her off at the pass, tripping her, throwing obstacles in her way, using teamwork to slow her down and catch her. Or maybe even the sight of three Dogs, with their coats and pistols and whatnot, just freak her out to the point that she can't run. Again, let's just stick to mechanics - how does a single NPC beat three PCs in a footrace? Ever?
I really, really like these rules. When it comes to a ruleset that allows PCs to roleplay debate, discussion, and non-physical conflict, they are superior. I do wish that there was a simple "d20+skill" roll that could come up sometimes just to see who's faster, or quicker, or wins in an arm-wrestling contest. I'm tempted to just have players in these situations simply roll their dice pool and count up the total. That would solve the footrace problem - everybody roll Body, plus any relevant traits and relationships, and high roll wins. I'm wondering if that's the best solution, or what others do to solve these problems (if they experience the problems at all!)
Thanks again for the input! :-)
On 3/26/2007 at 4:32pm, rohoe wrote:
RE: Re: Multiple Participant Conflicts
Wow, amazing how the fates can align. I too am new to the forum and just ran my first DiTV game this weekend. I don’t want to hijack this post with my experience but we had the exact same problem with the many dogs on one NPC. I would be interested in hearing specific examples of how other groups have dealt with this issue in your games.
Thanks
On 3/26/2007 at 5:29pm, Glendower wrote:
RE: Re: Multiple Participant Conflicts
Here's some advice. Vincent's working on another game called Afraid, that uses a similar mechanic. He's got a great rule on group conflicts that I've used in my Dogs games to great success.
The link is here. Run a search on the page for "Group Conflicts". It solves the mechanical problems of One GM vs. many Dogs rather nicely.
On 3/26/2007 at 5:39pm, lumpley wrote:
RE: Re: Multiple Participant Conflicts
It's easy to make a Daniel Webster. Check out the rules for sorcerers and possessed people (and notice especially that sorcerers can become possessed at will.) Here's a guy who gets 4d8(demonic relationship)+5d10(demonic influence) to roll in the conflict, plus inflicts d6s for "just talking" fallout.
Three Dogs can kick the butt of any normal person - and I agree with you, why bother to roll at all? A possessed person can take on two Dogs. A sorcerer can take on three for sure.
-Vincent
On 3/26/2007 at 5:43pm, lumpley wrote:
RE: Re: Multiple Participant Conflicts
As for the chase, just say "hey, who's fastest? Okay, the conflict's between the NPC and you. If you win, the rest of you can be there for the followup."
-Vincent
On 3/26/2007 at 5:48pm, Eliarhiman6 wrote:
RE: Re: Multiple Participant Conflicts
In the case of an ordinary person, I think it's perfectly normal that he is unable to stand by his opinion when confronted by 3 dogs. Think about you, confronted by 3 angry persons who have the power (and the duty) to decide if you are a good faithful, a sinner or a demon worshipper, and if they get the wrong conclusion, BANG, you are dead.
Do you say to them that they are wrong, and you know what they should think if they weren't wrong? I don't think so.
All you have to do is: don't allow stakes of the kind of "we convince him that we are right", and change them to "we convince him to admit that we're right"-
On 3/26/2007 at 6:05pm, MUKid wrote:
RE: Re: Multiple Participant Conflicts
Wow, lunchtime is the time to check for replies!
Glendower: Those rules look good, and are pretty much how we did it in one instance. We'd make everyone match to "stay in" a conflict. So even if PC#1 raises and names the NPC as his target, the other PCs have to match that raise, too. We said that in this case, if you couldn't see or didn't want to, your side didn't actually "lose" the conflict - just that your participation became more theatrical than mechanical.
Vincent: Thanks for the replies. Yes, I figured that I could make a single NPC have enough dice to be able to withstand a barrage of several Dogs. I can see in another setting how "Jedi Training" or "Law School" might take the place of "Demonic Relationship," and give a well-trained character another good pool of dice to draw from. However, the point still remains that if there are several PCs talking to one single badass NPC, the group always has the advantage just based on sheer numbers. That's fine for some things, but in other situations I just can't make it work in my head. Why would eight Padwans be able to beat Yoda in a drinking contest when a single one couldn't? But I don't want to belabor the point anymore, so I'll just leave it at that and go on with life. :-)
As for the running contest, I like that answer a lot. Make the PCs decide who's fastest, and then he rolls against the NPC. Simple.
Moreno: I agree 100% with you that a single normal NPC should definitely not be able to stand against three Dogs, and the presence of three Dogs at once makes that NPC a little more shaken than normal, and so he wouldn't be arguing his best.
On 3/26/2007 at 6:14pm, MUKid wrote:
RE: Re: Multiple Participant Conflicts
Okay, so for the record, here are some different ways of handling multiple NPC conflicts, or conflicts with multiple participants.
1) Remember that a group of Dogs is more than a match for most NPCs in any task, even just talking.
2) Use Demonic Relationships (or something similar, if you'd like, like "Law School") with lots of dice.
3) For straight up "Who's Fastest?" kinds of conflicts, start by asking the PCs which of them is fastest, and then have that PC be the only participant in the conflict along with the NPC.
Other ideas (that I came up with):
1) Use one answering See for the NPC no matter how many times he's challenged in a single round. (Possibly hide the dice from players in this case, so that they are each encouraged to go "all in" for their raises?)
2) Roll your pool's dice once, total it, and compare everyone's total - highest total just wins.
3) Designate one PC as the primary challenger - others who are helping may roll their pools, and give one die to the primary challenger for the duration of that challenge.
On 3/26/2007 at 6:53pm, lumpley wrote:
RE: Re: Multiple Participant Conflicts
Your ideas:
#1 is very much like a rule in Afraid for group NPCs, you might want to check it out.
I never, ever endorse playing with hidden dice.
#2 I don't like. As GM, I'd rather just give. Giving is good!
#3 is a lot like an existing rule. Check out the rule for using your fellow Dogs as improvised belongings. That's my preferred way to handle it.
-Vincent
On 3/26/2007 at 9:33pm, Valamir wrote:
RE: Re: Multiple Participant Conflicts
My favorite trick is to make the Dogs see each other's raises.
This is especially effective if they are using different tactics. For instance say you're in a "Just Talking" conflict and one Dog is using their "Kind and Gentle Ways" Trait, while another Dog is using their "Big and Scary" Trait.
In my view I'd make each of these Dogs see the other's raise. Dog #1 isn't going to want to see Dog #2 brow beat the poor guy, and Dog #2 isn't going to have the patience to let Mr. Nice Guy take all guy schmoozing (if he does have that patience, then he shouldn't have called on "Big and Scary" yet.
This accomplishes several things:
1) a little intra Dog rivalry is often a very good thing
2) it demonstrates how too many cooks can spoil the soup...where the Dogs are essentially getting in each others way.
3) it mechanically bleeds some dice out of the Dogs, and
4) it encourages Dogs to "go it alone" when they know the other Dog wouldn't see things there way any way.
On 3/27/2007 at 4:55pm, Web_Weaver wrote:
RE: Re: Multiple Participant Conflicts
Hi all,
Replace 'make' with 'encourage' and me and Valamir are on the same page, as the rules suggest that only the raising player chooses who has to see. However helping dice can be solicited from players and are mechanically powerful, allowing surprise Turned Blows very easily if a large dice is donated to a pool of low dice.
As an aside, in comming to this conclusion our group have struggled with how to represent actions that are aimed at one PC/NPC but have an effect on others, and we have decided that rather than asking all peripherally effected players to see, the mechanics work much better by utilising Helping Dice.
Differences of opinion are one of the keys to this game in my opinion, and if you can twist a conflict to play PCs off against one another then you can always achieve some level of victory.
Another way of looking at it is to have a wider definition of winning, I would consider a conflict a success if:
• The PCs come down on different sides in the end regardless of the resolution.
• One or more of the players give because they no longer agree with the conflict.
• One of the players uses the fallout or later reflection fallout to change the character as a result of the conflict.
• The NPC gives and comes back with an immediate follow-on conflict that ratchets up the tension or drama.
• The loosing NPC was able to hang on by blocking or taking the blow and make a raise that made the players seriously consider giving.
• The loosing NPC was able to hang on and make a raise that revealed major plot points.
A lot of these are dependant on careful selection of stakes so that conflict is giveable, this takes negotiation with the players.
Remember the details of the conflict are narrated not rolled for, many games suggest that failed rolls do not mean the character couldn't perform the task, but that complications arise, so in your example of a competent and experienced orator you can still narrate his confidence in his argument and his ability with rhetoric and have him loose for other reasons. He may even loose for reasons that are unintended by the players, such as the afore mentioned intimidation, or end up with counter-productive fallout like "I Don't Trust Dogs" or "The King of Life sends judgement through a Gun".
On 3/28/2007 at 4:35pm, MUKid wrote:
RE: Re: Multiple Participant Conflicts
It's been a couple of days since I visited the forum, so pardon my late replies.
Vincent, I assume you've playtested using hidden dice. What kinds of problems does this cause, or what sorts of advantages do you see by keeping dice always open? It seems that hiding the dice can create some drama, tension, or just uncertainty at times in the game. I recognize that playing with them open lets the PCs know if they're going hammer an NPC or perhaps get hammered themselves, and then they can narrate accordingly. As a "game," however, it seems fun to sometimes not be sure what you're up against. (I'm assuming here you're anti-hiding-dice in Dogs, not in all RPGs).
Also, I looked over that rule for Afraid, and the reason I didn't quote it outright is that I thought it was only when there was a group of NPCs that is up against one or more PCs - is that correct? Using this mechanic, the problem that I found is that once the PCs know what the NPC Sees with, they know which dice they should use for subsequent raises. Example:
PC #1: Raise 8, NPC affected.
NPC: See 10.
PC #2: Well, I can't beat a 10, so I'll burn a couple of low dice. Raise 2, NPC affected.
NPC: My 10 already sees the 2.
PC #3: Me too... I could make a 9, but not an 11, so I'll just raise 4, NPC affected.
I don't know, it seems weird. But maybe now that I think about it, it works. As characters, the second one judges how the first one's action affected the NPC, and either "kicks it up a notch" or just settles back to watch. Then, if needed, he jumps in with a big number later on. The PCs still have a decided advantage, what with more dice to choose from, but at least they're having to burn up dice as the rounds go by. Without doing something like this, the problem is that the NPC, no matter how good he rolls, usually just flat out runs out of dice before the characters do, and is forced to give up the conflict even after "winning" every point.
Thanks again for the discussion.
lumpley wrote:
Your ideas:
#1 is very much like a rule in Afraid for group NPCs, you might want to check it out.
I never, ever endorse playing with hidden dice.
#2 I don't like. As GM, I'd rather just give. Giving is good!
#3 is a lot like an existing rule. Check out the rule for using your fellow Dogs as improvised belongings. That's my preferred way to handle it.
-Vincent
On 3/29/2007 at 3:56pm, lumpley wrote:
RE: Re: Multiple Participant Conflicts
Remember also reversing the blow. If I'm the GM and I've got a 6 and a 4 see showing, you aren't going to want to raise me less than a 6. If you do, I get to keep the 6 for my next raise.
About hiding dice: it's important for the rhythm of the game for people to give or escalate as soon as they know they're losing, instead of playing it out to the boring bitter end. If you hide the dice, nobody can tell when they're losing.
Uncertain outcomes, I don't care about. Sometimes outcomes are uncertain, sometimes they aren't. Giving and escalating are the things that matter.
-Vincent
On 3/29/2007 at 9:23pm, MUKid wrote:
RE: Re: Multiple Participant Conflicts
lumpley wrote:
Remember also reversing the blow. If I'm the GM and I've got a 6 and a 4 see showing, you aren't going to want to raise me less than a 6. If you do, I get to keep the 6 for my next raise.
Okay, so what you're saying is this - we're assuming I use one set of dice to "See" all raises in a given round (which I know isn't the real rule). So Player A raises 8, I see 8 with two 4's. So if Player B raises 4, I could See with that same 4, and then keep it for my next raise? But if Player B raises 5 or better, I can't do that, right?
When I See with my dice after Player A raises, am I committed to using those dice? Could I swap them out after Player B raises? So if I see with two 4's and Player B raises with 6, could I swap out my total of 8 with two 4's to a 6 and a 2, thereby reversing the blow on Player B? (Am I making sense?)
As for uncertain outcomes, I think that's just a difference in play style. I enjoy it when the characters don't know right off if they're going to win or lose, and keep pushing, hoping for the win. More importantly, my players enjoy that style, too. Not all the time, not in every game, but a lot of the time they do. I think I'm a pretty good GM, and I don't use my extra knowledge to screw them. I use it to tell a good story. They seem to appreciate that. I think it helps play more realistically, since the actual character can't "look at the dice" and know when to give up or when not to (if it were true in real life, I could just glance over at your 4d10 you just rolled and we could stop this discussion right now, heh...) More realistic play isn't always the goal, of course, but if that's what the players are going for, hiding dice helps, IMO.
On 3/30/2007 at 12:59am, Eliarhiman6 wrote:
RE: Re: Multiple Participant Conflicts
MUKid wrote:
As for uncertain outcomes, I think that's just a difference in play style. I enjoy it when the characters don't know right off if they're going to win or lose, and keep pushing, hoping for the win. More importantly, my players enjoy that style, too. Not all the time, not in every game, but a lot of the time they do. I think I'm a pretty good GM, and I don't use my extra knowledge to screw them. I use it to tell a good story. They seem to appreciate that. I think it helps play more realistically, since the actual character can't "look at the dice" and know when to give up or when not to (if it were true in real life, I could just glance over at your 4d10 you just rolled and we could stop this discussion right now, heh...) More realistic play isn't always the goal, of course, but if that's what the players are going for, hiding dice helps, IMO.
I certainly can't tell you how to run your game (and only your players can tell you if they enjoy one way of playing more than another), but you should understand what does this mean: a complete 180 degree turn around of the game, from it's deepest foundation. It would be like playing D&D to heal monster and give them stuff.
It's been said that DitV is a game of hard choices, and I agree. At the core of the experience of playing this game, it's a single moment, in play. The moment in which you have to choose. Knowingly. Raise or give up. Take the blow or escalate. Knowing well the consequences of your choice. These choices MAKE your character, they make him a coldblooded killer or a man who would die for what he believe, a coward or a man who would risk anything to save another. These choices characterize the Dogs like I have never seen done in another rpg, ever.
And these are all MORAL choices. They show what you character is made of, inside.
If you keep the secret about what they are choosing, they don't choose anymore. They guess.
The choices? They will not be moral anymore. They will be tactical.
You will never discover what your character would do at the end, before the final choice. Your player will be denied that defining moment, and all they will discover is how much they are lucky with dices, or how much they are able to calculate probabilities. Killing a man to save another will not be a moral statement anymore, it will became a bad roll of dices.
And I don't know how much you are familiar with DitV conflict, but they can be very, very long. If the player don't know what they are against, they will try until the end to "win". To guess how many dices you have. Four stats (with escalations) + some relationship mean at least 20 dices, plus traits and possession, that mean over 40 dices, for three players mean 120 dices. And they can get dices from the environment, from things that they can narrate in the fiction. "I hide behind the big barrel, +2d6", "I take a handful of sand, +1d6".
What does this means? It means that, when your player will understand well the rules, they will beat you every single time. You don't really have a chance. They will never be without new dices to roll, They will beat you, at the cost of dragging the game over an hour of raising and blocking.
Why this doesn't happen in the game-as-written? Because the player see at once, seeing your rolls, what this would cost them. They see this NOW, at the beginning, before committing to the conflict. (and in this cost I count the tired look of the other players when the conflict drag on). But if you make the conflict all this big secret, they will want to discover what you have. As a game inside the game.
There is more: It doesn't matter that you don't use the screen to screw them. They can believe you, but they will never be sure. And even if you don't screw them changing the rolls, you are still trying to trick them into making the wrong tactical choice, hiding the dices. It's the game of "lets guess what the GM has". It breed distrust. In the DitV book Vincent talked a lot about the way to play to avoid all this, If the conflict resolution is the heart of DitV, this is its soul. Playing with hidden dices mean throwing out this, and turn the game in a "traditional" guess-the-gm game.
And it doesn't improve the "realism" a bit. Yes, you can say that IF the players really were the characters, and they were in the west and not at you table, they would have to decide without seeing your dices. But this is because there wouldn't be any dices. In the same vein, you could ask the player to decide who would win in a brawl, boxing for real between them. Or you could shoot one of them to see if you miss or not (with very realistic sound effect). But this would improve even a little bit the "realism" of the character's story?
In my experience, no. Not even a little bit. Well, there would be a really a big chance of losing realism. Because these "realistic" way to resolve conflicts tends to give results much less realistic that the ones where the players see all the factors. Why? Because we, as people, are much more good at giving realistic results when we have all the information that when we are denied them.
It's the difference between using a system that start with a "realistic doubt from the wrong person" (because it's the character that should be in doubt. Not the player) thinking that from this "realistic" input could only be born realistic results, as an act of faith, and a system that is by design "as realistic as the players want it to be" because they narrate the results and can disallow what they don't want in the game.
In summary: if you want to play with hidden dices, to "tell a good story" to the players, I thinks that DitV is the wrong system to do that. It can't do what you want. If you want, give it a chance, playing as it is written (even the little rules that you think don't make sense. You should try to follow them the most, to the letter) , and see the results.
They could astound you. As it happened to me.
On 3/30/2007 at 2:46am, Valamir wrote:
RE: Re: Multiple Participant Conflicts
What he said.
On 3/30/2007 at 1:13pm, MUKid wrote:
RE: Re: Multiple Participant Conflicts
Oh sheesh, I agree with you guys completely about Dogs. I think that it's exactly what you said it is, and when I played we played with almost all the dice out in the open. We experimented a little with hidden dice, just to see what it was like and monkeying around with the rules. When I play Dogs again, I'll play with open dice, more than likely. You guys are right - if you want to play something with hidden dice, then maybe try a different game.
But I think this all applies when playing DOGS, not when using the rules with some other setting. What I really think Dogs excels at, better than any other game I've played, is dealing with verbal conflict. I'd like to try it with some of the alternate setting ideas in this thread. I think that playing Star Wars with the Dogs rules would ROCK. In *that* setting, it might be cool to try it with hidden dice, don't you think? I mean, Vincent has written a very neat set of rules, and I think Dogs is only one possibility for how to use them.
As a bit of an aside, although I haven't played it, I own With Great Power. It uses a very similar system, but the "dice" (actually, cards) are hidden. And it's also a narrative game, with a character-driven story, and it works really well. That's what I'm trying to say here - you don't have to play with open dice for the rules to work. And in some settings, hiding the dice might be better.
Just sayin' is all. ;-)