andrew kenrick
Submitted by Andrew Kenrick on Mon, 02/04/2007 - 18:23.
So, late friday night I completed my Game Chef entry, Lost Days of Memories and Madness. Then, last night, after getting back from a weekend with mum I polished it a little, adding in some examples of play. All in all, it's been a fantastic experience and I've enjoyed every minute of it.
My only regret is that I've been so busy these past 2 weeks - every moment I've had to work on my game or give feedback to others feels like it's been snatched from somewhere else. Next time I'll have to make sure my schedule is clear so I can give more feedback! Still, standards look to be very high indeed this year!
Over here I introduced the concept of revelation maps in Six Bullets. After the invaluable feedback I've received I've tweaked and changed how it works somewhat, so thought it best to begin a new thread about it all.
Revelations now work like this:
Just like attributes, revelations have a number of dice attached to them, which can be rolled as part of a conflict if you can work them into your narrative. The more dice a revelation has, the more important and integral the players have deemed it to the story, and the harder it is to get rid of.
Submitted by Andrew Kenrick on Mon, 27/11/2006 - 12:39.
I've posted the same thread up on the Forge if you want to take a gander. Some good feedback posted there (as here). Here's my latest thought, which arose out of that thread. It's a long way from refinement, and is still very much at the "what if" stage.
What I'm thinking is having 4 stats, each on their own axis - logic, intuition, subtlety, strength. They each represent a different direction of personality. Then you'd have each question able to be answered with one of those in mind, and so each time a question is answered the interrogator notes down which way the character is leaning. At the end of the interrogation he sees which direction(s) the character was leaning in and assigns stats accordingly.
Submitted by Andrew Kenrick on Mon, 27/11/2006 - 12:37.
After a hiatus of 2 years I've finally gone back to Yesterday's Tomorrow, my game of a nuclear-powered, dystopian alternate now inspired by 1984, Brave New World, Children of Men et al. Although much of the setting has remained the same, I've ended up junking most (or all?) of the rules, to be replaced with my new ideas.
Character creation used to be a case of picking a number of adjectives to describe your personality, mind and physique (so academic, weak and unhinged), each of which had a stat bonus or penalty associated with it. The idea was to end up with not only a series of attributes, but also a ready-made description.