Queens of Time and Space
Ross Cowman:
It was nice to come back to my design after the 24 design-a-thon and look at it with fresh eyes.
Here is the pdf.
http://www.1km1kt.net/rpg/queens-of-time-and-space
In particular Ron had a concern that the rules of the game did not allow for the creation of a shared imaginative space. Any thoughts on this with regards to this design?
Ben Lehman:
Hey, Ross. I like the game a lot: I like games where you get to play a ruler and make big dramatic things happen.
Can I ask you what direction you want to take the game in? Something more board-gamey or something more role-playing gamey or something entirely new and different? Like, I can give feedback but it would really help to have a direction first.
Ross Cowman:
Thanks Ben! Good question, where do I want this to go?
I want it to be a role playing game about powerful Queens that rule large empires but still have lots of emotional and relationship problems they have to deal with.
It might seem like a board game; you've got this empire you're managing, but really that's just an extension of you. Instead of hit points you've got cities, instead of weapons you've got armies. In stead of skills and powers, and doing things by yourself, you've got these envoys who do everything for you.
Here's the tricky part. I also want it to be peer; facilitated. Not GM less. More like, too many Gms. And they're all squabbling about what reality really is, and getting pissed off because your French Revolution is spilling over into my Pyramids.
So one piece of Rons feedback I resonated with was that as the game is, it dosen't have that "anything can happen" vibe, a good RPG should have. How do I make that happen? I think that is a good place to start.
Baxil:
Quote from: Ross Cowman on April 11, 2011, 12:59:23 PM
So one piece of Rons feedback I resonated with was that as the game is, it dosen't have that "anything can happen" vibe, a good RPG should have. How do I make that happen? I think that is a good place to start.
Here's a question, then, if you want to turn it into an RPG: What are the queens' goals?
I'm sitting down to play this game. I've got these desires that I need to manage. I've got this empire that I want to preserve. Why? Are we working toward a greater goal? Are we fighting each other?
I think, rather than being too restricted, right now it's too open-ended. "You are a man in a desert" isn't an RPG. "You are a man in the desert, trying to get rescued after a plane crash, with six other thirsty survivors" is.
Give this game direction and it will take off running.
Mike Sugarbaker:
Quote from: Baxil on April 12, 2011, 10:18:48 AM
Quote from: Ross Cowman on April 11, 2011, 12:59:23 PM
So one piece of Rons feedback I resonated with was that as the game is, it dosen't have that "anything can happen" vibe, a good RPG should have. How do I make that happen? I think that is a good place to start.
Here's a question, then, if you want to turn it into an RPG: What are the queens' goals?
I'm sitting down to play this game. I've got these desires that I need to manage. I've got this empire that I want to preserve. Why? Are we working toward a greater goal? Are we fighting each other?
I think, rather than being too restricted, right now it's too open-ended. "You are a man in a desert" isn't an RPG. "You are a man in the desert, trying to get rescued after a plane crash, with six other thirsty survivors" is.
Give this game direction and it will take off running.
Also: how is the fiction a part of the rules? That is, how can the stuff we make up about my queen make a difference to the way stuff is happening on the board?
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