Difference between revisions of "Dogs in the Vineyard"

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A system that takes more liberties in storytelling than traditional ones; Characters are basically bunches of traits, and conflict is resolved in an extremely interesting way. I'd like to try it out at least once, minus the rather silly "religious fantasy" setting it currently has.
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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?
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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]
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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).
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==SMitV Mechanic Discussion==
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Discuss the pros/cons of specific SMitV Mechanics here.
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==SMitV Mechanic Testbed==
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Discuss potential mechanic changes here.
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===Experience===
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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.

Latest revision as of 20:04, 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.