Difference between revisions of "Dogs in the Vineyard"

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--[[User:Matts|Matts]] 13:36, 24 February 2007 (MST)Since we've played the system, why don't we put our thoughts on it up here?
 
--[[User:Matts|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==
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--[[User:Matts|Matts]] 19:04, 20 June 2007 (MST)So that old debate was fun!  Here's a change of the Dogs system by its author for horror games: [http://www.lumpley.com/comment.php?entry=201]
  
--[[User:Matts|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 traitLet'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".
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He brings up some excellent points about multiple participants that I'll integrate into SMitVIt's also driven me to think of SMitV not as a game about relationships, because it isn't really, but as a game about managing resources (at least at the highest level).
  
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==SMitV Mechanic Discussion==
  
==thoughts on relationships==
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Discuss the pros/cons of specific SMitV Mechanics here.
  
--[[User:Matts|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.
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==SMitV Mechanic Testbed==
  
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.
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Discuss potential mechanic changes here.
  
==thoughts on multiple combatants==
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===Experience===
  
here's what the creator said (here [http://www.indie-rpgs.com/forum/index.php?topic=22160.0]) about entering conflicts already in progress:
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--[[User:Matts|Matts]] 19:04, 20 June 2007 (MST)I saw a great idea on the indie-rpgs board today for longer-term campaigns (ie our 6-session one): you have a "permanent" character sheet and a "story" character sheet. At the start of a story arc (which could just be a session, right) you copy your permanent character to a new sheet. You amass Traits through fallout and experience as normal. When the story is over, you go through Reflection, and make changes according to that, but on your permanent sheet. This way, you can build experience in a given story, and apply the results of past conflicts in the story more or less directly to future conflicts until the climax. Then, you can sum that all up with the way you change your character in Reflection. This shows your character did grow, but that as the immediacy of the situation fades, so too does the bulk of the competence you developed under fire.
 
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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.
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How is this handled? Should Dog 2 be involved from the start?
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Dog 2 should not be involved from the start.
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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.
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"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."
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The players have to obey the rules for conflicts, the conflicts have to obey the causality of the in-game fiction.
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-Vincent
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Latest revision as of 21:04, 20 June 2007

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

--Matts 19:04, 20 June 2007 (MST)So that old debate was fun! Here's a change of the Dogs system by its author for horror games: [1]

He brings up some excellent points about multiple participants that I'll integrate into SMitV. It's also driven me to think of SMitV not as a game about relationships, because it isn't really, but as a game about managing resources (at least at the highest level).

SMitV Mechanic Discussion

Discuss the pros/cons of specific SMitV Mechanics here.

SMitV Mechanic Testbed

Discuss potential mechanic changes here.

Experience

--Matts 19:04, 20 June 2007 (MST)I saw a great idea on the indie-rpgs board today for longer-term campaigns (ie our 6-session one): you have a "permanent" character sheet and a "story" character sheet. At the start of a story arc (which could just be a session, right) you copy your permanent character to a new sheet. You amass Traits through fallout and experience as normal. When the story is over, you go through Reflection, and make changes according to that, but on your permanent sheet. This way, you can build experience in a given story, and apply the results of past conflicts in the story more or less directly to future conflicts until the climax. Then, you can sum that all up with the way you change your character in Reflection. This shows your character did grow, but that as the immediacy of the situation fades, so too does the bulk of the competence you developed under fire.