The Forge Reference Project

 

Topic: RFP: "Roguelike Digsiversalis Hack"
Started by: David Artman
Started on: 2/6/2008
Board: Playtesting


On 2/6/2008 at 7:52pm, David Artman wrote:
RFP: "Roguelike Digsiversalis Hack"

Hi, folks; cranking on my first "Story Game" concept (I think--it's pretty gamist, actually).
<a href="http://docs.google.com/Doc?id=dgf9k524_1f4cgr3x9">Roguelike Dogsiversalis Hack (working, tongue-in-cheek title)

My requests:
1) PLEASE playtest; full name (or handle), front-matter credit to anyone who provides solid feedback (i.e. I can use it or it effects a rule change).
2) I believe that the Token economy will eventually have to be based on the inverse of the ratio of Opposition : Adventurer (X : 1). What are good ratios that you've found in play (e.g. Adventurer refreshes 5 Token per Zone and Opposition refreshes 2 each; 10 versus 3; etc)?
2.1) Do you find the game better if it is more lethal, like "traditional" roguelikes? Put differently, is it "OK" for the game to kill an Adventurer in, say, five time the amount of time it took to setup the World, Home, and Adventurer (e.g. 10 minutes of setup yielding "only" an hour-long game)?
2.2) Should I explain how to drift the ratio away from highly lethal to more easily successful? (Basically, a chart of starting and refresh Token counts.)
2.3) Should the core rules actually ramp up that ratio? For example: the Refresh starts at Ad5 and Opps1, but the Ad's reduces by 1 (minimum of 1) every time that he or she returns Home?
3) What didn't you "get" or what was the one most difficult aspect of play based on the rules as written?

Thanks, all--especially Vincent (Trait dice), Eric (freeform location instantiation), and Mike/Ralph (Tokens for Tenets)!
David

Message 25696#247443

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