[Keen Edge of History] First Time Play

<< < (3/5) > >>

RichD:
Hi Cliff,

Reading about the cooperative yet competitive nature of the sword's interactions made me wonder if you were familiar with the game Agon.  The premise is Greek heroes and demigods off on quests where the goal is not only to succeed in the quest but to obtain more Glory than your fellows while you are doing it.  A similar mechanism might be useful in your game especially when it comes to the endgame.  I found it odd that who gets first dibs on defining details at the end of a quest was down to a roll against the static Bard score.  Surely the actions of the swords during the quest should have a bearing on which is best remembered and for what.

Cliff H:
Quote from: RichD on January 18, 2011, 11:27:34 AM

Reading about the cooperative yet competitive nature of the sword's interactions made me wonder if you were familiar with the game Agon. 


Never heard of it, but it's on the wish list now and I spent some time digging up any review I could find. You're 100% right, the concept is great and it works the quest for glory into the play of the game far more than what I was tinkering with. Fantastic recomendation. Thank you!

Cliff H:
As promised, I've posted a work in progress document that contains all the changes made to the game so far. This puts everything in one spot, instead of having to start with the original document and then get all the updates through numerous posts. I'll continue to publish updates as they come to the same spot, so this link should get you the newest version every time.

You can find the game here: www.mindgangster.com/~shadowitz/Keen Edge of History.pdf

A quick rundown of changes:
Added campaign world creation to both put everyone on the same page and to add a cultural shift mechanic to the gameSwords now add glory to quests through a "mugging for the camera" sort of option that they can take in lieu of being more effectiveGlory added to quests becomes a resource over which swords compete at the end of each quest arcEach quest ends with an epilogue, which is a final round of narration in which players use glory to change the campaign's metrics Swords now gain power the closer their ideals match the campaign, and risk falling into obscurity or even destruction if the disparity between the two becomes too great

Altaem:
Great write up for your play report, and a interesting concept for a game.

First thing that occurs to me: It's called "Keen Edge of History" (A very cool name) and all the rules refer to the player characters as swords.  However I see nothing in the rules that requires them to to be a blade or indeed a weapon at all.  This appears to be a game about legendary items and the way they shape history.  As such any durable item should serve, be it helmet, shield, wand or talisman.  The possibilities are endless.

Probably just me being difficult.  I'll have another read through the rules and try to post something more constructive in the near future.
I have thoughts on the goals and mechanics, but they can wait until I'm more awake.

Devon Oratz:
I just wanted to say that I love the concept of this game. I skimmed through the rules (I wish I had time to read them more closely, but alas I don't). I suppose the aspect that interested me most is the relationship between the "hand" and the Sword, and the question of who is really in control. I'd love to see that kind of adversarial relationship or conflict explored more.

Navigation

[0] Message Index

[#] Next page

[*] Previous page