Forum changes: Editing of posts has been turned off until further notice.
Started by Alan, June 10, 2003, 12:35:21 PM
QuoteHow do we know when to change phases? After we've been Playing In a while, what triggers a Playing Up phase? Here's my ideas: when a PC fails at a goal, when a player declares a Goal that doesn't already have a storymap.
QuoteThe Monster rules say a new monster is brought into play EVERY Playing Up phase. Is this intended as a challenge? Maybe players can call for Playing Up any time they like, but every time brings a new monster into play.
QuoteStory Maps I didn't read Alyria, and the quick start rules are no longer available from the Forum link. Is a story map just a series of boxes, one for each person, with relationship lines between? Who decides how many units there are? And how do Monsters destroy units of the storymap? Do they just eat one box every round of dice rolling? Perhaps this is at GM discretion.
QuoteGoal Benefits What good are the things you win by succeeding at a goal? Are they just elements of color that contribute to your Playing In experience? Can they contribute to success at something else? Maybe they're pools of black dice! Of course, if we give Goal Benefits some in game mechanic then being a Bad Ass and Save the World need some additional attractions, don't they?
QuoteGods Gods might have pools of Curse/Complication Dice that get used up through play, then become part of the Monster in the End Game.
QuoteEquipment as Complications Lack of a weapon or proper equipment might be a complication dice on all relevant actions.
QuoteCharacter Generation "The missing extra thing" - An affinity for a monster type, Goal verb, or Goal object? - A black dice pool for specific types of actions? - An affinity to a particular gods? This causes bonuses and penalties to conflicts depending on how the elements relate to the patron god. - Free die for a specific kind of use. Free die isn't eliminated by matching numbers.
QuoteMy concern is that, without any game mechanic value, goal Benefits will have no value to the players.
Quote from: Ron EdwardsQuoteMy concern is that, without any game mechanic value, goal Benefits will have no value to the players. Well, you see, this is on purpose. There are two levels: Step On Up and Challenge. Goal benefits should provide advantages at the Challenge level only, but I want those to be really, really useful things in play. If you get money, you can buy things. If you want to travel across the ocean, you have a ship and a crew. If you want to sleep in a bedroom instead of out there in the cold, then you can.
Quote from: Ron EdwardsThe God stuff is interesting, but remember that the gods have gone bonkers. Before the apocalyptic shit hit the fan, they were nifty patrons and so forth; now, they're crazed and weird.
Quote from: Ron EdwardsHi Ralph,The refinement I'd make to your comments is that Goals are pretty big: "To rule the pirates of the Red Sea." Fixing my ship strikes me as merely an in-game action, a short-term goal with a small "g."Best,Ron
Quote from: Ron EdwardsNo Alyria available?? Are you sure? Check the links in the forum threads themselves ... if not, everyone, bug Seth.
Quote from: Ron Edwards1. By "game mechanics benefits," I'm talking about resolution issues, like extra dice or stuff like that. By "in-game benefits," I'm talking about having 100 warriors at your back.H'm, some resolution issues based on situational things like "100 warriors at your back" wouldn't be a bad idea. I want to stay away from Scale issues a la Trollbabe though.