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?


General impressions

the below was copied from Talk:Nephon Sector One-Shot
--67.183.58.127 13:50, 24 February 2007 (MST)This system was the opposite of less is more. That concept is based on the mathematical idea of elegance, that no matter how complex something looks on the surface it can be reduced to a simple, profound core idea. This system over complicated the vast majority of conflicts by equating all conflicts. The rules are 160 pages to describe one extremely focused kind of encounter. And even in that tiny microcosm it was convoluted, unclear and unweildy in many common situations. Its probably the most overly complex system I have ever experienced; even the seemingly most simple task is clouded in handfuls of dice. There were good story elements but they were entirely unrelated to the system at hand and would have occurred had we been using Hero, White Wolf, Twerps, Palladium or no particular system at all. I understand you like the mechanic, and if you choose to use it thats cool. But this system is most certainly not less is more. This system is the lifeline from Donnie Darko: everything is either this or that. Facts are borderline irrelevant, lets roll some dice and let them determine truth. I am not against playing this; I am, however, against giving it accolades it does not deserve.

--Edmiao 20:12, 25 February 2007 (MST) I agree with the above except for the last sentence. I am against playing this system for a prolonged game, unless it is used as an overlay on top of another system only for use to stimulate back and forth PC/NPC conversations. I do see the benefit of this system for use in one shots; it has simple character sheets and only one type of dicing off mechanic to learn, so is easy to pick up.

--Matts 00:17, 26 February 2007 (MST)Is your main criticism of the system that it's not comprehensive enough with respect to character generation, or is it not concrete enough in the way things are resolved?

--Edmiao 09:54, 26 February 2007 (MST) The character generation is very superficial. you have, what, 4-6 traits and that's it. Then there are formalized relationships, which most other systems would let fall on roleplay. That's about as minimal as it gets. And then we end up metagaming, (guilty, but can't help it) trying to get those traits worked into a conflict. Conflict dicing is used in place of roleplaying to convince NPCs to spill the beans. As Jason pointed out, who cares about the facts it's all about who metagamed to get their "2d8 likes bunnies" and "1d6 smells like cabbage" traits worked into a conversation. Sure, you can work out the bugs and make the stakes of each conflic low but then the conflicts get very drawn out. If you think our games move to fast, then we could use this to draw them out. In sum, I just didn't like it.

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