Dogs in the Vineyard

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--Matts 13:36, 24 February 2007 (MST)Since we've played the system, why don't we put our thoughts on it up here?

thoughts on disadvantages

--Matts 13:36, 24 February 2007 (MST)My thoughts re: disadvantages: I think that, in order to give players' disadvantages weight (especially because we're doing 'roleplaying' as opposed to 'backseat moralizing'), your d4 traits are mutually exclusive with at least one other trait. Let's say Matsumoto eats another pecan pie in front of Mr. Tester; he gets his 'd4 instigator' trait. However, that trait is basically the times when his 'cool-like zen' don't work, because he's instigating. In fact, we could say that he's "Cool Like Zen 2d6" "except when he's instigating d4".


thoughts on relationships

--Matts 13:36, 24 February 2007 (MST)Ben brought up a great point about loyalty vs relationships. After further thought, here's my position: A relationship is basically a two-fold emotional bond: conflicts over or involving that relationship are that much more intense for your character because of his feeling.

For something like giving an order, Relationships are only somewhat appropriate; if I tell Rina to do something she doesn't want to do, we get in an argument, right? So, for an order, I'd say the command structure would be best implemented through Traits. "Captain of the Bishamon d8" for instance, or "Loyal Soldier". Those dice would come into play when the command structure is being used or followed.

thoughts on multiple combatants

here's what the creator said (here [1]) about entering conflicts already in progress:

Dog 1 starts a conflict with NPC 1. During their initial, just-talking part of the raise,see, raise process, Dog 1 announces that he wants to pull his pistol and start shooting! Dog 2, who up until now has not been involved but concerned that this is now out of hand, wants to prevent Dog 1 from shooting NPC 1.

How is this handled? Should Dog 2 be involved from the start?

Dog 2 should not be involved from the start.

This is a strong GM moment. This is a moment where you, as GM, tell both players that they can't just have what they want.

"Dog 2, you can't participate in this conflict. Dog 1, you and I must play this conflict to its conclusion in the instant between when your hand lands on your gun and when Dog 2 catches your arm. All our raises and sees have to fit in that tiny space. If you can't do it, you have to give."

The players have to obey the rules for conflicts, the conflicts have to obey the causality of the in-game fiction.

-Vincent