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[War in the Heavens] Triggers (split)
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Topic: [War in the Heavens] Triggers (split) (Read 504 times)
gtroc
Member
Posts: 45
The Jake
[War in the Heavens] Triggers (split)
«
on:
October 26, 2011, 07:51:49 PM »
Hey again, all, me again. I have a bit of a problem with my design. I posted it in the
design blog
, but I will repost the problem area here:
Quote from: Jake's Blog
So in War in the Heavens the players have four attributes, Love, Duty, Pride, and Wrath. In any given scene the players will use one of those attributes as the core roll. You have a strength which is listed at four dice and a weakness listed at zero. The other two attributes are at two dice. For each attribute you have between one and three Triggers. Triggers are the scenarios, people, and items that allow you to use the attribute in a scene. Your strength gets one trigger, your weakness gets three, and the rest gets two each.
And that right there my friends, that is wherein my problem lies. The triggers. I need them to be generic enough so that they can be used in several scenes(at least one scene a session). I also need them specific enough that they mean something. It is at this point that I am stymied.
Any thoughts?
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My blog, my designs, stories, what have you
The Jake, the great and powerless
Ron Edwards
Global Moderator
Member
Posts: 17707
Re: [War in the Heavens] Triggers (split)
«
Reply #1 on:
November 07, 2011, 12:02:21 PM »
Hey everyone,
I split the above post from
War in the Heavens, early days, help needed
in the interest of maintaining threads' internal coherence, and not keeping a given thread alive for months.
Hey Jake,
That's quite a question. My thinking is that "broad is better." In other words, the whole mechanic is intended to
encourage
enjoying the full range of your character, not to
stop
you from using an attribute, as I understand it.
It would definitely be easier to discuss regarding what happens in real play.
Best, Ron
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gtroc
Member
Posts: 45
The Jake
Re: [War in the Heavens] Triggers (split)
«
Reply #2 on:
November 07, 2011, 02:58:14 PM »
Thanks Ron, Appreciate the feedback, and the split(should have thought of that, but didn't). I agree a lot of this would be better if I had some playtests under my belt. my issue with that is that I have not got enough of a group right now to playtest it. and those I do have have no interest in playing a game that might completely suck.
I guess I should break down the logic on why I decided to use Triggers. I wanted there to be a reason for people to use more than their strength in a given scenario. I also wanted that incentive to be more than mere advice. I think that mechanics should focus play. and the triggers were my attempt at focusing play. allowing for the strength to show up rarely, but when it does you can dominate the scene. and your weakness shows up more often, but can be mitigated by the use of aspects and equipment and the like.
I don't know if that helps. and if anyone wants to give playtesting a go, or has advice on that let me know. I am interested.
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My blog, my designs, stories, what have you
The Jake, the great and powerless
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