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Started by Brennan Taylor, January 24, 2006, 12:41:48 PM
Quote from: Keith Senkowski on January 24, 2006, 12:51:02 PMWell like I told you after the game, I think there really needs to be a non-magical fact pool for the players. This way they can continue to establish facts about the game. Also I think those magical facts need to have a mechanical omph behind them. We all established mechanical facts, some had direct actions attached, but others where just color, which I think is why I was having trouble with them.
Quote from: Brennan Taylor on January 24, 2006, 12:41:48 PMWhen the time came around to assign passions, I pushed really hard, which I was thinking was my mistake in the last game. Everyone did as instructed and took loves and hates toward their fellow players. In part because of this, the game took a really dark comic turn, especially with all of the drug themes that were introduced. It played out mostly as a violent, drug-addled farce, with all of the gods attempting to tear each other down. There was a great deal of laughter around the table.
Quote from: Brennan Taylor on January 24, 2006, 12:41:48 PM1. After running it three times, I don't think improper passion setting is the problem with this scenario. It worked with my home group, but didn't really come across at conventions. This is because there isn't a real point to this setup: no quests, missions, or any sort of outside threat. Really, the scenario needs to play off the relationships between the gods, and that means that it needs pregens. My Apocalypse Boulevard game ran quite well at Recess, but I suspect that was actually a fluke. When I am playing Mortal Coil at a con, I need to take a page from Luke and carefully construct the passions so they interlock and create a compelling situation that can't be ignored.
Quote from: Brennan Taylor on January 24, 2006, 12:41:48 PM2. The reward mechanic does something really interesting. There is a pool of tokens in the middle of the table that can be given out at any time, and player can nominate others to receive them (unless vetoed). In the games where it starts to really hum, I noticed that the players have come to an unspoken consensus about what should be rewarded. In Apocalypse Boulevard, it was innovative uses of nursery rhymes to create spells for the children. In the Dreamation Old Gods, it was doing something shocking or unexpected that made everyone laugh.
Quote from: Brennan Taylor on January 24, 2006, 12:41:48 PM3. This scenario ended up being very player-vs-player, and I brought in an NPC when things started to drag, just to provoke everyone into actions. The way Mortal Coil is structured, the GM has a huge pile of tokens to create adversity for the players. Since I was doing very little, the one time I drew on this really had a big effect on Alexander. Afterwards, he said he was a little shocked by the amount of force I could draw on in the one encounter where I used these. In Apocalypse Boulevard, with a strong oppositional force that I had to budget my tokens on, this was not a problem. In a game where it is almost all player-vs-player, I had an inordinate and seemingly arbitrary amount of force I could bring to bear. Alexander suggested I play a character next time, and that might be the way to go in a situation like this.
Quote from: Brennan Taylor on January 24, 2006, 12:41:48 PMAll in all, I was again not completely satisfied with how the game went. Everyone there had a really good time, and we laughed til our sides hurt. I learned some more about the game, and came out with a couple of new small tweaks, so it was fruitful from a playtest standpoint. And everyone is still talking about it, so my own misgivings are probably not shared by the players.
Quote from: Mayuranin terms of external conflicts, alexander suggested (long before, i believe), that humans were coming to visit the bar... and then later that the police were coming. but his ideas were color and there was no way for him to force those events in the mechanics