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Post by hitokiri on Apr 5, 2007 23:48:26 GMT -5
I was kind've inspired to try my hand at writing a supplement to DC. Specifically a Horror addition. I'm calling it The Fall for now.
I don't anticipate many mechanics adjustments or additions, but I am considering adding another part of the character called something like "Downfalls"
They essentially are quirks, but are meant to be more psychological. They are for the Monger to use for role-play purposes. There wouldn't be level's of downfalls, they simply exist. For each downfall you would get an "Adrenaline" point. These points basically you can burn on a 1:1 ratio to add a die to the draft.
Those are the only mechanics, the rest are going to be on gaming theory and some setting ideas/monsters and whatever else.
If you have a gmail account, i'd be happy to allow you to collaborate with me on it, otherwise just put feedback or suggestions here.
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Post by oversoul on Apr 7, 2007 4:46:10 GMT -5
This sounds really interesting, hitokiri. ;D I cannot wait to read it. The downfall quirk is really good, I may use the basic idea myself.
While I cannot be of much help in the coolaborative area, I would love to keep up with the lastes news and I might be able to help work some ideas or problems out! ;D
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Post by hitokiri on Apr 7, 2007 14:39:31 GMT -5
I've thought it out some, and here's what I think will work better. Instead of creating 2 new things for characters to keep track with, I'm turning the Quirks themselves into Downfalls.
My logic went like this, that Quirks do a very good job of encompassing people's faults. Asking them to enumerate another list, and succinctly give a way to distinguish the two would be difficult. Also, you get attribute points from Quirks, and only one Miracle point from a Downfall. So picking Downfalls isn't profitable.
Therefore, Quirks will remain the only faults a player has, however, instead of getting attribute points, they can get a Miracle Point per Quirk. That is to say, that even though someone may have 2 points in a Phobia, they can only get one Miracle Point.
I also made it so the only way to get Miracle points is as a reward from the DM. Also, if you don't start with any, you cannot receive any unless you use XP to earn Miracle Point Potential.
I've finished that part, and now I'm working on general setting ideas, as well as a critter index.
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Post by oversoul on Apr 8, 2007 4:34:55 GMT -5
I am a bit confused so do Quirks still give attribute points and a miracle point or just a miracle point?
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Post by hitokiri on Apr 8, 2007 19:13:34 GMT -5
Sorry for the confusion. It works like this:
You fill your quirks out as normal. However, you get a choice for what you receive. Either attributes as normal, or ONE miracle point per quirk.
Say you were like this Quirks: Phobia(Water) 2 Addiction(Heroin) 1
You could say I want the two attribute points for Hydrophobia, and One MP for the Heroin addiction. Or One MP for Hydrophobia, and 1 Attribute point for Heroine addicition. Two MPs, one for each quirk, or three Attribute points.
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Post by oversoul on Apr 9, 2007 19:32:50 GMT -5
The MP works to increase your draft one time correct? If that is true then you are still better off taking the Attributes those could be applied to new perks or to increase current attributes, which permenantly increases your draft for that attribute.
I bring this up because I think people would probably take the attribute route and not the mp, which would take away from a really cool aspect of the game? Perhaps you could up the power of the Miracle point to.
I had to do something similar with XP instead of saying burn one to increase the draft I just said you get an auto +3 to a draft total.
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Post by hitokiri on Apr 9, 2007 21:02:33 GMT -5
That was the debate. As I was writing it, I was getting the feeling it may not be as much of a lure as I had hoped.
Maybe something like, each MP counts as a complete re-roll of any draft, before or after the results. The +3, isn't a bad idea at all. I need this kind of advice. I also need a playtest group. I hesitate to assign number values to bonuses, because they don't always scale well with games. So that the +3 would be significant now, but worthless towards the end of a long runnign campaign.
The idea was, since it is a horror based addition that everything comes at a cost. So you will have to give something up to get anything back. Also since it is horror, that situations will generally run from bad to worse, so this is meant to be a saving grace out of a particularly sticky situation.
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Post by hitokiri on Apr 9, 2007 21:04:49 GMT -5
Not to be a brown noser, but I really appriciate the feedback and help.
I read all sorts of game mechanics. Not because I want to play, but so I know what exists. Of all the RP type rules I've read, DC is, in my opinion a great hybrid of mechanics and flexability. I hope I can make a valid contribution to a game that will grow.
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Post by oversoul on Apr 10, 2007 20:18:53 GMT -5
Awww shucks! Thanks for the complient, and not to worry I tink you are already making a valid contribution to DC and this community. Sicne I concieved it, I have tried to imagaine at least one DC supplement for each genre, including horror. I love to see what other chuckers can do with the rules. I am always amazed at how everyone is able to puch the envelope and the bar just a little bit farther! I am really, really, excited about your idea and anxiously check the forums each day for an update! Keep up the good work!!
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Post by hitokiri on Apr 10, 2007 21:02:37 GMT -5
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Post by oversoul on Apr 11, 2007 18:31:24 GMT -5
That was the debate. As I was writing it, I was getting the feeling it may not be as much of a lure as I had hoped. Maybe something like, each MP counts as a complete re-roll of any draft, before or after the results. The +3, isn't a bad idea at all. I need this kind of advice. I also need a playtest group. I hesitate to assign number values to bonuses, because they don't always scale well with games. So that the +3 would be significant now, but worthless towards the end of a long runnign campaign. The idea was, since it is a horror based addition that everything comes at a cost. So you will have to give something up to get anything back. Also since it is horror, that situations will generally run from bad to worse, so this is meant to be a saving grace out of a particularly sticky situation. A reroll would work well for it. The only problemwould be rerolls are unpredictable. Perhaps add to that the ability to keep the highest roll. The idea of a constant bonus does work well for more advanced characters. The idea is to give it just enough to push it into a success, it was just to make XP slightly more versitile, in the end they are better spent for advancement, but I like making players squirm
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Post by oversoul on Apr 18, 2007 18:42:19 GMT -5
I read through your work. I am impressed you have a great grasp of what horror is, I learned alot from it and I hope to be able to implement it one day. Any more progress?
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Post by hitokiri on Apr 18, 2007 19:51:59 GMT -5
Well, the part I have to really get down now is some campaign basics. I had grand ideas for several ideas, but I'm currently only interested in two. I need to finish the Lovecraftian horror bit.
Then I can hopefully start writing down what has been in my mind, a fun horror game.
I think I'll get some more done tonight.
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Post by oversoul on Apr 19, 2007 3:54:19 GMT -5
hehe dice chuckhlu...
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Post by hitokiri on Apr 19, 2007 20:58:55 GMT -5
Well, the basic campaign idea for Lovecraft horror is done.
Nightmares (the one I'm excited about) is next, then creatures, then away it goes.
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