Nolan's Game Thread
Vulpinoid:
With my current love of otherkind dice, I'd consider the notion of having players roll two sets of dice when accomplishing the tasks that move them toward the city.
As an example.
Die 1:
1-2 You fail, you may not try again
3-4 You fail, you may try again with a disadvantage.
5-6 You succeed.
Die 2:
1-2 The city loses it's importance to you. You start to lose your way, your resolve pool decreases in size by 1.
3-4 The city remains strong in your mind. Regain a point in your resolve pool.
5-6 The city gains more significance to you. Your resolve pool increases in size by 1.
Resolve points can be used to overcome difficulties presented by those who want to prevent you getting to the city.
If your resolve pool ever decreases to 0, you basically stay where you are, the city means nothing to you any more. If the city is reached, the character with the highest number of resolve points becomes remembered as the hero who led the people through the wilderness.
Whether or not you consider what I've written, it seems like your on to something, it sounds like the start to a good game.
Bullbar:
What I really like about this is the fact that it's all working towards one big showdown of dice-rolling. Am I right in reading it that way? All the other bits along the way contribute to the dice ending up in one pile or another.
masqueradeball:
Yeah, thats the idea...
David Berg:
Hi Nolan,
Lot of ideas here. Trying to find the core, the part that stuck with me was this:
Quote from: masqueradeball on September 10, 2010, 09:17:40 PM
What is your characters ideal world, how does their pursuit of this ideal change it, and how does it interact with other people's ideals, and how does finding practical happiness/hardship increase or diminish.
which still sounds like multiple things.
I really like the formulation of:
a) we're trying to go somewhere we'll be happy
b) we have a specific somewhere in mind
c) oh wait, we might be able to be happy here
As long as, y'know, the odds of actually being happy here are low, or being happy here screws everyone else, or some other cause of tension and doubt.
I'm imagining a story like the Walking Dead comic about a survivor group in a zombie apocalypse looking for a place where they can stay safe and fed and sheltered, and sometimes it's despair, and other times it looks like a miraculous find, but every miraculous find heartbreakingly falls apart and sends them back out on the road.
Not sure if that's what you're going for here. Just some thoughts for possible inspiration.
dindenver:
Nolan,
I think maybe the point of play is that the various caravan members are retelling the wondrous tales that they have heard about "The City." So maybe dice are bid about which version is true ("the city is so clean, you can even drink the water from the gutters" vs. "the city is so dry, you don't even get wet when it is raining"). And the side that wins, their dice go towards continuing on through the grueling desert. the side that loses, their dice go towards giving up and just setting down where we are now....
So, then there needs to a conflict points that forces the two piles of dice to be rolled. And if either side wins by too much, the journey is over. If the City dice win, we made it, if the Desert dice win, we gave up?
I don't know, this is just me brain storming. I hope it does help you in some way.
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