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Started by Martin Higham, November 29, 2007, 03:51:34 PM
Quote from: Martin Higham on November 29, 2007, 03:51:34 PMCharacter LimitsI'll start with a simple question. Why is the number of Characters in a game related to the number of players when the amount of time any character will have in the limelight will be closely tied to the Story Type? Wouldn't it be better to have fixed limits for each Story Type. For instance, the Short Story could specify four Characters to start and allow a further three to be introduced. I'm guessing at the numbers but I'm sure you have a good idea of what works best.
QuoteSettingI think the rules should make it explicit that Setting decisions should be made during Setup, before Characters or Crimes are determined. Setting should include Location & era. While the Setting of my home town works for some I cant think of any group I would play with where this would work as our home towns are different and knowledge of my town may be quite limited for a player who may live only ten miles away in one direction and works 20 miles in another. I think the people I know would settle for London (although none of us live there), Glasgow, Raymond Chandler's LA or an imaginary generic Noir'ish American town. Whatever it is the players need to agree it up as part of Setup. Likewise, they need to agree an era. I'm sure there are going to be a many 1930s and '40s games of Dirty Secrets as present day.
QuoteMotivationsA lot of the feedback revolves around Character motivation or more importantly a lack of it. There's plenty of advice in the second part of the rule book but most players probably will never read it. You've said that each player should have an idea of what happened. Is it worth trying to formalise some of the advice into the game itself? For instance; just before the first chapter each player could be given a sheet of paper and ask to write a few words about who committed the crime & why and also how each of the other characters is involved. I think this would certainly help kick start a SHort Story.
QuoteLiar's DiceI enjoy Liar's dice and have played for many years and fully understand your reasons for its use. I am concerned that it introduces a quite a complex mini-game for around conflict resolution and wonder if a simpler system could be used. However I'll withhold judgement until I actually play the game. I'd be interested in the views of those that have played the game regarding its use.
Quote from: I said:My goal was actually to provide a thematic experience by analogy. What I mean is this: most conflicts in a game of Dirty Secrets are about bluff and counter-bluff on the character level. So, why not have a conflict system which is about bluff and counter-bluff on the player level? When playing Liar's Dice, you try to read your opponent's dice in his eyes. So, thematically, this connects the players to the characters.
Quote from: Martin Higham on December 02, 2007, 04:44:24 PMThanks for all the answers. The are seemed to make perfect sense. Hopefully I'll get to play the game soon. Having just played a short game of Spione I can see the similarities and differences between the two and am looking forward to how the end result is affected.
QuoteI have one other question and that is about Violent conflicts. "The violence level equals the difference..."Does this mean 2 more or 2 fewer matching dice result in the same amount of violence?