The Forge Forums

Independent Game Forums => lumpley games => Topic started by: Alfred R on November 29, 2009, 06:32:54 AM

Title: [DitV] Round Bend Branch
Post by: Alfred R on November 29, 2009, 06:32:54 AM
This would be my first time building a Branch, and I went a little nuts and had a lot of fun with it. Any thoughts would be appreciated. I have to say, I find the design/prep process for this game to be very, very cool and easy enough that I don't stress over it too much.

Round Bend Branch
and the Round Bend Oil Patch

1a.PRIDE:

1b.INJUSTICE:

2a.SIN:

2b.DEMONIC ATTACKS:
3a.FALSE DOCTRINE:

3b.CORRUPT WORSHIP:

4a.FALSE PRIESTHOOD:

4b.SORCERY:
6.a:
.

6.b:

6.c:
Title: Re: [DitV] Round Bend Branch
Post by: Alfred R on November 30, 2009, 11:50:21 PM
Any thoughts on this set-up?
Title: Re: [DitV] Round Bend Branch
Post by: lumpley on December 02, 2009, 01:16:10 PM
It looks fine!

My usual practice is to encourage people to go to hate and murder, not to stop short. Are you sure you want the Dogs to show up before they do Elijah in?

-Vincent
Title: Re: [DitV] Round Bend Branch
Post by: Alfred R on December 02, 2009, 02:45:53 PM
I was thinking that stopping short and having things continue to evolve while the Dogs are in town would be kind of cool. If Sister Magdalen isn't dealt with immediately, or if she's put on the back-burner, then the Dogs could return from the oil patch to find that things are still unresolved in Round Bend. Of course, if Sd. Elijah has already been killed, then it turns the game into a Yojimbo/Fistful of Dollars scenario with two Stewards, two faiths, and the Dogs in the middle - which is awesome.
Title: Re: [DitV] Round Bend Branch
Post by: lumpley on December 02, 2009, 03:44:44 PM
Yep!

My experience is that once the Dogs arrive, things don't develop on their own, they can develop only in reaction to the Dogs. The Dogs come immediately to dominate the situation, and that gripping murder you hoped to make happen, can't.

The Dogs are like (in fact, exactly like) a detective showing up at a crime scene. It makes most sense when they show up to deal with the aftermath, not when they show up in time to prevent the crime.

But, this isn't to insist or anything, just to explain my usual recommendation. If you play the town just as you've written it, fantastic! I want to hear how it goes.

-Vincent
Title: Re: [DitV] Round Bend Branch
Post by: Alfred R on December 02, 2009, 05:06:18 PM
I think I specifically didn't let the Steward be dead already to sort of sidestep what I perceive as a tendency to either 1) Make the Steward the baddie, or 2) Have the Steward dead/killed.

Granted, in my current line-up, death is a very easy step to move on to. Basically, Sister Magdalen will kill the Steward if she at all perceives the Dogs are disregarding her "verdict" that Elijah is to blame, probably.

I'm wondering if there is any similar way to preserve the Fistful of Dollars-style face-off between Round Bend and Territorial Oil. Course, it could very easily be spawned off of Br. Daniel wanting out of his T.O.C. deal, if Lt. Cadmus comes for him. Alternatively, it could be spun off of Br. Cuthbert similarly, since he is debating going to work for T.O.C., should Lt. Cadmus come petitioning for workers.

I'll be happy to post what happens, whichever arrangement I go with.