[otherkind] Design questions
dindenver:
Vincent,
I just had a couple of questions about this design:
1) There are 5 rules about bonus dice, one about adding to the value of those dice and one about reducing the value of the dice. Is this intentional? Are altering the dice that big of a deal that you consistently choosing to use bonus dice instead?
2) How much did you playtest it? What peculiarities did you discover in the mechanics that you did not anticipate?
3) If you were to update it, what would you change?
4) I am thinking of tweaking the TNs (1-2, 3-4, 5-6) any tips? did you try that, how did it go?
5) Do, I understand the system well? almost every conflict should be about Numinus things? Otherwise, it looks like Iron depletes Radiance faster than it can replenish, or is there something I am missing.
Also, I love it and will see if I can play the full version soon. the only thing I played before was dice only, no bonus dice ro die mods. Any tips?
dindenver:
All,
OK, I just wanted to add two things:
1) Vincent, I know it has been played a bunch, but I was curious about how the pdf got into its original form
2) If anyone else has hints, tips or trick, please jump in.
lumpley:
Actually it hasn't been played a bunch. The basic dice mechanism - roll dice, assign them - has seen a lot of play, and appears in at least a couple published games, but Otherkind proper has seen very little actual play.
-Vincent
lumpley:
So, that given, and given that I haven't looked at the game in a couple of years, let me see what I can do with your questions.
1) I'm sure it was intentional. I don't remember the rules. These days, when we use Otherkind dice, we sometimes roll additional dice and drop the highest or the lowest of them, but we never adjust the values of any dice.
2) Like I say, I've played with the basic dice mechanism a lot, and very little with the rest of the rules.
The thing that surprises me, continually, about the basic dice mechanism is that it's really unforgiving. It will chew your character up.
3) If I were to update it, I could answer that! But I'm not updating it, at least not any time soon. Here's what I consider to be the current incarnation of the game's rules, but they lose everything that's particular to Otherkind: Otherkind Dice
4) Do. It's fruitful. I strongly recommend that you mix them up a little within the game, too. Like, make "do you get your goal?" miss on a 1-3 and hit on a 4-6, but make "do you get hurt?" be 1-2: badly, 3-4: yes, but not too badly, 5-6: no.
I believe I learned that trick from Psi*Run, but I'm not sure. Certainly Psi*Run uses it to very good effect.
5) I don't remember.
-Vincent
lumpley:
Oh come to think of it, I hope you've read this: Salt River. It's the most recent Otherkind-dice game I played.
-Vincent
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