With Great Power
Dec. 20th, 2004 12:01 amWe wound up playing the Masterson family. Kent and I played the teenaged siblings — he was the weather-controlling sister Drama Queen, I was magnetic-powered brother
The character creation is pretty simple and quick, without much constraining the imagination. You pick at least three Aspects, which can be powers, motivations, relationships, whatever, anything that can generate plot complications. In the course of game play, each Aspect can gain Importance, which means it lets you draw more cards in conflicts, but using it carries the risk that it will be damaged, eventually becoming unusable. But the more unusable Aspects you have, the more wild cards you get, and you have the opportunity to recover your damaged Aspects in the climax.
In addition to Conflict scenes, you also have Enrichment scenes, which is where you add Importance to your Aspects. Unfortunately, these are just the sorts of scenes where we like to role-play without mechanics, so the card-play was awkward here.
The rules are designed to reproduce traditional comics stories, where the heroes lose a bunch of fights before they get their act together and save the day, and yeah, the rules do coach you to develop an Author stance, where what you as a player want might not be the same thing that your character wants. They work for this — I found myself looking at my cards and trying to figure out what interesting things I could do with what I had, rather than trying for optimal tactics like I usually do, and deliberately failing some tasks for plot advancement and Importance points, which is just how it’s supposed to work.
The game’s still in beta, and it shows. The rules descriptions are clunky and over-long, and starting out with all Aspects at zero Importance (as the rules say to do) requires starting out with Enrichment scenes, which precludes in media res combat openings, a classic way of grabbing player attention.
I still wanna play Dogs in the Vineyard.
(no subject)
Date: 2004-12-20 11:35 pm (UTC)but that Michael forgot to list the distribution. (for basically the reasons you list).
FWIW, I hadn't seen it played before, but had at least more experience and intuititve sense of the rules. -
I'd like to play Dogs too, but don't know how it will work.
For WGP, I like a lot of the concepts, but...
You need to start out with points in aspects.
You need to have a streamlined Enrichment system, that only goes to a random draw if players can't simply roleplay things out. IMO, the way this should work is that if playres can play out an enrichment scene without mechanical conflict, they should get 1 point at close if they "won", 3 points if they "lost", 2 points if neither is true, and regardless, get a draw from the deck.
You need to streamline the combat system somewhat. I'm not sure how this should work -- it -largely- does seem to work, and we didn't do a lot of conflict, but I did find that we got tired of description and just went back to card play after a while, which is a sure sign of system fatigue.
I don't know the Dogs system at all, btw; should read it.