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Started by Parthenia, March 24, 2007, 01:12:33 AM
Quote from: Joshua A.C. Newman on March 24, 2007, 10:50:12 AMHow do 2:1 conflicts work? What about ≥3-way conflicts?
Quote from: Parthenia on March 24, 2007, 01:12:33 AMI loved that as the GM I know people's motives, now "Motivations", but not their tasks or goals. The "I know you're up to something" tension that it creates is great, and does well to instill a nice air of mistrust between slaves, mistress, and eventually the overseer. In the next session I'd like to see more interactions between the PC's, especially Martial (Joshua's character) and Cupit (Emily's character).
QuoteI really like dice games, and like to roll lots of dice. Some people do, too, some people don't. I'm not completely happy with the way Major Conflicts work as written, but I'm going to change it a bit.
QuoteIf a slave is to stand a chance at winning a major conflict against his master, mistress, or overseer, he should engage in minor conflicts and bargains in order to win a little luck. That was a nice little surprise how that worked out.Slaves, espeically those who are sick, socially worth less (women, children, and the elderly) need all the luck they can get to win, so they need to gamble and interact more with other characters: build their support system and community. The stronger or more socially powerful you are, the more you can win on your own worth. That was my intention, I think, and it's interesting how it played out more successfully than I had hoped.
QuoteQuestion: in the playtest draft that I read, all the slaves know each other's Tasks and Goals. Is this still the case? Or are they hidden from everyone?
QuoteThis seems to be a feature of the "Vincent Baker" school of game design. Dice! And lots of them! Maybe it's something about Western Massachusetts. (grin).I do have a question about this aspect of the game. From my reading of the playtest draft, the three rerolls in a Major Conflict didn't seem to be tied to any changes in the fiction. Maybe it's my personal aesthetic, but I'd want to see initial narration throughout the conflict, based on who is currently winning.
QuoteI was also hoping that you could elaborate a bit on the role of the Rootdoctor. Maybe this is showing my ignorance of the times, but the addition of magic (even folk magic) to the game seemed odd. The fact that this role is a central part of play (e.g the requirement that a Rootdoctor character exist) indicates to me that this is an important part of the game for you. I somehow doubt that it's there simply to be "kewl". So, what are you hoping to accomplish with this part of the game?