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Messages - cromlyngames

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31
brainstorming & development / Re: Escape the Dungeon
« on: July 18, 2017, 03:10:56 AM »
And i took another look last night.

Yeah. On a ten+ choose three of five. It implies that the remaining two are open in the fiction. The other option is

10+ you succeed. Live with it.
7-9+ you succeed. Choose 1from5, gm moves on one other
6- you fail and the gm 2from6 to move on.


That is probably simplest.

The other option is keep as is and spell out the snowball.
On 10+ choose 3from5.  The gm may threaten to move on 1 remaining. What do you do?

I think I like this way. It hardcodes soft and hard moves early on, which is nice scaffold gor player expectation and for the gm section.
It hardcodes the conversation rally. BUT how well does it work with two players?
Gm needs to break or pause rally to move spotlight.not an issue for an experienced gm but how to support that for a new one?



32
brainstorming & development / Re: Escape the Dungeon
« on: July 17, 2017, 03:38:48 PM »
Here you go: changelog covering everything that's changed from 06 June (my previous post here)
https://github.com/cromlyngames/EscapeTheDungeon/compare/master@%7B2017-06-06%7D...master

Notes on your notes
1) Elemental ooze startup bits need fixing. bugger. will do.
it will have:
jobs: Jnaitor, Plumber, Potter, Exterminator
demons: Resin; Rainfall; Writing; cheese; lawyers.

2)Basic moves - yeah. Still not 100% happy there, but I think dice need to hit the table to test them first.

3)If the MC isn't specifically called to "move against" an option, does that mean they can't do anything? Or is it a soft move like. Hmm... An example:
- for me, on a 10+ you succeed. No need for soft moves, the players should have moved the situation on themselves just by succeeding. If they end up looking at the GM afterwards, THEN a gm move triggers.
In your specific example, I would argue the GM should not make a move. It's a fucking awesome scene, the player succeeded on the roll and for the GM to anything but let Grimy blow the leg of Gerald is not being a fan of the characters. IMO.
I do get why you ask that. It feels like there is a beat missing in the rythm of the words in those moves. I'll need to think about the sentances used there for the flow to avoid that thought.

33
brainstorming & development / Re: Escape the Dungeon
« on: July 15, 2017, 12:14:52 PM »
Lots of work while the forums were down:

1) basic moves rewritten

2) all the playbooks got to first draft status.


\chapter{Playbook Summary}

What sort of game do you all want? Talk amongst yourselves.
\bigskip



Want to smash stuff? try the Brute\\
Want to hold a lot of keys and blackmail other players? try the Creep\\
Want to play as a formidable threat? try the Undead\\
Want to play a bunch of characters with sadistic glee? Try the Horde\\
Want to explore separation and back story? Try the Beast\\
Want to play a quieter support role? Try the Construct\\
Want screw with the physics of the world? Try the Magus\\
Want to include the surface town and be a fun villain? Try the Dregs\\
Want to explore issues of identity: Try the Hybrid\\
Want to play quietly but steer the story direction? Try the Plant\\
Want to play a loud and funny support role? Try the Fey\\
Want to bring 'other' powers into the story? Try the  Host,\\
Want to bring a cartoony disregard for danger into other's lives? Try the Elemental Ooze\\


What's left?
Codified GM moves. And I want to get more experience as a GM to do that.

34
Ahh, alright.

This is all the lite rules say for the firebrand:

"The firebrand: If you don't make a stand, no one will.
When you do something small to subvert the powers that
be, advance the Suspicion clock by 1."

The thing you said they can do isn't there.

35
Hey Neal,

I read over the lite ruleset last night. A couple of tiny typos I can highlight if you want.

Rule wise - in the lite rules, I'm not seeing how you set your starting stats - innate and perceived.

I'm also not sure why a player would 'choose' the firebrand playbook (or similar). The desire to create an interesting story crashes right up against the desire not to shoot yourself in the foot from the start. My only power would be the ability to get into trouble faster.

36
awesome, I'll take a look tonight

37
OK, so if something needs a formal Skill - I can never get about a 7-9 result?
I can see it making sense mechanically, but I don't know if it sucks the fun out of a good roll. Pbta games often end up with Advanced versions of basic moves with the 12+ result for a reason...

Does helping and hindering stack? can three people help the fourth?
Can someone help me Take the Risk to help him?

Ironic for the setting, but Might is barely used by the basic moves. Intentional?
---

I'd super recommend reading Sword and Sorcerer by Ron Edwards - it's the kind of game expansion that comes with a literature review, and it really boils down the genre into the underlying themes and conflicts.



38
brainstorming & development / Re: Escape the Dungeon
« on: June 07, 2017, 08:38:01 AM »
Thanks, that was incredibly helpful and crystallised some of my own doubts.

Everyone who is a keen Pbta player has asked for the 6- moves to be improved by loosening them, to allow the GM to move with the story. I trussed them up tight initially for the 'rule 4 - support the GM'. Basically I wanted someone with no prior experience of Pbta to not only be able, but be forced to Gm properly, with 6- moves driving fiction forward and snowballs.

That handcuffs people who feel comfortable, and stifles the fun of gming. I think it needs to go.

39
brainstorming & development / Re: Escape the Dungeon
« on: June 06, 2017, 04:50:00 PM »
Woo, thanks!

I can't take any credit for Fighter, Thief and Rouge as stats, though, that's taken by this guy, who I blatantly copied the idea from having heard it mentioned somewhere http://www.sycarion.com/fighter-thief-wizard-a-fantasy-rpg/

Feedback on the basic moves - yeah. I'm not happy with them yet either. More pizzazz, concentrate the deliciouness. Tjief is favorite move (thrid time I#ve heard that now) All Noted.

Identity - you didn't get it on the first read. I need to make it clearer and or better. got it.


Hope you enjoy the playbooks, at least as far as I've typed them up!

40
Ahh ok.

I think a chunk of it might be that I'm reading Savant as 'academic' while your meaning it as 'Tony Stark'.

I've got to admit though, personally, I really like "Savant: Pick one (Relic’s, gear, networks, artifacts)", that screams the theme at me, and after all, by the time I get to the character sheet I've read the previous three pages, so all those terms are activated in my brain :)

41
I seem to have touched a nerve. I like the game. I really do. I like it enough to read in detail twice, try to make some characters and offer feedback. If I'm nitpicking, its because I think it could be even more awesome. (the edit comment was because I couldn't figure out how to edit my previous post).


For points 1 and 2, I completely agree, it's just flavour. And I completely agree for a good, tightly themed game, the flavours need to fit the core palette. But at the minute, some flavours offered are really similar, and some that I would argue are core to the theme aren't there. It's like a cake recipe specifying "choose one of orange peel, lemon peel, mixed fruit and cherries", when it could specify "choose one of blueberries, glace cherries, mixed fruit, mixed nuts." Give us more flavour!

For 3), I disagree. The maths is core to the game. If there are two ways of doing something,and one is always worse than the other, than that space could be given to something more interesting and the flavour of both packed into the first option. And even if the designer doesn't check, someone will, and then post their results on the internet and then a load of people will blindly follow that and a bit of the game gets discarded.

I did the maths, the Teamwork stunt vs the Leadership tag is pretty balanced: https://docs.google.com/spreadsheets/d/1EpRX9TMAb2cwaRIbNtfKG8g5adgvtQ7z8gn3749kFlY/edit?usp=sharing

I do have a question though. The Teamwork +1, does that still apply on a 6- roll? (Ie, on a 6- +1 aid, on a 7-9 +2 aid and 10+ +3 aid?), or does it only apply if you get 7+ ?

---
Characters I tried to make and had difficulty
Daniel Jackson, Stargate - couldn't find anything for archaeologist or language expert
Louise Banks, Arrival  - again, language expert



Ones that did fit:
Ripley, Aliens 2 - ended up with tough and combat expert  and pressure expert - kinda works. More about Ripley than the setting I think
Howling Jake, one of my old Traveler characters - cybernetic ex rock star carouser turned drug smuggler - ended up with a single point in all moves but strange, which isn't bad I think for a generic weird character.


I've printed off another 8 character sheets, so will run through more options.



42
No way to edit. huh.

Yeah, fix those first two things up and maybe think about the third and gimme a new character sheet, I'll be happy to run this as a one shot on https://roleplayinggames.slack.com/

43
gone through and marked it up again. Few typos remain and few places I think the text could be tighter (but already makes sense).
I liked it enough to try making a stock set of characters.


Three problems:

1) Savant - tech, gear, hacking all feels like the same thing. Its not clear to me what situation one aspect would apply and the others would not. Maybe move hacking/code-breaking to Cunning?

2) Cunning - similar problem. when would trickery apply and bluffing couldn't?

3) Something a bit more mathy and nuanced:
a) Team player grants +1 to your aid to someone else. More powerful but less reliable then...
b) Persusive, leadership allows you to roll with advantage to aid/interfere with someone you lead?
c) Keen, people allows you to roll with advantage to ai/interfere with anyone?


44
brainstorming & development / Re: Escape the Dungeon
« on: May 13, 2017, 06:32:23 AM »
I added the first draft of the Dregs and the Magus playbooks.  Link at the top of the page.

Added a quick essay on Magic in this world. I've copied it below.



In the world of Escape the Dungeon, brave heroes explore the forgotten corners of the world, slaying creatures and collecting treasure.  They often try to kill the player characters for 'loot and experience'. How on earth does this work?

The world is steeped in magic. Magic is energy, throbbing potential for things to happen. It is unstable and tends to decay into something else quite quickly. Gold is the pure element that happens to be what a lot of magic turns into. This explains why town magic is so expensive, as the wizard is literally turning the gold back into raw magic to be infused into the spell. This process works in reverse too, and anywhere there is a large amount of magic you will have gold crystallizing out of the air. Since the dungeon largely runs on magic, you can see why heroes are attracted.

The second part of the surface dwellers' metaphysics of gold is that it can be transmuted into Levelup and back. A quantity of gold can be turned into new and terrible powers as the magic makes the target more than they were before. Traditionally, this type of personal growth up is achieved by killing, pushing things through the doorway from life to death. The bigger the door they need, the more Levelup you get. Levelup is the same thing as gold, gold is the same thing as magic, and magic changes the world.

The third part is the balance. The world has not ended in a runaway explosion of extinctions, tidal waves of gold boiling off into abstract gibbering shapes and fireballs. Magic is conserved. An increase of the amount of gold in the world must mean that the amount of free magic has decreased or that some things have died to keep the magic level the same. Or, local imbalance is corrected more directly.

In this world, large concentrations of magic create drama and gold. Large concentrations of gold leak magic, but also Levelup, normally in the form of tough, angry creatures. A rat that sleeps on a gold coin might be a giant rat next week. Sewers under rich cities are dangerous places. Owning a bank vault or being a tax collector is a scary proposition. Monsters don't carry gold, some of their life force crystallises into it when some idiot hero stabs them. Dragons sleep on piles of gold to absorb the magic they need to exist. Summoning a major spell can cause nearby gold to vanish, and if there's not enough gold, for life force to get sucked out of the wizard or someone nearby. A hero levelling up is drinking up magic that the dungeon needs to survive. Gold stolen and spent in the town is magic lost to the dungeon. A powerful monster is a significant investment of resources by the dungeon, but worth it if it stops some handsome thief crashing the local economy.

45
brainstorming & development / Re: Escape the Dungeon
« on: May 10, 2017, 04:41:56 PM »
Added my current self imposed rules into the new designer notes section.

Started a second index of stuff and items, designed to help a GM who needs to look up if there's any moves that interact with that thing, or just choose something random and on theme.

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