It damn near killed me...
Christoph Boeckle:
It kills me that a man born of the human race can write such a nifty game (as far as I can tell from reading) in such a short lapse of time!
I'm intrigued why the Saxons aren't proposed as a playable culture¹. Is that because Saxon culture is what is dominating Anglo-Saxon² culture today? Would it be uninteresting to just confirm where those roots go back to?
I really want to try this game, even though my culture isn't quite Anglo-Saxon, but rather Continental.
----
¹ Why can't we play fucking dark elves!? Best race ever!
² I agree that the name itself already suggests it.
Paul Czege:
Hey Thor,
Yeah, so the beam in my eye lately is that wide open collaborative workshopping of scenes has corrupted our group's style of play, and it's not fun play.
Well, one solution is Bacchanal's. The only external pre-narration creative input comes from the dice. And thus, no workshopping.
But duh, there have to be ways for pre-narration cross-player creative input to be fun. There's just something wrong with the way we're doing it.
So Thy Vernal Chieftains is like Bacchanal in that it's an iterative storytelling game more than a roleplaying game. But it steps away from Bacchanal in having actual pre-narration cross-player input to the storytelling. Two forms of input, actually, and neither of which is the kind of wide open input workshop that's increasingly pervasive in story games play.
The two forms of pre-narration creative input in Thy Vernal Chieftains are me experimenting with variables associated with its origination and usage, in an effort to find dynamics that make the creative input fun in play.
The variables are:
If and how a player can reject the input
Is the input created individually or collaboratively
Is it wide open, or constrained somehow in what it can be
Is it wide open, or specific in how it can be used
The two forms of structured pre-narration input in Thy Vernal Chieftains are combinations of those variables that my gut told me would be fun. The trait prices in the game are wide open individual creations that can be rejected, but if not, are quite specific in how they must be used. The special tokens are a pick list, selected collaboratively, and rejectable, but with wide latitude in use.
And for me, in play, they really do bring the fun. I'm really pleased with them.
Paul
Graham W:
Huh. Paul threatens murder and doesn't get moderated for it.
Graham
Lance D. Allen:
It's his forum. Do you expect him to moderate himself?
Christoph Boeckle:
Dah... Jared has bad tastes....
What are your plans concerning the game from now on, Paul?
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