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Posted By: Nathan P.Chained Souls: Work Out Your Own Salvationby Timothy Monk
- So....are characters dead? Or not? (continued reading) Not. My bad.
- Spirit - if you fill in 4 sections, then have 4 dice, do you put two dice on each unfilled section? Or only 1 die on each?
- Chains - good technique, well chosen! I approve. I assume that I could claim someone else's Treasure as my Need (for example)
- Solid Fortune-at-the-End "narrate a bunch of stuff, then roll some dice" model
- So the Bible Verse thing only applies to verses that you gain from the Read the Bible action, right? If I have general Bible knowledge, I can't quote from memory?
- So what do you use Spirit dice for?
- It seems like shading in Spirit is bad, while shading in Soul is good? Or am I misunderstanding? Also, maybe call it Holy Spirit, cuz I keep forgetting which is which.
- What is Body for?
- Examples, please!
Overall Impressions: A potentially potent game that I think needs some more work. Some procedural elements aren't very clear, but the main problem for me is I don't understand what I'm playing towards. There's an implicit win condition (either gain Salvation, or fall pray to your Sin), but the text doesn't address this at all, either to detail it or to say that there is another goal for play. I'm looking for some structure to tell me when to stop playing. It doesn't need to be a per se win condition, but, like, do we play for some number of weeks? Do we play until one player hits a certain stage? Do we play until we're bored? That said, I can see some really interesting play the considers the nature of faith in the face of worldly influences coming out, especially with certain Chains (if I have a Need of sex, say, or a Treasure of political power).
Posted By: Nathan P.Hell 4 Leatherby Joe Prince
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- In the example the SUPEREGO crosses off entries from the list, is this a rule that you took out? Or should it be there?
[...]
I do suspect that even 11 rounds may be too much (thats 33 chunks of dream already). Depends on how tough the goals are to achieve. In any case, some playtesting would show where to finetune that balance.
The crossing out of entries does fit in - remember, the ID player gives the SUPEREGO player a list of twenty items to use in the dream, but the superego player will only have to use a max of sixteen of them
I do see your point about the length of the game. Gonna experiment on a few of my minions with it: modifications may follow.
Posted By: Sebastian K. HickeyP.S. I'm not sure how I'm supposed to read "If the pitch hooks you, I see no reason to get this puppy out on the table." Clarify?
Thanks again to Sebastian - without his infectious enthusiasm I doubt I'd have finished the game.Yay! I had a part to play in the victory. That means I'm actually the winner, right?
I just mean that it's totally playable, if one is interested in playing a game of game show hyperviolence.Aha! Good. So I guess there was just a typo when you said, "I see no reason to get this puppy out on the table." As in, there was supposed to be "not" in there somewhere. Sweet. That makes me feel a lot better. Phew.
Posted By: Nathan P.The Piper at the Gates of Dawnby Bill White
- Bill, and I say this with love, you are SUCH AN ACADEMIC
- you are using words i don't understand, and i am pretty smart (metonymic?)
- whats the difference between an attribute and a feature?
- ah, so there's a GM
- why would i choose to keep the difficulty level secret or public? personal preference?
- looks like some text got cut out. wierdness track? wrap around? wha?
- whats the difference between the (+) and (-) on the characters intention card? are you supposed to strategize where you place tokens?
- why does the judge choose the notes? the categories seem pretty clear-cut, and it seems to me that it would be faster and more natural for each player to choose their own.
Overall Impression: There's a really good game in here, with some coaxing necessary to get it out. Reading it I get a strong sense of "playing this with Bill would be great, but I don't know if I could do it on my own." Some of the procedural stuff is pretty obtuse, and I would love a cheat sheet. The more fundamental problem I see is that this is dangerously close to what I consider overly mechanistic - there are a lot of procedures involved, but engaging with them takes so much effort that you forget to actually, y'know, roleplay. Sometimes these games would actually be better board games, but in this case I think some truly wierd and neat roleplay is in here. My bet is a lot of the mechanical interaction needs to be pared down. I really, really like the musical scale thing, but it may actually be a sacred cow....I'm not sure. And while this is all sounding really negative, that's because the fundamentals are very sound! There's a mindbendingly cool game in the middle here, somewhere. RELEASE IT!
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