littlestkobold ([info]littlestkobold) wrote,
@ 2007-07-28 14:41:00
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Current mood: thoughtful
Entry tags:games, gaming, ordinary angels, steampower publishing

[Ordinary Angels] Help me put these pieces together

Crossposted to the Collective Endeavour


Ok, so Six Bullets seems to be on hold at the moment whilst I wrap my head round some of the issues with structure and narration. So Ordinary Angels has swaggered forwards to fill the gap. I know what I want the game to do, and I have a check list of rules that I want in it, but I'm having trouble piecing all the pieces together.

But first a bit more about the game, which is based on the film of the same name by my good friend, Todd Downing. It's a cop show or police procedural, thematically and stylistically similar to the Shield or the Wire, if you've seen those. Oh, except the cops are angels, the criminals are Fallen and the victims are souls caught between the two sides.

You play a cell of angels making hard choices between doing what's right (saving humans, killing the Fallen, trying to make the world better) and what's necessary (reaping souls for the War, making concessions and deals with the Fallen, and sacrificing humans in line with the Plan). Each session is a "day in the life" of your cell, as though being filmed by a documentary crew, a la Cops.

So here's what's in so far:

Dice mechanics

  • 3 stats - humanity, will and belief - rated by a number of d6.
  • when you make a roll you roll a combination of all 3 stats, although i'm not yet sure how or why you might want to.
    rolls are opposed, with 1-3 being good, 4-6 being bad.
  • triple 6s are super bad, and triple 1s are super good. So the more dice you roll, the more likely you will be to get a triple in some capacity. Not sure what happens on a triple yet, but probably some sort of manifestation/narrative FUBAR.
  • i'm toying with borrowing slightly from Don't Rest Your Head and having whichever stat rolls the most successes "colouring" the outcome in someway, or putting a restriction on the narration. So if your humanity comes up trumps, the narration will be grounded
  • in mundane reality, whereas if belief dominates it's likely to appear full-on miraculous.

Faith & Duty

  • on the next layer up you have faith, which is a pool of points that you can use to perform supernatural stuff with, either by spending some to create an effect or introduce a story element, or to add additional dice to a conflict.
  • you get faith back by acting in line with your duties.
  • Duties are very much like keys in TSoY, set responsibilities coupled with restrictions on what thou shalt and thou shalt not do. Acting in line with them gets you faith back, but obviously the more complicated the situation you end up in as a result the more faith you get.
  • Breaking your Duties puts you on track to Falling, although I'm not sure if there should be a mechanical incentive for neglecting them too - perhaps bonus dice too?

The Plan

  • The Plan is the spine of the game, a measure of opposition and progress, inspired by Agon's Strife mechanic.
  • The various elements of the game are each assigned a number of points from the Plan, be they mysteries, Fallen opponents, plot complications or whatever.
  • Whenever the angels solve or accomplish one of the elements from the Plan, those points are discarded. When all the points are gone, the angels accomplish the Plan and the adventure is successful.
  • I'm thinking the angels can go "off plan" by burning faith, allowing them to ignore or overcome an element of the Plan in some other fashion.

Testimony

  • The to camera monologues by Afriel are one of the best bits in Ordinary Angels, and I'm hoping to do something similar in the game, very much like Testimonials in InSpectres. I'm not sure what game effect this will have yet though.

So, there you have where I'm at at the moment, which is 4 separate mechanics that only tie loosely together. I'm hoping the Plan will tie neatly in with Faith and Duty somehow, and those in turn link in with the trinity of stats. Where Testimony fits in I don't know, but I think it'll be the players way to tweak with the Plan.

I don't think my dice mechanic is funky or interesting enough just yet though - am I missing something obvious I can do with 3 pools of 3 stats?

Is it too fiddly? Am I trying to squeeze too much into it at the moment?



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[info]drivingblind
2007-07-28 02:48 pm UTC (link)
I think you have a lot of ideas for producing flavor here, but you don't have a rubric in mind for flensing away the parts that aren't in direct service of what your game is about.

So let's get all Jared on you and ask:

What is Six Bullets about?

(there's more, but that's the first question, and I'll keep asking it until the answer's spot on)

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[info]littlestkobold
2007-07-28 05:15 pm UTC (link)
You mean Ordinary Angels - Six Bullets is currently mulling over further down the creative line.

Right, let's have a crack at your question - please keep beating me with it until I actually answer it.

Ordinary Angels is a game about playing an angel in a modern setting, about footsoldiers fighting a war over the fate of humanity's souls, about doing what's right versus doing what's necessary (thanks to Iain for that line - sorry I've repurposed it fopr myself).

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[info]drivingblind
2007-07-28 06:07 pm UTC (link)
Sorry! Thought one thing, typed the other.

Okay -- you're sort of there:

Ordinary Angels is a game about playing an angel in a modern setting, about footsoldiers fighting a war over the fate of humanity's souls

That's what's happening in your game, but it's not what it's about (more on this later).

about doing what's right versus doing what's necessary

This is more what your game is actually about. Here's a similar example:

Hey Fred, what's Don't Rest Your Head about?

What's happening: Don't Rest Your Head is about people who are so tired, and so crazy from being so tired, that they see through the walls of reality to the true reality called the Mad City, where Nightmares walk the street (plus, they get superpowers).

That's an interesting description of what's going on in DRYH, but it's not what the game is about.

What's it about: Don't Rest Your Head is about running towards the edge of a cliff, being cooler the closer you get, and trying to stop yourself just before you'd fall over that edge to your death.

What I'm asking here is where the heart of your game is -- what its sensibilities are. How should the game make you *feel*? That sort of thing.

So, given that you're partly on the right track with part of your answer...

What's your game about? :)

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[info]littlestkobold
2007-07-28 10:53 pm UTC (link)
Ok, let's hit this again.

Ordinary Angels is about doing what's right versus doing what's necessary. It's about shoving a gun into some kid's face and having the conviction to pull the trigger and win the war somewhere else, or holding off and letting a whole city go to Hell. Literally.

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[info]drivingblind
2007-07-29 04:52 am UTC (link)
Okay, spot on.

Now, the next question:

How do your game mechanics help make what the game's about, happen?

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[info]littlestkobold
2007-07-29 03:48 pm UTC (link)
These questions are really making me sweat Fred, and that's really, really great.

I think that the mechanics that really make this happen are the duties and the plan. Duties represent the "do the right thing" part of your character, and are the way of refreshing the in game currency to boot. The Plan represents the "do what is necessary" about this particular session, and is the way to complete/win the adventure. I see these working best when they conflict, head-on. If you pick one over the other, you lose out - either on a personal scale, or on a larger scale.

I'm not sure the dice mechanics help make that happen. But I think they might be the way that the conflicts that come out of the do right vs do necessary mix are resolved, especially if they're primarily fuelled by the currency of faith.

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[info]drivingblind
2007-07-29 04:00 pm UTC (link)
(I can't take credit for the questions -- I'm cribbing them from Jared Sorenson. At least to the extent that I remember them.)

Okay, let's dig down into The Plan and Faith. These are at the heart of what your game is actually about. Given that, it's time to look at everything through the lens of how it ties into The Plan or ties into Faith.

Given your answer, I'm going to put a flag on the dice mechanics. Right now, the way you talk about them, they are only color. If we can find a way for them to tie into Faith and the Plan, you're going to wake up your game a little more, and make sure that its various pieces-parts all tie into what your game's about, its thematic core.

You want your die mechanics to be responsive to 111 and 666, but you don't know how to make that happen... Look to Faith and The Plan. Maybe a 111 recharges your Faith or gives you at least a few more points (equal to the number of non-success dice, perhaps). Maybe a 666 is a flag to complicate the plan -- something previously unanticipated gets added to it, with a point value derived from the other dice besides the 666 (maybe the highest die showing other than the three 6's). That sort of thing.

Basically, this is the value of your first answer set in motion. Whenever you come to a point of "I don't know what to do here!" -- go back to your answer to the first question. The answer to that question is the answer to all other questions of this type. You just need to figure out how to apply it.

(More in the next commment)

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[info]drivingblind
2007-07-29 04:16 pm UTC (link)
Other questions that get spun off at this point:

- What are the definitions of your three stats?

- Does a stat named "Belief" muddle the waters of meaning around a central game mechanic called "Faith"? (I foresee these two terms getting mixed up a lot. Something's gotta give.)

- How does borrowing the "dominance" mechanic from DRYH uphold your premise and what your game is about? You breeze past the idea of Humanity = the narration is more grounded, but I don't see a mechanical benefit occurring based on dominance. Let me tell you this part plainly since you're borrowing from my game -- without mechanical elements tied to dominance in addition to color/narrational elements, the idea of dominance is pretty inert in the game. My first playtest draft of DRYH had color-only effects from dominance, and it was pretty deadweight as a system element. Then Rob said to me: take away all the narration and show me a fun dice game. Lightbulbs went off! And thus I added the mechanical elements to dominance. It was crucial. Unless you're ready to add that layer of complexity to your game, skip the borrowing -- I love the mechanic, but it may not be the right fit.

- That said, you've got an interesting trinity of stats here, especially because I can look at them and phrase each one as "This task tests your [Will, Belief, Humanity]." That's pretty potent. Consider: Angels can't "intervene" (i.e., affect the world) unless they are being tested in some way (that's the Divine for you, always testing). Maybe you frontload the color/narration burden instead, saying, "You can't use dice from one of your scores without explaining how the challenge before you tests one of them." This means players, in order to be effective, will always be looking to describe what they're doing in terms of things that will test their wills, test their beliefs, test their humanity. That's potent front-loading of premise. It's also possible that they'll still be able to act when something doesn't test them, but only marginally, rolling a default number of dice (1).

- Maybe the mechanical incentive for turning away from your Duties and Falling is increasing the potency you have when you're not being Tested. And when your Fallen score is equal to or better than any of your trinity stats, you no longer have to be tested; therefore, you Fall. (Johnny the Angel has 3 Humanity, 5 Will, and 4 Belief. When his Fallen score hits 5, he Falls.) When it's equal to or greater than *one* of your stats (i.e., the lowest one), then you're In Peril, because that's the point at which you start to lose the incentive to be Tested. Of course, if you can be Tested in more than one stat at the same time, maybe the upper bound threshold on Fallen is the total of your stats, rather than just one of them. But you'll want to think about that carefully, I imagine.

- Maybe Testimonials let you refresh your resources, reduce your Fallen score, get die bonuses, add elements to the scene so you can be validly Tested, etc? I dig them, absolutely, but they need to tie back into directly addressing some element of system.

(More coming)

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[info]littlestkobold
2007-07-30 09:11 pm UTC (link)
Ok, before I start answering questions, I just want to say thanks Fred - this stuff is really, really helpful.

Oh, I'm going to give all this stuff numbers, to make it easier to reference.

1. What are the definitions of your three stats?

Very vaguely, they represent belief in humanity, belief in god and belief in yourself, your trust in those things to get stuff done. I'm not sure how they map to actual play yet though.

2. Does a stat named "Belief" muddle the waters of meaning around a central game mechanic called "Faith"? (I foresee these two terms getting mixed up a lot. Something's gotta give.)

Yes, probably. I think this will crop up a lot if I'm not careful. I'm not that sure I like "faith points" though. Will see if something more grabby grabs me.

3. How does borrowing the "dominance" mechanic from DRYH uphold your premise and what your game is about?

It doesn't. At this stage this rule is pure colour, and fairly vague colour at that. I get what you mean about if a rule is only generating colour, it's hampering the system - consider this bit on the way out unless I come up with something better.

4. That said, you've got an interesting trinity of stats here, especially because I can look at them and phrase each one as "This task tests your [Will, Belief, Humanity]."

I like referring to them as Tests, in both a mechanical sense and a biblical sense. Good call there. I like your extrapolation too - so I might be trying to stop this girl from jumping off the bridge, but unless I can explain how this is testing my humanity I can't even roll dice, let alone achieve this. Neat.

5. Maybe the mechanical incentive for turning away from your Duties and Falling is increasing the potency you have when you're not being Tested.

Ooh now I like that. So maybe if you have falling points or whatever you get to add them in to any untested test. I was thinking if you fail a test you lose faith points ... or you can forego this and gain a falling point instead. As well as gaining them for neglecting your duties. Those two functions could combine quite nicely.

6. Maybe Testimonials let you refresh your resources, reduce your Fallen score, get die bonuses, add elements to the scene so you can be validly Tested, etc? I dig them, absolutely, but they need to tie back into directly addressing some element of system.

Absolutely. I like them too much for them to just be about colour or narrative structure (although having them the means to set up a new scene works too). If we think to InSpectres, they're the means to either introduce a trait for another character (mechanical), or an element to the plot (colour).

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[info]drivingblind
2007-07-30 09:37 pm UTC (link)
Ok, before I start answering questions, I just want to say thanks Fred - this stuff is really, really helpful.

I do my best. :)

1. What are the definitions of your three stats?

Very vaguely, they represent belief in humanity, belief in god and belief in yourself, your trust in those things to get stuff done. I'm not sure how they map to actual play yet though.


Dude! Listen to yourself!

Those aren't stats, they're the Pillars of Faith. Faith points directly interact with the Pillars. Tests become all about which of your Pillars are getting Shaken. (Note how this ties into things -- if your Pillars stop supporting you, you Fall.)

They should entirely be: Humanity, Myself, God. Ditch the Will and Belief thing -- Will was neat as something to be Tested, but I much prefer the idea that it's always Faith that's being tested...

4. That said, you've got an interesting trinity of stats here, especially because I can look at them and phrase each one as "This task tests your [Will, Belief, Humanity]."

I like referring to them as Tests, in both a mechanical sense and a biblical sense. Good call there. I like your extrapolation too - so I might be trying to stop this girl from jumping off the bridge, but unless I can explain how this is testing my humanity I can't even roll dice, let alone achieve this. Neat.


Bingo. And to be fair, that idea's sort of there in your premise, I just cleared a lot of grime off of it and held it up where it could shine. Thus the extrapolation.

5. Maybe the mechanical incentive for turning away from your Duties and Falling is increasing the potency you have when you're not being Tested.

Ooh now I like that. So maybe if you have falling points or whatever you get to add them in to any untested test. I was thinking if you fail a test you lose faith points ... or you can forego this and gain a falling point instead. As well as gaining them for neglecting your duties. Those two functions could combine quite nicely.


Yeah. Whether it's as a spendable currency (Fallen points... or maybe just call them Doubt, since this is a game about testing faith) or as a "fourth stat" that you default to whenever you aren't being Tested (you could also call this Doubt) and which increases under certain circumstances that push you closer to falling, I think this is definitely how you want to get in there and directly address the temptation of the Fall. This grabs the part of DRYH that I think you actually want -- the closer you get to going over the cliff, the more effective you are in the short term, but the more imperiled you are in the long term.

6. Maybe Testimonials let you refresh your resources, reduce your Fallen score, get die bonuses, add elements to the scene so you can be validly Tested, etc? I dig them, absolutely, but they need to tie back into directly addressing some element of system.

Absolutely. I like them too much for them to just be about colour or narrative structure (although having them the means to set up a new scene works too). If we think to InSpectres, they're the means to either introduce a trait for another character (mechanical), or an element to the plot (colour).


Sure, but don't get tethered to the Inspectres method. I could see them as a very effective way of bleeding off Doubt -- or, if you groove on how Inspectres uses a confessional to affect other characters, maybe they can also be used as an effective way to help *another* character besides your own bleed off Doubt.

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[info]drivingblind
2007-07-30 09:38 pm UTC (link)
(In case it's not obvious, the idea for a game you have going here really grabs me. But if at any point I start coming on too strong and you want me to back off so you can design your own game already, tell me!)

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[info]littlestkobold
2007-07-30 09:59 pm UTC (link)
I kinda guessed that, and it really is appreciated. I'm still at that key design phase when ideas are running wild - this is really helping nail them down.

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[info]littlestkobold
2007-07-30 10:36 pm UTC (link)
1. Humanity, Self and God ... I'm a little wary about having a stat explicitly called God, which sounds kinda odd in a game about angels, but there we go.

Now when to apply them? I guess in the previous example of the girl about to kill herself, you're testing your humanity there. How can she throw her life away, how can you appeal to human emotions to stop her.

Or is it a test of self? How can you be expected to stop wars if you can't even stop this one suicide, how can you use your angelic voice to talk her down?

Or is it a test of god? How can the divine plan allow for a soul to be lost this way, how can you call for a miracle to save her?

Is it good that you can wiggle it so any of them apply? Or does that mean there isn't enough granularity between the 3 pillars?

5. Doubt for sure I think. That's the perfect word that encapsulates the idea. And yes I think you're right about it being the part of DRYH I was fumbling for - that temptation to just ... use ... once ... more. The way that as you get nearer and nearer to the edge, you reach your full potency, then it's all over if you fail.

6. Kinda like how refreshes work in TSOY? I definitely think they should be personal, and about you, nobody else. So bleeding off your own doubt I think, or recharging your own faith or whatever.

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[info]drivingblind
2007-07-30 11:17 pm UTC (link)
#1: Humanity / Self / Divine Will, then (or The Word; or The Plan; something that implies God but doesn't put a "name" on it).

Is it good that you can wiggle it so any of them apply? Or does that mean there isn't enough granularity between the 3 pillars?

No, it's good that you can wiggle. What's important is that *how* you wiggle, the sorts of things you have to say about what you believe, in order to get them to apply. And then, if we went off my idea of the Doubt as a "fourth pillar", then pillars which are less than or equal to your Doubt might not be available to you -- doubt has subsumed them. So as Doubt grows, the things you can wiggle to use, the basis of your faith, goes away. So when you do encounter that one situation where, say, your Belief in Divine Will -- the only score you have greater than your Doubt -- can't be bent to apply, you're left only with your Doubts. *That's* a story-vibe, right there, and I think it's akin to what you're saying you like about the Angel procedural.

Kinda like how refreshes work in TSOY?

Now that I think about it, almost exactly like refreshes. Good catch/correlation!

And it might be interesting if testimonials are the only way you're allowed to share your character's introspections. That might force all non-testimonial play to feel more "procedural", if it was constrained to just focus on what can be perceived, what's said, what's done. (That's probably something that needs playtesting.)

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[info]drivingblind
2007-07-29 04:24 pm UTC (link)
Anyway, this above is all made possible because of the answer to the second question, mixed together with the light shed by the first.

I sort of briskly ran through one of the versions of the Big Three questions. They're key to finding your way home whenever you come to a confusing crossroads such as what you expressed in the original post.

Troy talked about 'em over on his blog back in March. Check it:

http://socratesrpg.blogspot.com/2006_03_01_archive.html

Search for the term "Big Three" and read all of the post there.

What I'd say to you in general is:

- Look at everything you have in mind for the game
- Ask yourself "how does this serve what the game is about?"
- You don't always have to answer that question in the positive, but you should be giving a solid answer to it a large majority of the time
- Incentives, incentives, incentives. Mechanical advantages that can be seized through play create them. Think about how to offer advantages to players in order to encourage the various sorts of behaviors you want to see occur in your game. Make sure *each* behavior has an incentive tied to it. You want: Interesting interactions with the "trinity" stats; the desire to stick to the duty; the desire to go off duty; the opportunity to Fall. Make sure each of those gets incentives -- mechanical reasons for wanting to do them.

Finally, once you're done with your various answers, sit down and have a hard think about the "fourth question", which isn't on either of the lists linked above, but is probably the most crucial, final step.

Ask yourself "How is this fun?" And make sure the answer you give is something other people can see.

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[info]boxninja
2007-07-28 04:02 pm UTC (link)
I like the 666 and 111 thing, actually.

How does the system encourage me to do the cool things that you like from the movie? So maybe don't think about what game effect monologues give you, but rather what drives you to do monologues. That's all I got on a first reading.

What are the repeating reward cycles? I'm thinking that they're ended by monologues, though that's just a hunch.

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[info]drivingblind
2007-07-28 06:08 pm UTC (link)
I think the 666 and 111 thing was a system feature of In Nomine ... not that that's good or bad, just me dredging up a factoid from the back of my gamer brain.

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[info]boxninja
2007-07-28 07:15 pm UTC (link)
Yeah, I had forgotten In Nomine used a d666 (shame on me since I have three copies of that book), but it was read in a strange way. You added two similarly coloured dice together (in effect: roll 2d6 conventionally), and the third different die was a "check digit" for level of success (1 was low, 6 was high). But if you rolled 111 that was an exception and the Holy Host intervened. Roll 666 and it was the Devil's turn.

Getting back to what the game is about: it's police procedural in the style of the Shield, right? Andrew, are you familiar with Judd Karlman's Blood Simple for Sorcerer?

Allow me to introduce you, then.

See, a lie down and a think does me good, sometimes.

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[info]littlestkobold
2007-07-28 10:41 pm UTC (link)
I'm not familiar with it, or at least not til now. Will take a look. Thanks!

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[info]littlestkobold
2007-07-28 10:40 pm UTC (link)
Yes it is from In Nomine, although I'm going to resist the urge to discount it simply because of that. As Gregor says, it was really a 2d6 + 1d6 roll, which was kinda weird.

So although obvious, 666 and 111 is too iconic to pass up I think :-)

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[info]littlestkobold
2007-07-28 10:48 pm UTC (link)
Maybe I should tell you about the cool things I like from the movie, and then we can see about fitting rules to them.

I love the to-camera monologues and diaries. They book-end the action nicely, cutting away to give an opinion or commentary. I think they'd work well as ways to frame and end scenes.

I love the internal conflicts between doing what you know is right and doing what you're meant to. Especially when characters oppose on what's right. Like right at the start, Afriel, Protector of Children, is conflicting with Cadmiel, Angel of Destiny, over the fate of a dying baby. What's right is that Afriel steps in and saves the baby, but it's the baby's destiny to die.

I want tough choices like that in the game. I think Duties might help to engender this. If you make the right choice, you tick a duty and get faith back. But you're also no closer to completing the Plan, aka your mission. If you do what's necessary you complete the Plan, but are neglecting your duties.

More as I think about it on that.

Talk to me more about repeating reward cycles. I'm having a hard time grasping it in this context!

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[info]tundra_no_caps
2007-07-29 05:56 pm UTC (link)
Knowing how to mix the best of all games, does not lead to innovation, but leads to fun.

You admit to stealing bits here and bits there, the good bits of every games, you're already on your way to success :)

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[info]littlestkobold
2007-07-30 07:45 am UTC (link)
I hope that's no bad thing! Imitation is the sincerest form of flattery and all that ;-)

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[info]tundra_no_caps
2007-07-30 08:53 am UTC (link)
Heh, it is granted that the pieces work, now you need to make sure the pieces work well together.

You're also accepting you give up some innovation for the well-oiled machinary of trusted warhorses, but that's ok.

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[info]littlestkobold
2007-07-30 10:42 pm UTC (link)
That's an interesting way of putting it. I hadn't really thought about it like that - that you can either try something new and hope to make something innovative and better, but might not; or you can reuse something that you know works but won't necessarily be an improvement on what's gone before.

And yes, making them work together and not just be some sort of horrible Frankenstein's monster of a game is the key thing here. And not just renaming all the bits and applying a bit of paint!

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development styles
(Anonymous)
2007-09-16 07:13 pm UTC (link)
lately i'm into games that use really elegant design to create a way of playing that adapts to each player's inclinations. and especially lately that elegant design tends to have a mathematical basis that you don't need to understand in order to play well - but it's the Plan, so to speak. you have a great opportunity here to do the same thing that settlers of catan does with math, or polarity does with magnetic fields... but with pure game theory / theology.

so just a suggestion: it seems to me from the discussion here that this game is based on bargaining... hedging bets... optimizing... but all of that is a form of bargaining with self/god. that's just a bit of differently-worded stimulus for you.

as a mechanical point, i like the idea of other players rolling to see what happens with a given player's test. each of three rolls one...? one of the big themes in this area is the lack of control an angel has.

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[info]gobi
2007-07-30 08:05 pm UTC (link)
It's totally what I'm doing for Do. I figure once you have something playtestable, then actual play will focus the clutter more than theoretical notes, y'know?

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[info]littlestkobold
2007-07-30 10:38 pm UTC (link)
Definitely. An hour of playing the game can clarify everything way more than years of discussing it and theorising. At least, I hope so!

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[info]gobi
2007-07-31 02:30 am UTC (link)
Me too. I'm hoping that my playtesters actually show up.

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[info]littlestkobold
2007-07-31 07:44 am UTC (link)
For Do? Oh I don't think you'll have any trouble at all finding playtesters. Trust me on that one - you've got at least one group here.

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[info]gobi
2007-07-31 10:20 am UTC (link)
I'm still very much in alphatest mode at the moment, so I dunno if it's ready to be sent out to groups where I'm not yet present. I'll keep that in mind though. :D

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