Forum changes: Editing of posts has been turned off until further notice.
Started by Adam Cerling, April 22, 2005, 04:24:26 PM
Quote from: WhiteRatMy goals seem to be very similar to Andrew Morris's goals for Shadows and Light, although perhaps with a more Narrativist bent.
Quote from: WhiteRatI don't have a setting yet to go with my system; perhaps, like The Pool, I don't need one.
Quote from: WhiteRatNext the player looks at the highest Weight among all his Ends. He gets one Focus Token for each point under 10 that this is, up to a limit of three tokens. The same happens for Means, for a grand total of 0 to 6 tokens. These tokens may be spent later on one-time successes and rewards -- so in effect, the system rewards players for being less effective overall by enabling them to be more effective in specific.
Quote from: WhiteRatThe Lead may of course try to bribe the Foil out of this course of action with a counteroffer of Focus Tokens, but if the Foil sticks to her guns and makes the purchase, the conflict is over: she wins, the Lead loses, and the two narrate the outcome.
Quote from: Andrew MorrisI'm not sure that it does this. If I were creating a character under these rules, I'd have 8 Ends and Means total, with a 7 Weight in seven of them, and 1 Weight in the eighth. This way, I've got all high scores, and my max of 6 Tokens. There's no benefit (in terms of Tokens, at least) to spread out my Weight more or less.
Quote from: Andrew MorrisWhoa, brutal. I'm not sure if I love it or hate it, but I'd definitely like to hear how that works out in playtesting.How does your system handle conflicts involving multiple participants, who may or may not be working in groups or individually?
Quote from: WhiteRatI don't want to create a stinker of a setting that makes people skip the system.
Quote from: WhiteRatCan you think of different numbers to plug in that might make it balance better against your strategy?
Quote from: WhiteRatI'd definitely appreciate ideas on this point, or pointers to how other Player-vs-Player games do it.
Quote from: Andrew MorrisI've played plenty of games with crap rules because the setting was so cool. I have never played a game with a crap setting because the system was awesome. How many gamers do you know that will tinker with rules to suit their preferences? Probably most. Just something to think about.
Quote from: Andrew MorrisYep -- get rid of the Token limits. If my highest total is 2, give me my 8 Tokens. That'll stop most players from even thinking about how to game the greatest number of Tokens with the least amount of effort. Putting a seemingly arbitrary cap in there just screams, "abuse me!"
Quote from: WhiteRatI'm wary of inflation. Purchasing victory (or, as I'm calling it, Stealing the Scene) is a powerful means of getting your way. If a player can get 18 Focus Tokens by just setting all his Ends and Means at 1, he could buy his way through every conflict all night (since I use conflict resolution, not task resolution).
Quote from: WhiteRatThanks for the ideas regarding multiple opponents. You said they reflect your own thoughts about Shadows & Light. Does your system use task resolution or conflict resolution?
Quote from: WhiteRatBen -- A fresh supply of Focus Tokens are given at the beginning of each game, according to how you decide to distribute Weight among your stats for the session. During the session, the Focus Tokens move amongst players according to the economy of conflicts. Then at the end of the session, the Focus Tokens you have are recorded in your Focus Bank.In later games you can't get those Focus Tokens out of your Bank, except in one way -- using them to purchase subplots from the GM.
Quote from: WhiteRatStealing the Scene costs only one Focus Token if you can apply both, or two if you can only apply one, and three if can't apply any. I assume most players will find a way to pay only one or two in any conflict -- so 18 Focus Tokens will buy your way through nine or more conflicts.
Quote from: Ben LehmanBL> This is fascinating! Could you elaborate on the way that this economy works? I mean, a full, from the group up explanation would be ideal.
Quote from: Andrew MorrisAhh, I see. I misunderstood how Focus Tokens are used to win a conflict. I thought that you had to spend a number equal to the difference in the Foil's total and the Lead's. Hmm...yeah, now I see what you mean. That changes things. Your idea about increasing the cost is good, and I believe it would cut down on this problem.
Quote from: WhiteRatFocus Tokens can also be used as a general means of incentive and barter. Any player can offer someone Focus Tokens at any time as a bribe to choose some course of action.
Quote from: WhiteRatThey go into a Focus Bank where they can no longer be used to win conflicts, but they can be withdrawn in later games to buy subplots (spotlight time to address Premise) from the GM, which is a precious commodity in every LARP I've ever played.
Quote from: Ben LehmanHow does "buying subplots" work? How expensive are they?I'm beginning to think that this is an excellent system.
Quote from: Andrew MorrisIs this purely a metagame barter, or do Focus Tokens represent something in-game?
Quote from: Andrew MorrisHmm...does the player have the choice to convert them to plot-buying power? Because, personally, I'd much rather have Focus Tokens than plot-buying power, so I'd never "cash in" my Focus Tokens. Looking at your goal of not having any players who can dominate the game (which is actually quite the opposite of what I am going for in Shadows & Light), you'll probably not want to give that choice. That means, however, that you'll almost certainly get a flurry of last-minute Focus Token use, and the economy will go wild.
Quote from: Andrew MorrisMaybe the answer to all my points is simpler to accomplish through an explicit Social Contract, rather than through rules or mechanics. Make it clear to all the players what kind of behavior and activities are allowed and acceptable, and what's not. I'm thinking of doing that in Shadows & Light.
Quote from: WhiteRatI'm pleasantly bemused, Andrew, by how very similar our systems are on some points [...] and yet how very different our creative goals are! I hope you're getting as much out of this contrast as I am.