Forum changes: Editing of posts has been turned off until further notice.
Started by Matt Snyder, March 23, 2003, 04:33:34 PM
Quote from: Spooky FanboyCool!I actually think I like this game even more now. It's good when the "magic" of the character is built right into the system.
QuoteSo if the character wants to bust heads, he uses Chaos + Arete in an old-fashioned street brawl, Chaos + Hubris to whip out the old ball of abysmal flames. Likewise, to patch someone up in an operating room, Stasis + Arete, but to patch someone up by laying on hands, Stasis + Hubris?
QuoteIf so, these Demiurgists are going to come off like Renaissance men, but I think that's a good thing for this game.
QuoteHmm. I can also see how the game gets tricky: how do you define "what the gods want" and "what is the 'right' thing to do", versus "what I want to happen?" Is it assumed that the gods talk more to you than they talk to 'regular' humans? Is there some sort of mechanic for potentially confusing the two, or is it the GM's job to decide what the gods want to happen, and work from there? Because it seems that a character in this game could really get in over his/her head in a hurry. Don't get me wrong; that's cool! ;-)
QuoteMechanics-wise, a question: How are things like duration, distance, etc. increased or decreased for 'magic' purposes? Are successes burned to increase them? Or is that built into the number of successes you get?
QuoteCurious: do people with wildly different, non-Western upbringings see the Eternals/Titans differently than one who is familiar with the Greek mythos? If so, (and I hope so because that would be so cool) it might be a good idea to offer suggestions on what the lady from Africa sees versus what the gentleman from India sees when both are in front of War or Death.
QuoteOdd note: I just realized that, with only the slightest shift in assumptions about the characters, some setting, and some color, you've got a really cool card-based game about Amber.
QuoteYou've caught on to what boils down as the premise of this game. "What is the 'right' thing to do versus what I want (or what I think it 'right')?" That's the good news. The bad news, if we can call it that, is that I can't sufficiently answer your question, yet. That is, much "how to play the game" attention will be devoted to helping players figure out this central dilemma. I don't have a quick answer here, I'm afraid. That is not to say there won't be some mechanical means to clarify this issue, but that it's still too loosey-goosey to share.
Quote from: Matt SnyderThe feedback, criticism and suggestions you've offered are very helpful and encouraging.
QuoteAnd spooky. Don't forget spooky.And sometimes even a little creepy ;-)
Quote from: Matt SnyderThis doesn't mean there aren't mechanics to facilitate this, perhaps even quite similar to what your interesting mechanic poses. It does mean, however, that I've got to give it some serious thought. I'm not satisfied with my "answers" on this key issue yet, but I'll certainly share once I work through it. I have to! That's the game, in a nutshell.