Started by Christopher Kubasik, February 21, 2008, 04:03:50 PM
Quote from: lumpley on February 21, 2008, 12:04:16 PMEach "to hit" roll takes a while, it's true - in that way, I hope the game puts a certain amount of creative pressure on everyone to negotiate interesting consequences instead of "I hit you. I do damage. I hit you. I do damage."
Quote from: Christopher Kubasik on February 21, 2008, 04:03:50 PMThe dice mechanic itself. During the first rolling of dice I got confused. I haven't had a chance to take it apart again since Sunday night, but at first blush it all seemed kind of random. You roll dice, I roll dice. Random numbers are generated and then someone wins the round. I could obviously choose which size die to use, but I didn't see any real strategy involved -- except pick the big one! Then I realized I might go in on the first round with smaller dice to get the bonus die. (That might not be the game's technical term for it.) Okay, so that's a choice. But then it occurred to me that there's no penalty for losing on the first or second rounds, right? The victories or losses aren't cumulative -- all that matters is the third round. So, I wasn't sure what the three rounds are for or why you designed the system the way you did. I'm sure you had your reasons, but without having you there I was like, "Okay, this is clearly designed to do something, and right now it feels like I'm missing that something and using the game 'wrong' -- and if I could only figure out HOW this thing is supposed to be used and used it effectively, the questions at the back of my head would settle down and we could focus on the cool color, content, situation and character this game is generating." So, if you could talk about why the mechanic is designed the way it is, I'd be greatly appreciative.
Quote from: Christopher Kubasik on February 21, 2008, 05:17:16 PMAnd now I'm more confused... The dice mechanics are similar to Sorcerer? My brain just twirled on that. I mean... Each round of rolling in Sorcerer produces effects upon the characters immediately (which, if I understand IaWA), isn't the case (effects are at the end of three rounds). Bonus dice are earned by providing color in Sorcerer, not so in IaWA (which asks for color to justify dice). In Sorcerer Initiative and effectiveness are determined from one roll of dice, there's full defense and dodge, which are important options, dice bonuses carry over into the next round, from round to round, which can encourage players to cat-and-mouse their opponent for a while with all sorts of non-combat skills to nail someone with a final combat attack (or visa versa.)In Sorcerer players roll their intent, and then the dice rolls determine whether a) the Intent happened at all, and b) if it did, what the result of the intent moving forward was. As Vincent says, the IaWA system is designed to provide consequences for contested actions, not resolve intents. As far as can tell, after writing those two paragraphs up, IaWA might confuse me BECAUSE I've played Sorcerer!If you want to break out the similarities, that would be great. It might help me grok something.