[The Secret Lives of Serial Killers] Playtest

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tzirtzi:
(Someone here who hasn't playtested this so is just theorycrafting...)

Might it be possible to introduce a dice mechanic - maybe in the form Ron suggests, like gift dice, or some other mechanic where the Sunshine player can build up a dice pool - which would then stay functional throughout the SLoSK part of the game as well as SB, but just not have any long-term narrative impact? For example, to take one of Devon's playtest examples, the Victim player could have earned dice which he then uses to try to escape his predicament by shuffling his chair to the door. If he fails at the roll, things go as described (he falls over). If he succeeds at the roll then he succeeds at the action - only e.g. to have the Killer open the door just as he reaches it and kick the chair over after all. It would create more continuity between the two halves of the game (though I'm not sure whether that would be desirable or not...) and perhaps delay the realisation of complete narrative powerlessness/inevitability (though, again, whether or not that would be desirable is up for debate). But if the dice were gained as direct rewards for desirable play during SB (I'm thinking here about how Devon found that his players didn't really quite get into the RomCom character style) then they could serve to drive that section forward. Though of course, these effects might not be felt to be valuable enough to merit losing the diceless nature of the game.

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