posted by
benlehman at 11:40am on 21/12/2009
The game doesn't have a name yet. It's a fantasy game inspired by http://imgur.com/FNYyK.jpg and http://imgur.com/ntDgG.jpg (thanks Ewen). I call it "shonen fantasy game" in my notes.
Here's some thoughts.
* Fast play as described in my previous post: target 1-hour.
* Long-term play. Target: play once a week for a year.
* A GM who does GM shit.
* Character levels 1-99
* Characters have both background and role. Backgrounds are high color power sets. Roles are thematic roles (hero, buddy, mysterious girl, villain, traitor, loner) and change in play.
* Turn-based play with productive passing.
* Antagonism comes from factions, which are mostly GM controlled but not always.
* A reward system (with leveling) for the GM?
* Backgrounds have three possible contexts (example: for the Light Rebus power, you can choose between being a member of a holy order, the last descendant of a hunted bloodline, or possessed by a mysterious entity.)
* Each context has plot unlocks which reveal more about your background and history (for the "last descendant of a hunted bloodline" above, these are: hunted, another branch of a family has survived?, the lost city of your people, your progenitor and your destiny.)
* Mechanically implicated: Characters, sets, items, factions, desires, mysteries.
* Power pyramids with ways to temporarily unlock higher level powers for big showdown fights.
* Saving your game?
Backgrounds thus far:
Light Rebus (see first link, above)
Chain Warden (see second link, above)
Dark Sigil
There'll be like ten or so.
Credit where it's do: Backgrounds are just Positions from Principia. Several ideas are lifted from Posion'd and Apocalypse World. Shooting the Moon also figures big into all my designs. Power pyramids are all over the place but I was thinking of FATE 2e. Final Fantasy, natch.
Here's some thoughts.
* Fast play as described in my previous post: target 1-hour.
* Long-term play. Target: play once a week for a year.
* A GM who does GM shit.
* Character levels 1-99
* Characters have both background and role. Backgrounds are high color power sets. Roles are thematic roles (hero, buddy, mysterious girl, villain, traitor, loner) and change in play.
* Turn-based play with productive passing.
* Antagonism comes from factions, which are mostly GM controlled but not always.
* A reward system (with leveling) for the GM?
* Backgrounds have three possible contexts (example: for the Light Rebus power, you can choose between being a member of a holy order, the last descendant of a hunted bloodline, or possessed by a mysterious entity.)
* Each context has plot unlocks which reveal more about your background and history (for the "last descendant of a hunted bloodline" above, these are: hunted, another branch of a family has survived?, the lost city of your people, your progenitor and your destiny.)
* Mechanically implicated: Characters, sets, items, factions, desires, mysteries.
* Power pyramids with ways to temporarily unlock higher level powers for big showdown fights.
* Saving your game?
Backgrounds thus far:
Light Rebus (see first link, above)
Chain Warden (see second link, above)
Dark Sigil
There'll be like ten or so.
Credit where it's do: Backgrounds are just Positions from Principia. Several ideas are lifted from Posion'd and Apocalypse World. Shooting the Moon also figures big into all my designs. Power pyramids are all over the place but I was thinking of FATE 2e. Final Fantasy, natch.
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