Home | Forum | Unread | Sign in | Sign in | Beta? | Wiki
The Phoenyx
your roleplaying community

discussion > gamers > main

GAMERS is about roleplaying games (including sims) and almost anything of interest to the average roleplayer.
Subscribe | Unread | Recent | Group options | Topic options | Post
KarenCravens
Karen Cravens

Thu

Jan 12
2006

02:50

Stakes and Setbacks

The perennial discussion has come up on the Fudge List (mostly because of 
me, and somehow it's resulted in us becoming a dice vendor of sorts, which 
probably does something to Paradox Three (I think it was)) about the weird 
range of Fudge die rolls.

Anyway, I'm back to thinking about game design, which is not really a good 
thing, because I don't wanna be a game designer.  I just want a game that 
works.  So I threw this idea out at least once here and once on the Fudge 
List, and no real game designer picked it up and made it work, so I'm 
still stuck with it.

My theory is that the problem with setting high stakes (and I use this 
term not in the Dogs-in-the-Vineyard specific sense) and taking big risks 
is that sometimes you fail.  So what we end up wanting is for the 
character to take the risks in *his* world, but not actually in ours. 
And that's awfully hard to do and actually have it feel like a risk.  But 
if you don't, sometimes you break your game.  So my idea was 
stakes-setting, but not really in the Dogs sense (it predated Dogs, for 
one thing)... you state your goal, and what you're willing to risk to get 
it, and the GM throws everybody's goals and (SOMETHING MAGIC HAPPENS) and 
you find out who succeeded at what.  If you risk more, you have a better 
chance of getting what you want, I'd assume.  No matter what, you don't 
end up with a setback that's more than you were prepared to deal with. 
Of course, not succeeding may be a setback of its own... but it does 
eliminate the "Wait, my character wouldn't have done that if he'd known he 
was going to die!" sort of moments.  Well, a little extreme.  You don't 
end up with the dice-broke-the-story sort of moments, though, because 
they're more restricted.  For those who like surprises, I suppose there 
could be a critical "Something Surprising Happens" result on the roll.  I 
like that sort of thing, as a GM; a random "You know all the possibilities 
you'd debated amongst?  Don't pick *any* of them" requirement.  But that's 
a whole nother post.

Of course, I still don't know exactly how the magic part should work. 
That's because I'm not a game designer.

-- 
Karen J. Cravens  silver@phoenyx.net

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

Subject (required)




 
Refresh