[Death of a Husband] It seems like several of us had a similar idea.
Troy_Costisick:
Quote from: thadrine on April 11, 2012, 03:53:25 PM
Also
Yes, it is very serious, and dark. Not normally something I like. But, all of it came to me instantly upon reading the ingredients and theme.
I had to go hug my wife after righting all the cards down.
Has she offered any advice on your game? Have you shared it with her yet?
Matteo Turini:
Quote from: thadrine on April 11, 2012, 03:53:25 PM
Yes, it is very serious, and dark. [...] all of it came to me instantly upon reading the ingredients and theme.
That's exactly what happened to me, too.
My game is called "Ninety Minutes", and it's about the imminent death of a father.
thadrine:
Quote from: Troy_Costisick on April 13, 2012, 01:46:41 AM
Quote from: thadrine on April 11, 2012, 03:53:25 PM
Also
Yes, it is very serious, and dark. Not normally something I like. But, all of it came to me instantly upon reading the ingredients and theme.
I had to go hug my wife after righting all the cards down.
Has she offered any advice on your game? Have you shared it with her yet?
Yes, I ran through a short concept test with her the other night. It made me realize how explicit I will have to be in the rules about making "Hard" decisions. She kept trying to make the "grey" decisions that did not really exist as options, and frankly I do not want them to exist. She wanted to make the "good" decision for someone that should be making really, really, bad decisions.
The memories function basically like this:
You are being a drunk asshole, and here are the two ways a scene can go. "Not, being a drunk asshole," is not one of your options.
Not real sure how to encourage horrible behavior. I thought about being upfront with the rewards, but felt that this made it too obvious. Any ideas on how to encourage people to be a dick in a game, without just dangling the "I'm a dick mistletoe over their heads?"
Matteo Turini:
Quote from: thadrine on April 13, 2012, 07:44:28 AM
Not real sure how to encourage horrible behavior. I thought about being upfront with the rewards, but felt that this made it too obvious. Any ideas on how to encourage people to be a dick in a game, without just dangling the "I'm a dick mistletoe over their heads?"
I'm not sure if this can help, but anyway...
In the game I submitted, I wanted to stimulate conflict in the fiction between the father and the son, without forcing it.
So, the basic idea ofthe game is that a son receives a phone call from the hospital from a doctor who says that his father is about to die. The son takes the car, starts the engine and runs to the hospital, which is about 90 minutes away.
During the travel, he will have 4 memories of his relationship with the father.
So, to provoke conflict without forcing it, I thought that when the father (or the son) acts in certain ways during the memories, they will have greater chances to meet one last time in the present, at the hospital.
For example, if the father prefers an appointment to the company of the son during a memory, the Father takes a token and gives it to the Time (the 3rd player), who then adds 3 minutes to the maximum time the father will survive in the present.
(Narratively, it's because the father, in the present, tries to hang on, waiting for his son. There are also other reason for this mechanic, but they're probably not interesting for your game at the moment.)
As I said, that's how handled it... Not sure if it helps!
thadrine:
Well, isn't life grand. I had a weekend long business trip unexpectedly, so no game from me.
Navigation
[0] Message Index
[*] Previous page