Started by ThoughtCheck, April 07, 2012, 08:25:09 PM
Quote from: jackson_tegu on April 07, 2012, 08:40:51 PMThis looks rollicking so far, which is a cool tack for a "one of us is secretly evil" game. Usually they're so grim.And by usually, i mean i only know a few.I love your voice! Write the game that way and i'll be hella stoked. I mean, charmed in the utmost.
Quote from: mrteapot on April 07, 2012, 10:13:01 PM"Doctor" fits very nicely into a Victorian narrative. Doctor characters fit the genre and characters like Dr. Van Helsing could be really helpful during a horrific investigation sort of thing.
Quote from: mcdaldno on April 08, 2012, 03:26:40 PMThoughtCheck,The cards thing is really cool. As you started to describe it, I had in the back of my head a voice saying, "That wouldn't work, because how would the GM know who played that 'X arrives on the scene' card in the first place?" And then I kept reading, and realized you were thinking about having a specific deck for each character. And I thought, "But, then the assembly prep for this game would be so labour intensive, with 3-5 decks of cards to assemble!"And then I finished reading and had an idea. Maybe each archetype starts with only a hand of 4-5 "special powers" cards (and no deck). So each player has a hand without any Successes/Failures in it, to begin with. There's a big Successes/Failures deck (maybe with a few generic "twists" cards in it, too!) in the center of the table, which everyone shares. This could even be a simple deck of playing cards, with black=success and red=failure and ace=twist.Whenever a player plays a card, they replenish their hand by taking a new card from the top of the Successes/Failures deck. But if the card they played was one of their "special powers," they can instead choose to retrieve that card. So at the beginning, people can't really succeed or fail at tracking down the monster - they can only show up, demonstrate their role in the community, etc. Its only after they've begun to let go of their "But I'm just a helpless aristocrat" identity that they become capable of actually succeeding in stopping this monstrous creature.Anyways, that's a thought. I originally was going to suggest it because it'd cut down on needing multiple decks, but in typing this out I started to think it had some cool thematic content. Use it or not, as you wish!
Quote from: PeterBB on April 09, 2012, 04:49:40 AMI am totally digging this game. The premise is fun, and the epistolary format is an interesting gimmick. The card mechanic is also great, I love the tradeoff of having to decide whether to influence the outcome or else use one of your special abilities. Can the monster have cards that are special monster powers, but don't reveal its identity? I'd love to see the paranoia of having everyone trying to figure out who just did that big bad thing that happened.