Forum changes: Editing of posts has been turned off until further notice.
Started by Blake T. Deakin, February 20, 2006, 04:28:09 PM
Quote from: Andrew Morris on February 21, 2006, 12:03:58 AMIn question 7, you don't really seem to answer the question. You say what will be rewarded, but not...you know...how.
Quote from: Andrew Morris on February 21, 2006, 12:03:58 AMHave you looked at/read/played The Mountain Witch and Carry? My first impression (which could easily be wrong) is that your game has some similarities to both of these.
Quote from: Andrew Morris on February 21, 2006, 11:17:08 AMWait, wait...I'm confused. I do something that gets me Sway. I can now choose to keep the Sway and use it for myself whenever I want, or give it to another player in the hope that they'll use it to help me when I need it? Am I understanding this correctly? Because, if I am, I can't see what incentive anyone ever has to give Sway to another player.
Quote from: Wolfen on February 21, 2006, 05:59:15 PMAndrew, I think I understand it. Blake, please tell me if I get this wrong. Bruno, Rocko and I are escaping. Bruno attempts to pry open a locked door, so I lend him a hand by giving him Sway. This Sway isn't something I have, I simply choose to say "Hey, Bruno. Take a point of Sway" and boom, he's got a point of Sway. If Rocko does the same, Bruno's got two points of Sway that he can roll into his attempt to pry open the door. As I understand it, he keeps these points for the most part, unless he loses them in a conflict. What this means is that Bruno is more powerful than either Rocko or I. (I believe I remember reading that you said that only one character at a time can have Sway?) This is good because it means he's got extra resources to get us out of trouble. This is also bad because if he decides to sandbag my efforts in something because he doesn't like the outcome, then he's got the dice to do it. The other way to get Sway is interpersonal conflict. Bruno can pop Rocko one, and possibly gain Sway in the process, because Rocko is intimidated by Bruno. On the other hand, if I decide to pop Bruno one, I can make him lose Sway, and if he's got none (or loses more than he had) I can gain some. I gather that Sway can also be lost in conflicts not involving another PC. If I understand this correctly, I think you've got an elegant interpersonal conflict system that will make it so the players have to trust each other somewhat, but never too much. The only problem I see with this is the party mentality. If all of the players decide to work together and not ever try to screw each other over, then basically you'll have a lead man, and a few backup guys who will gain power over time until they're fairly unstoppable. If you can find a way to encourage the players to play fast and loose and never be too trustworthy or trusting, then you'll have something pretty awesome.
Quote from: Andrew Morris on February 22, 2006, 12:16:34 PMOkay, wait. So, if we have a group of five PCs (A, B, C, D, and E) and B gives Sway to A, A is the only one who can have Sway, even if D and E want to give Sway to C?
Quote from: Andrew Morris on February 22, 2006, 04:26:15 PMYeah, I'm pretty much with Rob on this. I'm not seeing why I would give Sway to another character, rather than keeping it for my own. Other than that, everything seems sound and interesting, to go back to your original questions.