[Game Chef 2011] A Beautiful Death

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anansi:
This is what I have so far.
https://docs.google.com/document/d/1bpXCDmacRcV0tMok3e40E-uddu3YI2-2ymZshweiDhg/edit?pli=1&hl=en_US

As far as mechanics, I'm working on a variety of things I hope to weave together.

- A social combat system that functions on two different levels: a one on one like the duel of wits in burning wheel, and something for long term intrigue with different factions or NPCs like in ORE.
- Secrets: a list of secrets each PC has that, once all are revealed, will enable their death to occur
- stats associated with place, relationships, and objects
- a dice resolution system that I have yet to define, but that might have to do with audience input and trading and gambling dice for favors

I think I might have just a social resolution mechanic in this game. If you look at the plays, whenever combat happens it just says "combat happens". I like to think of the fights, which will of course occur, being a result of some social maneuvering and left to be described based on the fallout from the social combat.

Nathan P.:
I'm most intrigued by the "beautiful" part. Sure, everyone will die, but is the real question whether the character achieves a beautiful death or not? Who is to say what is beautiful? And so on.

Looking forward to this one!

anansi:
Yes Nathan! That is the question I want to get at. The problem is, in game terms, I feel like I do have to qualify what is the beautiful death. I also have this inclination to want to make it competitive, do the whole incentive reward thing.

Updated my draft today with some of these ideas.
Incentive: create a messy complicated tragic situation for your character
Reward: have the most beautiful death, in competition with the other players

Not really sure if that's living up to the spirit of what I have going, but I like competitive games. It might also be too arbitrary, but I'm working on making it more integrated. Created a point system of "gain a beautiful death point when you do these actions" type of thing. Also, creating the GM duty section, where GMs will create the opposite of what characters create. Making a drama map called Entaglements. Fleshing out what all the cards will be, and redefined them as Fatal Flaw, Relationship, and Dilemma.

I think the next stage might be getting something visual I can work with. Sketching out some of these things in character sheet, table, and map format. Right now it's a jumble of ideas that I'm sorting through to try and get to a more focused complete idea.

Same link to the google doc if you wanna follow along:
https://docs.google.com/document/d/1bpXCDmacRcV0tMok3e40E-uddu3YI2-2ymZshweiDhg/edit?pli=1&hl=en_US

anansi:
I'M STILL DOING IT!

Despite some mechanical brick walls and real lifes, I'm still working on this, and with Queen Elizabeth's blessing it'll be done by Sunday.

Check out some last minute changes I'm making, see how I'm honing in on the Good Stuff(tm) and please offer me some critical feedback. I've already got some really great feedback from Jason and Nick and Thom and Travis (thanks guys!) but I could use some more opinions. I've never written a game before. This is all new stuff for me. Having a great time thinking about it and working things out.

https://docs.google.com/document/d/1bpXCDmacRcV0tMok3e40E-uddu3YI2-2ymZshweiDhg/edit?hl=en_US&pli=1

anansi:
I made a map. It's the coolest part so far.

Having trouble figuring out my Secrets, Letters, and Tragedies rules. But its getting there. Almost done! Maybe more ephemera, like actually making cards to go with this nonsense.

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B_SOaHrS7Pq-ZDE3YWIxMWMtYTgyYi00ZDJlLThmMWUtY2MzYWVhZDFhMjI4&hl=en_US

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