Tabula Rasa

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thiagoess:
Major change on the scenario, now the game has none...
After some thought i realized that having a "closed" scenario would not be good, the gaming experience would not change much after some games.
So now the scenario (and full character backgrounds) are open, the core book will come only with a example and a guide to create your own scenarios.
So now the characters can wake up on another world, or in another time, or maybe they wakeup and are super smart monkeys, or goblins in a devastated world.
I think this is a really good change, and will improve the game a lot.

I'm starting to write a book but it's getting hard to find time to translate it all to english, but i will find some time, and when its done i will post it here.
Thank you all!

Josh Porter:
I have to say, this game sounds really cool.  It sounds like a game I'd love to play.  If you need playtesters in the future, I would definitely like to be one of them.

I really like that the purpose of the game seems to be more about discovering the past than surviving in the present.  Or at least that's what I'm picking up.  It's an idea I've been toying with in a little side project of my own.  I might try and adapt some of the mechanics talked about here to fit into my own stuff, as I think they evoke just the kind of feel I've been groping for.

thiagoess:
thanks josh, you made me happy today!

See, the idea could be focus on discovering the past, this will depend on how you focus your character (with the 3 stats i mentioned earlier), so maybe you would want to focus on remembrance.

The Master would provide a scenario, and a history, the focus is totally on the players.

Man, i will really try to update all blog posts and all work to english too.
The community here is much bigger, it's easier to develop with people giving opinion.

And josh, i think in some time (maybe a month) i will need some playtesters and i would love to have you as one of them!

thiagoess:
Big changes now, the way i was developing the game, it would become an impossible monster, it would require lots of preparation from the Master, and the game would be interesting only in a big campaign, with lots of sessions, this could be interesting, but it can't be the game proposal. Thinking about the core of the proposal, the game will be about a group of people waking up without knowing what is happening, discovering where they are and who are they.

So im thinking about making a more random game scenario, the idea is that the game will be played without preparation (great turn here), like fiasco, or mortal coil. So, taking more ideas about fiasco and violentina (a brazilian game just release by friends in http://www.secular-games.com/) i was really thinking on tables of seeds, with elements that would be chosen probably randomly and would define the setting, and player's background.

I'm still thinking more about the specifics of the game mechanics but this will be it, a game to be played with no preparation, trying to give the players that feel, of playing with the unknown.

While i am thinking about collaborative constructions of some scenes and maybe the setting, i'm not sure yet if the game will have a game master (but i believe it will) or it will be entirely collaborative.

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