Mon 3 Sep 2007
unWritten changes due to gateway playtests
Posted by alex under playtest
Protagonist vs Protagonist conflicts cannot have results that are mutually exclusive of the opponents success. That is to say one protagonists success doesn’t interfere with the other protagonists success. For example, two protagonists are dukking it out their results can be to knock the other out, that would simply mean there is a tie if neither succeeds or both succeeds. Success isn’t mutually exclusive of each other. (appreciated from Shock:)
(Biggest Change!) The hero’s journey needs to be simpler. What I’m doing now is having a box per “HJ’s chapter on the front of the character sheet. Each box will have a 1 word description (what was the chapter titles) and the reducing core dice. I believe (thanks Brendon) that simply reducing the core dice will naturally draw tension to the game. Then single words describing the boxes will “guide” the players. If they should be so curious as to look them up in the book they can get further guidance. (I believe it was Greg that originally suggested an “advanced” play section… well here it is.)
Scene framing needs better explaining, with an algebraic rule for creating scenes in those cases where the a player is stuck for a scene, i.e. (any cue) + (last cue invoked by player) threatens or is threatened by (a cue that a protagonist cares about.)
Premise needs a better explanation.
Clarity in describing what it means to cause/push a conflict. (Basically what I just said about scene framing.) Force Protagonists to make a choice between 1 or 2 things… Perhaps scene framing includes the choice that the Protagonist will have to make. You come up with that ahead of time?
Chapter 9 must specifically answer the 1st Protagonist Question.
Whenever an Acting Player invokes a Cue that Cue must be incorporated into the following scene by the next Setting Player. This, however, doesn’t allow the player who just invoked the cue to uncheck its box yet.