Bryan's Game Thread
Bryan Hansel:
A little more outlining. I wonder if three desires is enough?
How to Play
What’s Needed to Play?
Four to Seven players. Pencils, paper, a different colored pawn or token for each player and a half-dozen six-sided dice per player. Print out the Where Do You Stand? board.
Roles
One person takes the role of the Governor, a game master role. The rest of the players play a character, that they create, based on a class. There can only be one character of each class. The Governor’s role is covered in her own section.
Player’s Duties
As a player, you must play your character with gusto. Desires, class actions and traits define how you’ll play your character. The Governor describes the world, and you say what your character does. When your character does something that aligns with her desires, you gain experience. When your character takes an action, you roll the dice. If you succeed, your character avoids the danger and what you wanted to happen happens. At points, your character will need to stand alone, together or apart from the other characters. When you make your choice, your character will gain something at a cost. Sometimes, the cost equals your character’s life. But, she’ll know where she stands.
Creating Characters
Start by creating characters.
Character Classes
Gr?ner: A water prospector with a dry claim and a lost love. Moved west to find enough wealth to satisfy a dowry.
Traits
Desires
Get Success
Get Love
Remain Strong
Actions
Mercenary: A gun-for-hire to the highest bidder. A well-trained former federali who didn’t want to return home.
Traits
Desires
A Paycheck
A Fair Fight
Danger
Actions
Scientist: Sometimes reduced to a glorified mechanic, but trained in bio-genetic research. Trying to make a name in the west.
Traits
Desires
To Discover
Stand Above
Inspire
Actions
Gambler: A loner winning card games to pay his way across the desert. No idea where he’ll be tomorrow.
Traits
Desires
Fair/Fixed Game
Win Big
Settle Down
Actions
Frontiersman: Living on the edge of civilization, pushing into the boundaries of the undiscovered, trying to learn more about herself, to change.
Traits
Desires
Maintain Individuality
Remain Calm
Be More
Actions
Forgotten Marshal: Overthrown by the wealthy after making Crossroads too orderly.
Traits
Desires
Redeem Name
Demand Loyalty
Law and Order
Actions
Native: Restless inhabitant of Nukpana Chasm venturing out into the world for the first time.
Traits
Desires
Explore World
Self-Determination
Protect the Desert
Actions
Bryan Hansel:
“Nah,” said the forgotten marshal. “They can’t exist.”
“That’s what I heard a skinner was. Why would exiles hire us if it wasn’t?” The gambler shifted in his shoes and put his hands in his pockets. “I’ll bet you it’s true. Doc, whatcha think?”
The scientist looked up from his notes. “The theory behind a skinner is sound. When in New Askja, I heard of experiments, but didn’t everyone.” He paused and looked at his watch before he continued, “I question the morality of creating such a container.”
The mercenary flipped a coin at the bartender and said, “As long as we get a paycheck, I’ll deliver whatever it is.”
Bryan Hansel:
It's coming along. This one seems harder than in years past. Love the ingredients, etc., but I'm straining under the writing. Perhaps, because I'm writing articles at the same time. Lots of words in the day.
Here a link to the draft: Burial at Crossroads
Any feedback is welcome, but I'm really curious to hear thoughts about the Take a Stand section. Not sure if it would be fun if it was used too often in the game. Thoughts?
Baxil:
I'm really confused by the cost of Taking a Stand in your example. I understand why the loser of the bid pays their costs, but how come the Frontiersman (who didn't participate in any dice rolls) has to choose something to sacrifice?
What happens if the current leader Takes a Stand?
What advantage is there to being the party leader, other than getting experience points when you make decisions for the group?
It feels like you're making Stands out to be a pretty major mechanic - it seems like they should have appropriately large effects on the game.
Also, this is totally a nitpick, but it seems like the gambler's Desires are a lot harder to hit than the other classes', and unnecessarily pin the archetype very narrowly. "Winning big" in the sense you use it is a once-per-game occurrence - since after they do so their goal is to cash in and settle down (and wouldn't that remove them from adventuring/play?). Maybe they should just get XP for taking a chance that pays off; or taking a big chance in general?
Bryan Hansel:
Thanks for looking. Having another eye look at it was very helpful. The Frontiersman shouldn't have to sacrifice anything. I need to change that.
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What happens if the current leader Takes a Stand?
That breaks the system. I think I'm going to change it to the group dynamics just dissolve if he fails. I'll have to think about this a bit.
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What advantage is there to being the party leader, other than getting experience points when you make decisions for the group?
That's it right now, and your followers get XP for following. As I move into writing the next section of the game, I'm going to think on this one. It'll probably have something to do with how NPCs react to the leader and the decision that he can make or maybe additional actions.
I like the suggestion on the gambler. I'm going to use it. Thanks.
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