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posted by [personal profile] benlehman at 05:38pm on 10/10/2009
I have struggled, a lot, with the rule in Bliss Stage where you get bliss for relationships breaking. I waver between 2x intimacy or 3x intimacy.

I was just thinking, though: What if the rule was "assign your character an amount of bliss no less than the intimacy value of the relationship, and no more than three times the intimacy value of the relationship, depending on how important the relationship was to them."

It's an extra procedural step, and it's not as snappy. I think that, if I don't do this, I'll just use 3x. The game doesn't really have to be longer.
There are 4 comments on this entry. (Reply.)
 
posted by [identity profile] amberley.livejournal.com at 01:15am on 11/10/2009
How about 3x if it's your most intimate relationship, otherwise 2x?
Or perhaps just leave it at 3x, and maybe include a section in the designer notes or GM advice discussing how choosing a different number can affect things. I don't see any problem with 3x all the time. People who crave a longer game can always decide among themselves to make it 2x, or 1x, or negative, or whatever oddness they prefer in the privacy of their own rooms.

Or 3x if they're your anchor (or perhaps, have ever been an anchor for you), and 2x otherwise.

I really dislike the idea of leaving it to the player to have to choose from the range each time, but maybe some people would like that.
 
posted by [identity profile] benlehman.livejournal.com at 01:18am on 11/10/2009
I'm against sidebars in principle. At least, for Bliss Stage.

3x it is. I've never seen people go "you know, this game isn't quite long enough." So erring on the side of shorter is not the end of the world.

yrs--
--Ben
 
posted by [identity profile] kitsuchan.livejournal.com at 07:55pm on 11/10/2009
I vote for 3x. It makes people a little more thoughtful about raising up their intimacy with other pilots, it speeds the endgame up a little, and the
let people choose" seems like a bad idea.
 
posted by [identity profile] l-the-fangirl.livejournal.com at 09:59pm on 12/10/2009
x3. Playing with it like that gave the unexpected short length of the game real emotional weight.

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