thread: 2011-02-07 : Design scales: to the text!

On 2011-02-20, David Berg wrote:


Thanks for the detailed response.  Makes total sense to me.  Perhaps these suffered from a lack of cool examples.  I wonder, is this any better, or just boring in its length?

Pauper to Prince is a game about elevating your status in medieval society through drastic means. You do the jobs that society values but no one else is willing or able to do. Solve weird problems, learn weird secrets, and gain the leverage and connections to achieve your huge ambitions!  Will the Baron's whispering ghost grant you the keys to the imperial treasury for sending it to its eternal rest?

When the player chooses weird stuff from prior play to have a prophetic dream about, the GM must deliver a location via the dream. At the end of the session, the player must choose whether or not to go to that location.  If so, the GM must prep an opportunity to learn more about the dreamed-of element. Focus on what the player hoped to get out of pursuing this element, and prep an opportunity for that (with obstacles, of course).  He's clearly dreaming about the Baron's ghost because he wants to know how ghosts are made, so give him the sinister necromancer who'll share that info—for a price.

As for the "two games are one", I was trying to test communicating a game with multiple points.  I've found that no games appeal to me via just one highlight phrase.  I need a combo of the what (ambitious weirdness hunting!) and the how (old skool "being there"!) to get interested.  Alas, I think that doubles the challenge of connecting each procedure to "the point".  Rrr...


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