Pages

14 janvier 2016

I highlight, with stealing in mind: I also like the idea that at the start of the game by secretly listing things...

I highlight, with stealing in mind: I also like the idea that at the start of the game by secretly listing things your character is going to express and at the end of the game if the players can guess which things on the list was your goal, ie you successfully acted as if you hair was on fire and they link "Hair on Fire" to you, you and they get XP. That's a fun idea, like a kind of theatresports game; yes it rewards player skill but in a fun way.

Might work refreshingly well for stats highlights in Apocalypse World et al.

Originally shared by Steve Dee

Wizarding (15105) feels like a #threeforged  heartbreaker. It's mostly an incomplete mess laid out in a very hard to read fashion (chargen comes first for a reason, guys) but there's some lovely stuff buried in it I hope gets salvaged. It's basically a Hogwarts RPG but instead of making up a faux Hogwarts it hand over all setting responsibilities to you with the oh-so-familiar "sit around and come up with a setting, dudes". It even suggests this will take multiple sessions and arguments may occur! Then we go into Hogwarts simulation: four stats plus stats in whatever magic system you invent(!?), dice pools are rolled for success. You only fail when you roll a majority of 1s but since you start with d12s that will only happen <1% of the time! If the magic dice roll their maximum, magic goes crazy, which is a cool idea, and speaking of cool ideas here's a few of them that I spotted:
Once you roll a failure, the die side drops for everyone, so you're more likely to fail and magic is more likely to go crazy, and when you drop from d4 the game goes into epilogue. I've seen a few of these rules-provided pacing mechanics and I like them a lot, and if this one was fixed with the early chances it seems strong.
I also like the idea that at the start of the game by secretly listing things your character is going to express and at the end of the game if the players can guess which things on the list was your goal, ie you successfully acted as if you hair was on fire and they link "Hair on Fire" to you, you and they get XP. That's a fun idea, like a kind of theatresports game; yes it rewards player skill but in a fun way.
I like that there's a discussion of exactly what the structure of the game should be, in nine separate escalating scenes. 
It also has a system where, like the Clinic, the way your succeed or fail during the game influences outcomes in the end game - if you are selfish a lot you will have to face big sacrifices, and so on. I don't think it works as written but it's a good idea.
So here's the takeaway from all this: nothing is wasted. I want the three people on this game to take these ideas and do things with them. Even though Wizarding itself isn't great as it stands, there's some gems in here that deserve to shine, and the designers should be proud as hell they came up with them. I may steal the XP system myself.

Aucun commentaire:

Enregistrer un commentaire