@tragedyjones. You should have read the thread first XD Defining Moments is more a bulletpoint way of making a bg and can be added to post-cgen. Meant to compliment and supplement the Breaking Points and Aspirations systems built into CofD. So, shoo, go read.
Posts made by Taika
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RE: Core Memories Instead of BG?
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RE: Core Memories Instead of BG?
As someone that has never run a game before and can sometimes striggle getting a concept out of their head:
What would be a good list of questions to help with getting initial Defining Moments out onto paper? Because I CAN see some confusion since the ideas can overlap.
@Coin - What helped your players get their heads around the idea of a Breaking Point?
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RE: Core Memories Instead of BG?
@coin - That's a great example of the sort of things that would go into it!
I've added it to the To-Do list. Thanks for the feedback everyone.
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RE: Core Memories Instead of BG?
@Thenomain - I've played Fate. When it was brought up how some people (Myself included) can have a hard time filling in those details, that's why I thought more about a bullet point journal to compliment the Aspiration and Breaking Points already built into nWoD2.0.
I love those tough moral and ethical choices, and challenging pcs in that way, because it's often a more difficult one.
I started with Shadowrun 3rd edition, you could come out of cgen with a bio-adept and break Trolls with your bare hands, so I had to learn how to keep even hard runs from being cakewalks, and I did it by not challenging dice pools.
I like the notion of the journal also, because if you play rough with yours ocs, like I do, it might help keep the Who, What, Where, When, Why, and How straight, too, instead blending into a story and pieces being forgotten.
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RE: Core Memories Instead of BG?
I don't plan on mandatory bg's. I think they can turn into a lot of 'looks at sheet Okay, now I have to mention some pickpocketing to justify Larceny 3'.
I think Aspirations and Breaking Points can get a pc started pretty solidly, get someone thinking about what motivates the character - why add stat justification drudgery to it?
But if there's a simple way to help keep track of important events with a bit of timestamped bullet point journaling that can aid staff in customizing a bit of plot (it could be as simple as adding in a line to a plot emit about a certain shade of flower!) to make it have more meaning to a pc?
I'm all about trying to think of tools to help enrich the story.
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RE: Core Memories Instead of BG?
@Lotherio - If there was an in-game mechanic so that not every Important Thing was visible to all and sundry, would you use it? It probably wouldn't be hard to figure out or put together (it might already exist) some kind of staff accessible code. Maybe just modify existing bg code to allow addition post-approval...
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RE: Core Memories Instead of BG?
I am pretty similar, actually, in that playing helps me unlock a character.
Along that train of thought, what if the idea of the Defining Moments or Core Memories was one that could be added to?
Post-Approval Cliff's Notes of things that have happened that helped define the pc? Sort of like a bulletpoint journal to help staff and the player remember key events in a pc's life?
Also: bingbongbingbong. Why do I do this myself? Damn you, Pixar!
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Core Memories Instead of BG?
So, I'm rewatching Inside Out, and I had an idea.
I know that nWoD2.0 has Aspirations, and Conditions, and Breaking Points.
But what if, instead of a bg, or just Breaking Points, there was a little section for 'Core Memories'? Little snippets of events that helped shape who that character is?
For example: Sally was bullied a lot, and one of her most remarkable memories, small as it is, was when Johnny stood up for her and saved the day, giving her a much needed break from the bullying but also a self-esteem and self-worth boost that helped her get through the bullying.
Thoughts?
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RE: How does a Mu* become successful?
I'm hoping for the best with a sort of... 'Choose your own adventure' mindset. Grid modification/exploration, plot easter eggs (some blatant, some more subtle) hidden in grid descriptions, NPC's that hamd out plothooks, random scenes (not necessarily plots) with npcs (gives staff a chance to learn a person's pc better and stay in touch with grid space better), adventures that range from combat to mystery to crafting.
No idea if it will be particularly successful, but the intent is to cast a broad net, give players more control in direction (without sacrificing theme), and offer the chance to use skills that might not get much use on other games (computers, survival, animal ken, socialize, etc).
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RE: Game Idea
Quick update:
New build staffer prettied up the front page of the wiki.
Added all the merits from CofD to the wiki - listed with name, prereqs, book name, and page number. Should make data entry for a cgen easier, since all the prereq's are already in one place and listed. Going to work on the V:tR book for merits, next.
Slapped up news/help/snews/shelp info into a few files on game after @Thenomain fixed my screw up with the install of the system. (I swear, if code was like cooking, I'd be the idiot burning water. -_-)
New buildy person has desc'd up all of the starting zone rooms, and I think they're working on adding some side rooms.
Non-measureable progress:
Begun chewing on plots and hooks in my head.
Started working on npc's.
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RE: The Descent MUX
@acceleration Sorry for the delay in reply - I think I was 99% asleep earlier when I read your post.
I'm really not wanting to run with 1.0 content, or play 'halfsies' where I pick and choose what I want to use from what version. To me, that's like slapping together a car that's half Ford and half Chevy and calling it 'good' when all that comes of mixing the different makes is a lessening of overall performance. Sure, the pieces fit, but... Should it be done?
I'm also not looking to hand hold and balance the spheres. That's part of why I'm sticking to Vamp and Wolf. The two splats play rather nicely together with some ability overlap, but plenty of room for the two to mesh, also. Both can do vicious combat things, both can do wicked social stuff. It's not my job to level the playing field by creating massive amounts of HR red tape that gets in -everyone's- way. I'm not interesting in doing things that make it harder/slower/more frustrating to get through chargen and onto the game and making stories.
There are plans in place to get a good crafting system put together. I'm hoping to get something that's like the grid vs grid system - Simple, easy to learn, but with many and varied means and outcomes. It'll have to cover mundane crafting. I'll need to read more on the book-rules for relic making. The only ones I'm familiar with are the remade (and broken) changeling token rules and the relic rules they use on FC at current.
I realize that some merits (a few vamp social merits, for example) will /have/ to HR'd.
I realize that wanting to run straight 2.0 probably sits funny with people. (But whyyyyy can't we have X goodie from Y book in the /old/ game? Because, Timmy, I don't like mixing versions. With the new xp system and waaay different power levels, and seeing the trouble that TR and FC have had with their hodgepodgeness? I'm not interested in running that kind of game. Sorry. That road leads to too many HR's and runs the risk of getting ugly.)
I know that my desire for slow xp growth, low handouts as freebie xp, and high payouts for active people isn't going to sit well. I know it won't win me any favors with a handful of people here, but I think that the ones willing to ST, willing to help build the world, and make stories, and spend hours making fun happen for other people should get extra goodies for it. Do the work, get the goody. The rp gods know how few and far between good, consistent st's are.
If I can get a coder on board (or even one just... willing to -show me- how to do it, where to start. I'm more than willing to learn!), I have plans to try and automate a fair number of things to alleviate staff burden and help with burn out.
Until we can get things automated, I have no problem with 'getting stuck' doing all that prep-work so that my other staffers can spend more time doing what is needed for their pieces of the game. That's my job, in my mind, as a game owner. Support my staff, ease their burnout, encourage more communication all around, help st things, but mostly slog through the unpleasant bits so they can focus on the important things - story, setting, theme, etc.
tl;dr - Crafting system? Yes. tons of hr's and balancing the spheres? No. Is my concept and vision going to chafe some people? Maybe! But that's alright. Code stuck? Yup, but I'm wiling to do the grunt work and as much as possible, if someone is willing to teach me. Until things are automated? I can do the gruntwork to help my staff focus on the important parts of a game - story, progress, and pc's.
Sorry it turned into a long post >.> and wandered a bit <.<
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RE: The Descent MUX
I don't know much about Penn. I'm reluctant to try and swap from mux to penn when we've already got a ton done with news/help files, bboard posts, the grid... That's a lot of work to pack up and swap for an incomplete 2.0 system.
Sucls about your gramma Dementia is hell for everyone involved.
And for @vorpal: Fuck cancer, too. Sorry to hear about so much health deterioration of late.
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RE: The Descent MUX
shakes magic 8-ball
No. Still doesn't look like it will play well with others.
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RE: The Descent MUX
That's a good question, and the answer I have is complicated. And I, of course, can't speak for @ShelBeast.
Let me start with how I see my role as headwiz/owner/whatever you want to call it.
I'm there to support my staff. I'll help idea bounce, process jobs, do apps, vet ideas, bring up things, etc. If someone is burning out, it's -my- job to step up and help them until they can catch their breath, or until they can find someone they want to work with. If they need to step down (no shame in it!), then it becomes my job to make sure plot balls don't get dropped and things chug along the best I can keep them going until another staffer is found.
It's part of why I want to keep things HR-lite and book-simple. I also have a vision of hooking plot and the grid vs grid system into +jobs so that facets off these are automated (For instance: having grid system queries go out automatically, beginning at X time on Y day, to collect the actions people want to do for the week), or having +plots generate a job automatically. (I have hot fantasies of a +query going out when a plot is +plot/claimed that contain all the juicy details of the plot, so a vague synopsis is what anyone can see without all the twists and good bits hanging out.)
Part of my mindset is that keeping gears turning is my job. I support my staff in all ways, the best I can. And I try to make sure that there are tools in place to help relieve some of the grindy gruntwork that is not as fun to do..
I also realizing that I might bee aimingg too high. But hey, if I aim for the stars and only hit a mountain top, I'll still count it a win.
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RE: The Descent MUX
50xp? Oh heavens no! I had been considering like.. 10xp. Just enough to flesh out a bit or get that one merit that someone couldn't quite juggle the points for.
With juggernauts on games, I'm taking a cautious 'less is more' and 'it's easier to add things later than take them away' approach to a lot of things.
Slow xp gain, favoring ST's and trying to give them liberty and tools to be flexible and run what they want to without giving up all control of plot and theme. That's part of trying to avoid homebrew bloodlines, too. Remember the nightmare Reno had when they had to rip out homebrew wolf and put in real wolf?
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RE: The Descent MUX
I really like that way of thinking of it, @HorrorHound . Knight's need Squires and stable boys and the like.
There are plans for Mystery plots, survival plots (go get that coffee!), merchant plots, making stuff plots, resource plots. The setting really opens up aspects that I feel get lost on other games, sometimes. Plus, one can go play Lewis and Clark to open up more grid.
That's one of the most exciting things, to me, as a Storyteller. Just the incredibly huge range of possibilities for plot. Big plot, little plot, personal horror. I can challenge ethics and morals.
Your pc is a mortal. Do they: keep the last bit off food for themselves? Share it with the orphaned child? Or give it away?
Or do they take the child to the vampire that rules that section of the grid to curry favor?
Or to the wolves to have it tested for Azlu taint when it bleeds black sludge?
ETA: Because ic masq only seems to go so far, especially on multi-sphere games. I don't expect every mortal to be in the know, OR in the dark.
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RE: The Descent MUX
If all the people are gone, then that vamp would starve, too. I think, in a lot of ways, the survival aspect of the theme will help 'gently force' people to spread out and not be a ton of combat monsters.
Cahalith will have dreams of Things To Come.
Crones will see portents in reflections.No seers? Then people get blindsided. No farmers, then people starve, etc.
An overabundance or a lack will definitely have a felt impact.
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RE: The Descent MUX
People can play what they want. But! If the grid is 90% specialized combat monkeys...
Who will grow their food?
Who will be able to try and get electricity on?
Who will be able to purify water?
To get people to work together?A fighter might be able to bully people, but a starving fighter won't win many fights. A thirsty man will do anything for a drink, if they get thirsty enough.
I don't want to have to implement stat systems, but down the road if needed?
But that ties back into a cooperative storytelling experience, one that will (hopefully) have more than enough to do to keep players from boredom induced pvp and dickwaving.
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RE: The Descent MUX
I've been hoping for a wolf2.0 person to pop up before digging too deep into wolf theme. I do know I want to roughly, ish, balance the resource choke between blood and essence, so everyone's belt is a little tight, but no one is starved out - just more cautious in where they blow their assets.
I do know the shadow is going to be a nightmare. I do know in 2.0 cross sphere packs are a thing. Rats and spiders? Oh yeah. Going to be plenty of room for the traditional enemies to crop up. I imagine the Pure, what few are left, will be celebrating the Fall. Bale wolves? I need to do some more reading on wolf.
Generally speaking, I hope it'll be worth while for cross sphere co-op play than pvp. Pk happens, and there will be perks for no-drama pk's.
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RE: Meta vs PrP vs Planning vs Impromptu
I tend to just juggle multiple things at once when I ST.
Inits.
Player 1 declares and rolls.
Player 2 declares while 1 poses.
Player 2 rolls, 3 declares, by now Player 1 has posed.
Player 3 rolls, 2 poses, then 3 poses and I have time to work on my npc pose.
Top of the round starts it all over again.I can usually bust out a 3-4 player scene, with set up, combat, and some clean up in about 2-2.5 hours.