*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
August 19, 2022, 12:09:51 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 73 - most online ever: 565 (October 17, 2020, 02:08:06 PM)
Pages: [1]
Print
Author Topic: If u knew then whatcha know now...  (Read 6741 times)
Call Me Curly
Member

Posts: 63


« on: July 03, 2006, 09:37:14 AM »

Vincent,

Is there any rulebook text you'd phrase differently, or mechanics you'd handle differently
if you were just-now releasing Dogs in the Vineyard today?...
based on what you've learned since its actual release.

--Curly
Logged
lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #1 on: July 03, 2006, 10:14:53 AM »

Absolutely.

I'd do NPCs' dice like Afraid does, which you can read here - although those particular dice are scaled for Afraid, not for Dogs.

I'd have escalating count as a block or dodge without dice, just like giving does (except that you're still in the conflict, of course).

I'd handle group NPCs' seeing and raising differently, again like Afraid does, here ... although that particular paragraph is pretty unclear, isn't it?

But yeah, in general, Afraid shows how I've reflected on Dogs' rules in play. There's some stuff that's suited to Afraid because of its subject matter, that I wouldn't do in Dogs - the scene framing fallout thing, for instance - but in most ways I expect Afraid to be mechanically a straightforward improvement.

As for rulebook text, no. I mean, there's a certain typo that's survived since the first freaking print run, but nothing substantial I'd change. I've learned that a) some things, people are going to have problems understanding no matter what I write about them, and b) some people, they just aren't going to understand the text no matter how clear it is.

I'm glad this forum exists! Here, I get to answer the latter people's questions, and the rest of you can answer the former's.

-Vincent
Logged
Lxndr
Acts of Evil Playtesters
Member

Posts: 1113

Master of the Inkstained Robes


WWW
« Reply #2 on: July 06, 2006, 01:31:03 PM »

Okay, I gotta know - what is the certain typo that survived since the first print run?
Logged

Alexander Cherry, Twisted Confessions Game Design
Maker of many fine story-games!
Moderator of Indie Netgaming
lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #3 on: July 19, 2006, 05:17:35 AM »

"roll Acuity and Heat."

-Vincent
Logged
Matt Wilson
Acts of Evil Playtesters
Member

Posts: 1121

student, second edition


WWW
« Reply #4 on: July 19, 2006, 06:14:33 AM »

Quote
"roll Acuity and Heat."

Whatever game that actually belongs in, I think it should be designed soon.
Logged

Andrew Cooper
Member

Posts: 724


WWW
« Reply #5 on: July 19, 2006, 06:30:51 AM »

Quote
"roll Acuity and Heat."

Whatever game that actually belongs in, I think it should be designed soon.

Dogs in the Bordelo
Logged

Ramidel
Member

Posts: 54


« Reply #6 on: July 28, 2006, 03:03:19 AM »

That's got to be a bitch of a typo.
Logged

My real name is B.J. Lapham.
lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #7 on: July 28, 2006, 06:28:41 AM »

Yeah no kidding. Its survival instincts are Not Fooling Around.

Know what's going to happen? Sooner or later, it's going to hook up with the other resiliant typo, the one about edged weapons in the axe-to-the-head example, and they're going to have little baby supertypos. Sooner or later, the book's going to be OVERRUN.

-Vincent
Logged
coffeestain
Member

Posts: 165


« Reply #8 on: July 28, 2006, 06:57:39 AM »

Hey, Vincent.  Can you go into a little more detail about how the group conflicts would work?

It sounds like, when seeing for a group, you push your 2 dice forward and the just stay there, blocking, taking the blow, or reversing it for as many raises as you've got people in the group.  Is that correct?

If so, I've probably got a bunch of other questions about how that would work out in play.  But I'm really interested in finding a slicker way to handle group conflicts in Dogs.

Didn't you also, at one point, mention a desire to give the Dogs fewer dice starting off?

Regards,
Daniel
Logged
lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #9 on: July 28, 2006, 07:14:28 AM »

Right -

It's your Dog plus your two friends' Dogs versus my sorceress and her two thugs.

You raise with a 3+4=7: I shoot her in the head!
I see with a 5+2=7: Thug 1 shoots at you and you have to jerk back. You miss your shot!
Your friend raises with a 9: I shoot her in the gut!
I scowl and add a 3 to my 5+2, seeing with a 5+2+3=10: She stumbles back, blood stains her dress.
I take 3d10 fallout.
Your other friend raises with a 5: I shoot her in the throat!
I set the 2 and the 3 aside, seeing with a 5: You miss! Instead you hit...
I raise with the same 5 and a 3: ...Brother Eustace!

That's as fully as I've thought this thing through. I'll happily try to answer the questions it raises, but my answer might be "huh, yeah ... that's a problem. Huh."

-Vincent
Logged
coffeestain
Member

Posts: 165


« Reply #10 on: July 28, 2006, 07:33:48 AM »

Ah, I got it.  That actually covers most of my questions, I think.  It's more like you're creating a separate pool of dice you can reuse a number of times.

Would either side also supply dice to the conflict?

Regards,
Daniel
Logged
ffilz
Member

Posts: 468


WWW
« Reply #11 on: July 28, 2006, 08:02:45 AM »

Am I correct in reading the Affraid rules that when you are forced to see the 9, you could add a 4 (or higher) and dodge or block with the 5+4, setting aside the 2?

Frank
Logged

Frank Filz
Darren Hill
Member

Posts: 861


« Reply #12 on: July 28, 2006, 10:50:43 AM »

That's a cool idea. I hope it is right.
You'd then keep the 2 in case another player raised with 10 or 11.
Logged

lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #13 on: July 31, 2006, 05:24:07 AM »

I don't remember! Give it a try and let me know how it goes.

-Vincent
Logged
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!