Started by Ron Edwards, January 16, 2011, 12:34:27 AM
Quote from: Ron Edwards on January 16, 2011, 12:34:27 AMI don't mind being corrected on this point, but if I'm understanding the cards correctly, the character is on a pretty fast track of either success or failure. As if from a single starting point, one either whips up through a positive exponential curve with b > 1 (the more you get the better you do), or grinds down through a negative one with b < 1 (a slow curving slide down that eventually tanks). Is there any way to change one's approach to managing the cards depending on whether one is doing well or badly? Or do you keep playing the same way all the time and simply see which happens?
QuoteRegarding getting the fiction itself established, I think there may be a certain lack of "jump" ... I'm saying that the system says X, and you (sitting there) say X, and we can later read in your journal that X happened. It stays X all the way through. Am I missing something about this? If not, then I repeat my point about a fixed setting. There's gotta be something fun about that middle X, possibly making the third one more reflective or interesting. And yes, I realize this is a Gamist game, but for it to be an RPG there's got to be something about this character in [/i]this[/i] setting to make it engaging while you're actually doing it.
Quote...my concern, obviously subject to playtesting, about death - it looks really freaking deadly. Three strikes every wave? Holy cow! I guess strategizing toward barricades and sacrificial NPCs is the way to go.Perhaps one more death-option is available, reversing the existing one that lets you wax an NPC to stay alive. Perhaps the primary character can die, and if there's an NPC handy, then the player plays that character as the new main guy. He or she finds the first one's journal, of course.
QuoteSo, victory. There doesn't seem to be any way to work toward it if I understand correctly, you just say it's over when the three cards end up in your cache. Seems counter-productive to hoard victory cards especially early in play, as it gums up one's cache, and a hand full of halfway-to-victory in even two categories is a ticket to rapid slaughter. So I suppose you wait until a set of three is out there in the Daytime cards (see my question below) and then you go for them.If that's right, then the differing types of victory seem utterly thematically out of the blue. Since there's no real way to shoot for any vs. the others, differing thematic or moral content across them is irrelevant. Perhaps it would make more sense to narrate one's own take on the content of the victory, based on the events so far?