Conflicts, I'm not sure over what they will be yet, as in why characters would want to engange in conflict, but I have an idea of how they would be resolved.
One character would be the attacker, and another the defender. Relationships belonging to any player could be used to support the attack (as long as they were of the necessary form), although there would likely be some favour trading needed in order to convince another player to support your attack. The winner would be the character that had the most numeric support (based off of the strength of the relationships).
As for the types of conflicts, I am seeing them to be of the persuade, coerce, seduce, and investigate type at the moment. I don't really think killing should be on the table. The point is to be involved in intrigue, which to me doesn't mean violence, but rather words. Although certainly it should be possible to persuade someone to kill someone else...
Showing posts with label Intrigue. Show all posts
Showing posts with label Intrigue. Show all posts
20091212
20091211
Intrigue: Relationships
The focus of Intrigue, would be relationships.
The character sheet would be a giant map detailing the relationships between your character and other characters.
Each relationship is composed of a form and a strength. Forms are things like fear, love, friendship, enemies, employee, and they determine what kind of conflicts one can use that relationship in. Whereas strength would just be a number and it would indicate how useful they'll be in a conflict.
The character diaries would be one of the ways in which Leads can modify their relationships.
There would also be a master map, with all the relationships written on it.
The character sheet would be a giant map detailing the relationships between your character and other characters.
Each relationship is composed of a form and a strength. Forms are things like fear, love, friendship, enemies, employee, and they determine what kind of conflicts one can use that relationship in. Whereas strength would just be a number and it would indicate how useful they'll be in a conflict.
The character diaries would be one of the ways in which Leads can modify their relationships.
There would also be a master map, with all the relationships written on it.
20091111
Intrigue: Character Diaries
[Note: This was originally published as Unassigned, but it turns out unassigned mechanics are going to bug me until I add to them making a more complete skeleton, so this was changed to a game called Intrigue. The text however will remain unmodified and possibly slightly confusing. Hopefully reading other Intrigue posts will create context and clarity.]
Back when I played Amber, the Leads, between sessions, would write up character diaries that retold the events of the session from their character's viewpoint.
They were great for helping the players get a feel for their character's voice, but they were mostly just fluff afterwards with little, if any, impact on the overall fiction created at the table. This tends to feel like busy work to me, and not something I really want in my activities (or, for that matter, in my life).
What I'm seeing now is a character diary, not focused on the play, but rather focused on other aspects of the characters lives.
Like, after the session, look at one of the characters relationships that have changed as a result of the events from the session, then write up an entry from before with the two characters in question highlighting how the relationship used to be, and one after showing how it is now. Most likely between the two entries there would be some kind of mechanic whereby you codify the change.
This kind of thing would still help get a feel for the character's voice, but would also show how the world changes as a result of the events that take place on screen, and would still yield an artefact for others to look at.
Hopefully, a much shorter one.
Back when I played Amber, the Leads, between sessions, would write up character diaries that retold the events of the session from their character's viewpoint.
They were great for helping the players get a feel for their character's voice, but they were mostly just fluff afterwards with little, if any, impact on the overall fiction created at the table. This tends to feel like busy work to me, and not something I really want in my activities (or, for that matter, in my life).
What I'm seeing now is a character diary, not focused on the play, but rather focused on other aspects of the characters lives.
Like, after the session, look at one of the characters relationships that have changed as a result of the events from the session, then write up an entry from before with the two characters in question highlighting how the relationship used to be, and one after showing how it is now. Most likely between the two entries there would be some kind of mechanic whereby you codify the change.
This kind of thing would still help get a feel for the character's voice, but would also show how the world changes as a result of the events that take place on screen, and would still yield an artefact for others to look at.
Hopefully, a much shorter one.
Subscribe to:
Posts (Atom)