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Topic: [Northwest Passage] Very first thoughts
Started by: resistor
Started on: 9/4/2010
Board: First Thoughts


On 9/4/2010 at 7:31am, resistor wrote:
[Northwest Passage] Very first thoughts

So, I've been having a brain-storm of a a concept for a game, but I don't feel like I have enough background to actually implement.  I'm particularly looking for pointers and/or reading suggestions to help me get ideas for how to implement the concepts I have.

Name:  Northwest Passage
Inspiration:  Coppermine Expedition
Premise:  The characters are early Victorian British exploration party, attempting to chart a northwest passage through Canada.  As winter sets in, supplies run short and each character faces a terrible three-way choice: cannibalism, "going native," or a cold, bitter death.

Mechanical Requirements:
  - Gradual, growing despair.  The tone should start out optimistic, and steadily fall as the expedition proceeds and winter sets in.
  - No fixed map.  Must be generated in play, at the table.
  - Sacrificing "humanity" or "culture" in order to eke out sustenance a bit longer than your fellows.

Cool Things I'd Like to Implement:
  - Checkpoints.  Historical expeditions left behind stone cairns and grave markers, including maps and admiralty reports, for later expeditions to find.  It would be neat (and would add an interesting replay element) to integrate this kind of checkpointing and re-appearance in later sessions.

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On 9/4/2010 at 9:17am, masqueradeball wrote:
Re: [Northwest Passage] Very first thoughts

Sounds cool, what kind of input are you looking for from people here at the forge?

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On 9/4/2010 at 9:29am, resistor wrote:
RE: Re: [Northwest Passage] Very first thoughts

masqueradeball wrote:
Sounds cool, what kind of input are you looking for from people here at the forge?


Well, I don't really have a good idea of how to take this from concept to implementation.  Since that's a useless thing to ask, though, I thought I'd ask something more concrete:

I have this concept, and I want to learn how to implement it.  Can you refer me to other games/designs/whatever that you think would help me figure it out?

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On 9/4/2010 at 9:31am, resistor wrote:
RE: Re: [Northwest Passage] Very first thoughts

That said, other forms of "getting started" advice are also welcome. :-)

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On 9/4/2010 at 9:34am, masqueradeball wrote:
RE: Re: [Northwest Passage] Very first thoughts

No systems jump to mind as really suitable. Can I ask how long form do you think the game will be? I mean, is it a single session thing or something you'd do over multiple sessions?

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On 9/4/2010 at 6:50pm, Skofflox wrote:
RE: Re: [Northwest Passage] Very first thoughts

Owen wrote:
That said, other forms of "getting started" advice are also welcome. :-)


Sit down with some mature players and just talk it through. Sorcerer has a "humanity" mechanic that can be used for inspiration,maybe call it "resolve" and throw against as options become more drastic and the cold sets in....I would recommend characters be a group resource and focus on motives and ethics that are being eroded.
What does the char. have waiting at home that would drive them to survive?
Would some sacrifice themselves?

Perhaps the char. have a "standing" attribute that changes as factions evolve?

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On 9/5/2010 at 12:54am, Noon wrote:
RE: Re: [Northwest Passage] Very first thoughts

Hi Owen,

Well, you've thought about the bigger picture fun. Now it's time to think about the smaller picture fun - what's the fun from minute to minute in play?

Or to be more exact, in gameplay (whether it's RPG, board game or video game (or even sport)), in the past what have you enjoyed from moment to moment. And which of these would you like to bring to your game?

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On 9/5/2010 at 6:24am, Skofflox wrote:
RE: Re: [Northwest Passage] Very first thoughts

sorry to multi- post before a reply but this came to me today...check out "Pantheon" for some ideas on system.

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On 9/5/2010 at 8:39am, resistor wrote:
RE: Re: [Northwest Passage] Very first thoughts

masqueradeball wrote:
No systems jump to mind as really suitable. Can I ask how long form do you think the game will be? I mean, is it a single session thing or something you'd do over multiple sessions?


I see a single expedition as taking maybe a handful of sessions to play out.  Though I'm really keen to figure out a way to incorporate "revisiting" old play through the cairns system.

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On 9/5/2010 at 8:41am, resistor wrote:
RE: Re: [Northwest Passage] Very first thoughts

Skofflox wrote:
I would recommend characters be a group resource and focus on motives and ethics that are being eroded.


I don't quite understand what you mean by this.  Can you point me at an example?


Perhaps the char. have a "standing" attribute that changes as factions evolve?


I like the idea of the increasing factionalization of the characters as a canary for the degradation of their morale/humanity/civilization.  That, then, makes me wonder if maybe some kind of competitive element would be appropriate?

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On 9/5/2010 at 8:42am, resistor wrote:
RE: Re: [Northwest Passage] Very first thoughts

Skofflox wrote:
sorry to multi- post before a reply but this came to me today...check out "Pantheon" for some ideas on system.


The one by Robin Laws, or another one?

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On 9/5/2010 at 9:01am, Skofflox wrote:
RE: Re: [Northwest Passage] Very first thoughts

Owen wrote:
Skofflox wrote:
I would recommend characters be a group resource and focus on motives and ethics that are being eroded.


I don't quite understand what you mean by this.  Can you point me at an example?


Perhaps the char. have a "standing" attribute that changes as factions evolve?


I like the idea of the increasing factionalization of the characters as a canary for the degradation of their morale/humanity/civilization.  That, then, makes me wonder if maybe some kind of competitive element would be appropriate?

Characters would be a group resource and not under the controll of a single player. I know some systems use this approach though which ones I can not say. Using Sorcerer for inspiration the character could come under anothers controll when their "resolve" reaches 0 or whatever benchmarks the group decides on.

Competitive ellements might be a great idea!

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On 9/5/2010 at 9:03am, Skofflox wrote:
RE: Re: [Northwest Passage] Very first thoughts

Owen wrote:
Skofflox wrote:
sorry to multi- post before a reply but this came to me today...check out "Pantheon" for some ideas on system.


The one by Robin Laws, or another one?
Yes,the one by Robin Laws.

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On 9/5/2010 at 9:51am, Ar Kayon wrote:
RE: Re: [Northwest Passage] Very first thoughts

This appears to be a game focused predominantly on the storyline.  That said, I believe it would be best to design rules of narration rather than try to model physical mechanics.

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