Battle's Game Thread
Darla Shockley:
One thing I think of when I think of stylized black and white photos, are these old/retro black and white photos with just a small portion colored in, like a pinup girl in black and white, but with bright red lips. Looking at it like this might work to resolve that concern (and make for some cool illustrations, if you had them).
Codexier:
@ Jason - Yeah, it's definitely going to be a strange version of the 40s. I think of maybe more like some backwater gateway into lands of adventure. The couple of times I've visited Belize I felt like it was this place out of time where Hemingway might show up or PH Fawcett, in search of adventure. There's definitely going to be conflict among the different colored Skins.
@ Darla - Great ideas for imagery!
Ok, so one player will be the Bartender (of the Oasis Club) and that role will switch around most likely during the game. The other players earn points/currency by telling the tale of the adventure to the Bartender who throws in little difficulties here and there based on the die rolls. He has some number of points to give out and must get rid of them all at some point. Some of the other roles might be Hostess (who seats the different adventurers), the waiter/waitress (who can perhaps help the party somehow) and the busboy (who clears out the tables). Once an adventuring party leaves and the story is told all the roles switch players.
We're going with primary + secondary colors. Blue - Purple - Red - Orange - Yellow - Green in a color wheel. Once a table is filled up to 4, you calc the Edge score. I want this score to be between 1 and 6 cause you will roll an Edge die and try to be under it. Not yet sure how to calc the score, nor how to accomplish choosing the different colored patrons (tokens in an ideal world, I guess).
Once a table is filled, the party goes on adventure. They leave the bar (that table is now reserved for them if and when they get back and no other patrons can go there) and go on the adventure tableau. They are trying to reach some Lost City or other. There are some number of phases or spaces they are trying to reach. Each turn each player will be betting for or against them in different ways and then a player will narrate the next part of the trip and roll the dice. If it's in favor of the adventurers they go further. Bad rolls might make them stall out, suffer casualties or lose provisions.
I'm tired and none of it is making sense, but in my head it's working. Now to figure out how to tell you how to play it so you buy it too!
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