[Changes] Matthew SB's thread of noodling

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Matthew Sullivan-Barrett:
Alright, still trying to nail down some details on how scenes and mechanics will fit together.

The general idea is that each character's Spotlight scene will serve to establish and grow their character's place in the situation and their messy relationships as the spotlight character works towards their individual drive.  I'm angling towards tension in the Spotlight between personal goals now and band success later.  I want most of the opposition and complications in Spotlight scenes to come from the other player characters. Not totally solid yet, but percolating.  Since I want these scenes, and the game, to at a fairly quick pace, I am leaning towards a conflict-per-scene resolution.  I was originally thinking of a lead-from-the-fiction set of ApocWorld type moves, but feel like it may be easier to keep scenes short and focused with scene conflict resolution. This is a particular concern given that there are a finite number of scenes in the game.

In the band's Stage scene, the band's success in a performance will be resolved by all band members.  I want this to be more structured set of challenges, with opposition coming from the game mechanics.  The band's resources will be influenced by how the preceding Spotlight scenes had resolved.  Additionally, there will be the option for player characters to try and show-boat, gambling some the band's success against some extra personal glory.

Hmm.  Since I'm still trying to sort out so much of the specifics, I fear the above is probably not very clear.  Still, I wanted to get some of my noodling down in case it moves anyone to ask questions or offer thoughts.  Please, ask away!

In terms of character roles, I've got the skeleton crew down.  I'd ideally like to have more of these, but want to keep it to a reasonable number given the size and time(!) constraints.

Artiste [Performer, Pioneer]
The artiste is [Inspired, focussed, creative, moody, detached]

Mystic [Dreamer, Transgressor, Guru]
The mystic is [Visionary, wise, confident, inscrutable, unreliable]

Captain [Anchor, Doctor, Promoter]
The captain is [Solid, thoughtful, protective, connected, dependent]

Fame Monster [Icon, Mimic, Hard Man]
The fame monster is [Glamorous, inspiring, hypnotic, thoughtless, aloof]

Hedonist [Coyote, Wild Child, Vampire]
The hedonist is [Decadent, liberated, experienced, blissful, selfish]

Cheers!

Matthew Sullivan-Barrett:
Well, alrighty then.  Periscope back up, I'm getting ready to submit my draft soon.  Here is my current draft, which is what I'll be submitting if I don't find any glaring issues:
https://docs.google.com/open?id=0B1NFN7oPEYKBdzVxMUdJeVZ2YjA

I'll say that layout and formatting, even just of character sheets, was way more painful than I was expecting.  I obviously have a lot to learn on that front.

As for the game, there isn't as much interplay between the fiction and the mechanics as I was hoping, but it is better than I was fearing it would be.  I suspect there are balance and playability issues, but I'm ok with that as an initial draft.

In fact, I'm rather pleased in general.
Yay, Game Chef.

Matthew Sullivan-Barrett:
A couple things were overlooked in the Developer notes in the game.

First, Ribbon Drive belongs in the list of influences.

Upthread I link to the Album Cover Meme on the Mighty Atom blog, but forgot to copy and paste a bit in the Developer notes in the game itself that the album cover meme is a product of the internet(originating on Flickr) from 2008. Hopefully readers have not thought I invented the process itself, but I wanted to clarify it here just in case.

Finally, I've noticed the submitted pdf doesn't display the cover and band sheet image when viewed through iDevices. I believe this resulted from the optimization I ran it through, but if any readers want the un-optimized pdf for iDevice reading it is here.

Thanks, all!

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