Started by DWeird, November 03, 2008, 03:26:09 PM
Quote from: Marshall Burns on November 03, 2008, 01:34:35 PMQuote from: DWeird on November 01, 2008, 12:47:00 PM(though I *am* having some troubles with the complete lack of tidbits of "wild west" culture in my game. I would really really really like it if you could find a way to elaborate on that, dissect it a bit, and so on (perhaps in another thread, here in the BtW forum). Because I have a sense of this game as being distinctly American somehow, although I have yet to be able to put it into any sort of words how or why.
Quote from: DWeird on November 01, 2008, 12:47:00 PM(though I *am* having some troubles with the complete lack of tidbits of "wild west" culture in my game.
QuoteDICE DON'T RESOLVE CONFLICTS, PEOPLE DO(But the dice help.) In fights, the dice tell us who gets hurt, but the fight ends when somebody decides to stay down, and the other guy decides to stop kicking him. In social conflicts, I can make you like me by rolling Personable, I can make you afraid of me by rolling Grizzled, I can freak you the fuck out by rolling Uncanny, I can confuse you by rolling Savvy, but I can't force you to take any particular course of action. All I can do is make certain actions harder for you to take, in the hopes that you'll acquiesce to my will. And I can offer bargains, I can beg, I can threaten, I can make promises, I can lie, but you always have authority over your own decisions.
Quote from: DWeird on November 06, 2008, 05:58:06 AMWhen it comes to bargaining, the GM is always in a position of unmitigated power (the players can always say "screw you!" and leave, but that's not much game-wise) - he is never in a condition of scarcity, and can conjure the resources that are lacking for players out of thin air. My major worry is that I can inadvertedly crush the players - I mean, the game's designed to do that, but there's... good crushing and bad crushing.
Quote from: DWeird on November 06, 2008, 05:58:06 AM but there's still a certain feel I want to bring to the game. "One wrong step and everything falls apart", rather than "push 'till you can't push no more." Like I said before... Not a "whether", but a "how" question. How should I structure the challenges, their frequency and intensity, to achieve the sort of feel that I'm looking for?
Quote from: Marshall Burns on November 06, 2008, 06:41:21 PMHere's a thing I've been thinking about: forget Blood/Sweat/Tears for NPCs.
Quote from: DWeird on November 07, 2008, 10:58:34 AMAlso! If I'm going to throw the characters in the grind, the players should be aware of both the fact itself and the available means of resistance. Is there any catchy one-liner I can give them that would help them snap into the right mindset for the game?
Quote from: DWeird on November 08, 2008, 05:18:37 AM It could actually be us there, doing those things. It could be me! Which makes it so, so scary to me. Which makes it so, so awesome. Which makes it so, so scary.