anyway.



thread: 2011-05-11 : The Un-frickin-welcome

On 2011-06-01, Vincent wrote:

Oh, sure. I'm working on a thing right now. Two PCs dueling. When you have the initiative (not a technical term) you can choose your approach. Draw your enemy out, make a spectacle of it, go hard and direct, use misdirection and subterfuge, whatever else. It's like:

When you draw your enemy out, what?

On a win, you get something good, your enemy has to suck up something bad, and it should sting.

On a tie, you should both have to pay. A tie should be equally uncomfortable, not equally comfortable.

On a loss, obviously you haven't drawn your enemy out, you've exposed yourself to your enemy and now your enemy's in control. That should sting too.

So as I'm trying to nail these possibilities down in my design, all I'm thinking about is, how bad can I make it? How bad can I make it, but most people will keep playing? How can I buy them into the badness instead of turning them off to it? How can I further and further unbalance the players' interactions, and how much of my potential audience am I willing to sacrifice for it?



 

This makes...
initials
...go...
short response
optional explanation (be brief!):

if you're human, not a spambot, type "human":