Nolan's Game Thread
masqueradeball:
Its not even checking for plausability: heres an example.
Trial: "The desert winds are blowing so fiercely that you cannot travel by day, at this rate, you'll never get to the oasis on time." (7 of Clubs)
Hero Player: "My Hero calls to the heavens and asks the sky crocodiles to cry so that the winds will stop."
Trial: "That addresses my Tribulation, say a number."
There is no point in which the mechanics ask or let the players comment on the quality of other people's contributions... not sure if this is a good thing or a bad thing, but I want to try designs that aggressively award participation and then let table level social rewards handle everything else.
Plus, the style of the fiction in the game is suppose to represent mythic prehistory, so I want players to be able to address Tribulations with magic and dream logic, without necessarily encouraging it.
David Berg:
Oh! So, basically, as soon as the Hero player comes up with a solution that he/she thinks will work, the Trial just says, "Sure"?
I guess "that addresses my Tribulation" is just kind of the segue from Hero narration to the "guess a number" instruction, right?
I hear ya on table-level social rewards. My turn to narrate is my turn to see people enjoy my contribution. Personally, I think the keys to enabling that are (1) inspiration for me to uses as a springboard for cool narration, and (2) group agreement on what sorts of contribution the players enjoy. Dunno if I'm derailing, so I'll stop there.
JeffR:
Quote from: masqueradeball on September 21, 2010, 03:02:52 PM
Jeff...
The rules are written in order of what needs to happen at the table, not in the order in which the concepts are introduced (more like the style of an old Avalon Hill manual than most RPGs), since un-tagging Traits is the first thing that you do, this would need to happen. Honestly, I don't know if it will ever happen or not, considering the number of Traits being generated throughout the course of the game, but there's no limit to the number of Traits that a description can tag, so clever players could probably rack up a lot of Edge really fast. The lack of playtesting and the strangeness of the rules (compared to other games I've played before) left me way to fuzzy on where the numbers should be exactly.
Anything can possess Traits, not just Heroes, but no, there is no limit. An infinite number of Traits can apply to the Hero. A Trait cannot be tagged in the description that generated it because the creation and tagging are happening simultaneously... I should make that explicit in the text.
Um, no, guessing under causes Harm, guessing over causes Harm and requires the Tribulation to discard his card to the Lost Pile.
Yeah, the first Chapter of the first Book is suppose to be a place to showcase the player's Heroes running around and being cool mythic hero types. Three tribulations. The Hero's will always get three cards, maybe picking up some Harm along the way and most importantly racking up their Edge, which acts as their "hit points" for Chapter 2. Also, remember that the player with the most cards at the end of Chapter 1 is the one that has his Hero removed from play, so, unless a player wants to become part of the Opposition, he'll be shooting quite strongly for second place, which mechanically is the safest position for a player who wants to maintain his Hero.
I get why you clear tags there, but as written you seem to only clear tags if there are no tags that need clearing, so nothing always happens. (I also think that you probably should unconditionally untag Harm rather than wait until it's all tagged to do it, but I could easily be wrong about that.)
Anyhow, but problem here is that I don't see the Opposition as doing much in any Chapter 1, because (1) Unopposed Tribulations seem really easy to beat in a risk-free manner, since, due to the countdown, you can limit them to, on average, half of the full range of numbers and thus it only takes a little edge to be sure you've got a number in the right range, and (2) the only way that cards get into the Adversity Pile that I can see is by a failure in a Tribulation, which isn't going to happen with any regularity because of (1).
masqueradeball:
Failure in a Tribulation as a result of the Opposition tagging your Harm to reduce your Edge, which should cause failures to happen more readily, but I completely agree that there might be way to much Edge being accrued. I was thinking of making it an expendable resource, where you'd spend Edge to increase the range before you guessed, but i didn't have time to think this through and add it to the rules.
Just to be clear, step 1: If there are no untagged Traits, untag all Traits. So, if 1) Traits do exist, and 2) none are usable, than 3) make all Traits usable. Not sure if there would ever be a moment when all of the Traits will be tagged. Its possible.
If Harm doesn't get tagged, than the Opposition can reduce the Champion's Edge indefinitely as long as his Hero has any Harm.
JeffR:
Okay, I see what you're doing with the untag steps now. Seems awfully swingy, though; the difference between ending with one untagged Trait (or Harm) and ending with zero is so huge that it may generate some unnatural play.
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