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Topic: Veridicus: Announcement
Started by: dragongrace
Started on: 4/8/2003
Board: Indie Game Design


On 4/8/2003 at 4:58pm, dragongrace wrote:
Veridicus: Announcement

http://www.anycities.com/user/dragongrace/Veridicus/Veridicus1.html

for general perusal and discussion of any who want to digest this small effort.

I took my inspiration from Universalis, Pool, and Nomic.

in short, Veridicus is a generic story telling system that uses playing cards to determine what the facts are and who is in control of the story.

(I've been working on it behind the scenes for about a week.) I'd appreciate any feedback, constructive criticism, thought, ideas, tomatos thrown in my general direction.

thanks.

JOE--

Message 5957#60601

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On 4/8/2003 at 11:18pm, Mike Holmes wrote:
RE: Veridicus: Announcement

OK, several notes. Very non-sequential; I apollogize.

First, you seem to have some idea of a passing of narration called Narration Transitions, but I've not seen an explanation of when they occur. This needs to be explicit.

Second, you call it a draw when you play a card, which makes it sound like you're drawing from the deck. I'd call it Playing a card, instead, just for clarity. Also, does this happen simultaneously? Do you redraw after playing?

How do you kow when you've "proven to the satisfaction of the group" that a conflict exists? Is there a vote? Unanimous, majroty, super majority, plurality? Similarly how do players decide that someone is "abusing" challenges to get a better hand? That's a punitive rule, and ought to be changed to something where the player self monitors. Perhaps if no redraws occur until the end of a player's narration, then the player would be wasting his cards on useless challenges.

What's the purpose of the Timing rules in terms of implicit and explicit. Also, these need better names. All facts that are stated seem to be explicit by definition. A implicit fact sounds like a player says, "There is a car." and the implicit fact is that it has wheels.

If we are all playing in Actor/Author stance, how does the world get created/manipulated? Can some play one way, and others another? If so, what's the split on power?

House size seems of paramount importance, but then I'm not sure on your refreshment rules. The random method of determining "stats" may often give one player a huge advantage over others. Have you considered a point system instead to start? So players can have control over areas they like in the measure that they like? Perhaps something pyrimidal so that spreading out is more efficient than stacking.

The mutable/immutable things seems odd. I'm not sure I get it. If we all color the ball, to the extent that it becomes immutably green, then no narrator can narrate it being painted blue? What does that achieve?

Mike

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On 4/8/2003 at 11:20pm, Mike Holmes wrote:
RE: Veridicus: Announcement

OK, several notes. Very non-sequential; I apollogize.

First, you seem to have some idea of a passing of narration called Narration Transitions, but I've not seen an explanation of when they occur. This needs to be explicit.

Second, you call it a draw when you play a card, which makes it sound like you're drawing from the deck. I'd call it Playing a card, instead, just for clarity. Also, does this happen simultaneously? Do you redraw after playing?

How do you kow when you've "proven to the satisfaction of the group" that a conflict exists? Is there a vote? Unanimous, majroty, super majority, plurality? Similarly how do players decide that someone is "abusing" challenges to get a better hand? That's a punitive rule, and ought to be changed to something where the player self monitors. Perhaps if no redraws occur until the end of a player's narration, then the player would be wasting his cards on useless challenges.

What's the purpose of the Timing rules in terms of implicit and explicit. Also, these need better names. All facts that are stated seem to be explicit by definition. A implicit fact sounds like a player says, "There is a car." and the implicit fact is that it has wheels.

If we are all playing in Actor/Author stance, how does the world get created/manipulated? Can some play one way, and others another? If so, what's the split on power?

House size seems of paramount importance, but then I'm not sure on your refreshment rules. The random method of determining "stats" may often give one player a huge advantage over others. Have you considered a point system instead to start? So players can have control over areas they like in the measure that they like? Perhaps something pyrimidal so that spreading out is more efficient than stacking.

The mutable/immutable things seems odd. I'm not sure I get it. If we all color the ball, to the extent that it becomes immutably green, then no narrator can narrate it being painted blue? What does that achieve?

Mike

Message 5957#60713

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