The Lantern's Legacy
mcdaldno:
Jason,
This game is crazy awesome. I like that the two roles' time pressures are pretty diametrically opposed - the gods need the lantern to hurry up and choose a death, but the lantern wants to savour the last moments of their life (and make sure they're making the right choice).
One thing I've noticed many times in token economies is an anti-climactic wind-down. People run out early and so just sit around, or they hold out for "something really good" with their last coins, or they just generally spend with less gusto. Consider that wind-down dynamic, and whether Lantern's Legacy needs to do something about it!
One thing you could do is have new tokens enter the economy at specific points in the game. Maybe everyone starts with fewer coins, but gets some more at the beginning of Act II. Maybe when a Lantern dies, all the gods who didn't get that Lantern to die in their blessed manner get a token as a consolation prize. Whatever the case, it may be wise to consider how you can use token replenishment to make sure the game ends on a climactic note, not a waaah-wwwaaaaah note.
Jason Pitre:
Good point Joe,
I think that this particular resource might avoid that particular pattern. The currency is functionally just a measure of screen time for the player and each scene is of equal importance to the gods. If we had players A, B, C and D, I expect the following pattern. to typically happen during play, but I might consider hard coding it.
Scene 1: A is Lantern, B and C are playing, D is watching. A and D don't spend resources, while B and C do.
Scene 2: B is Lantern, C and D are playing, A is watching. B and A don't spend resources, while C and D do.
Scene 3: C is Lantern, A and D are playing, B is watching. C and B don't spend resources, while A and D do.
Scene 4: D is Lantern, A and B are playing, C is watching. C and D don't spend resources, while D and C do.
I don't know, I could continue to rip off Polaris and simply hard-code it, but I like the psychological effect of actual time pressure on the gods. Thoughts?
Jason Pitre:
Here are the Gods as proposed, including their three domains and the final moments they seek for their Lanterns.
*The Sky Father - Sky, Order, War - For the Greater Good
*The Earth Mother – Earth, Birth, Chaos - For Love of the Blood
*The Coyote – Fire, Knowledge, Deception - For Change and Growth
*Death's Guide – Permanence, Peace, Death - Go Gentle into that Good Night
*The Ocean Wanderer – Waters, Prosperity, Destruction - Rage, Rage, against the dying of the Light.
dindenver:
I like the idea, the phrasing bugs me, what if the Lanterns are dying and the gods want the Lantern to dedicate their legacy to them?
I know it is just semantics, but since it bothered me, I wanted to put that out there.
I like the pay as you go better than hard coding it. I think that there might be scenes that a player/god will want to be a part of and it may not be on their "turn" similarly, if it is pay as you go, you can back out of a scene if you can't figure out how to play your god in that scene...
Jason Pitre:
I have decided that the gods can spend currency to extend the lives of the Lanterns and to get an opportunity to interact with them. I need to clarify this, but the Gods use the power from the last moments of the mortals to find the new world. In exchange, they ensure that legacy will come to pass in the new world. The Lantern Rites require that exchange, of final moments for new legacies.
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