I finally sat down last night and listened to Rob's interview with Vincent about Clouds and Boxes, and it helped solidify a lot of thoughts I've been having about Poison'd and IAWA. My original plan was to have the mechanics follow the fiction, with card creation subsystems that come into play when players bring entities into the fiction.
Unfortunately, that's not going to happen. Certainly not for this draft, and almost certainly not for the draft next week. Therefore, this will just be another story game for now, and as such, Vincent will not be pleased.
Instead, this draft is more concerned with mechanics that influence the fiction, in the sense that mechanical items have to be introduced into the fiction. Not as much the sort of "describe your advantage to get your bonus" sort of thing, as that every mechanical bit has a distinct fictional counterpart. When the god of war raises an army, the army exists as a cloud (fictional item) and box (mechanical item) simultaneously.
[This post is mainly to test my combobulation. Also I liked the title. Feel free to comment and tell me how I got things wrong, etc.]
Friday, September 4, 2009
Tuesday, September 1, 2009
Character Creation: Bare Bones Version
Characters are gods, brought to the New World by explorers. Characters are created during Volume One, which encompasses the travelers' voyage by boat.
Gods have rankings in different domains, as follows:
If one of your domains is higher than any other, you are the god of that domain. (Goddess of Chaos, God of War, etc.) There can be multiple gods of a domain.
If your highest domain is a tie between multiple domains, you are associated with these domains, but you're not known as the god of any domain.
If you are the god of a domain, find the powers associated with that domain, one per point of potence, and fill in the blank card slots on your character sheet. If you are not the god of any domain, you don't get the domain powers, and must choose powers from the Small Gods list.
Powers to come later.
[Edit - Pared the domain list down to six.]
Gods have rankings in different domains, as follows:
- War: Deals with starting wars, performing in battle, and other war-like behavior.
- Love: Deals with playing with human's passions and emotions.
- Death: Deals with death, destruction and resurrection.
- Chaos: Deals with randomness and unpredictability.
- Sea: Deals with the ocean and sailors.
- Nature: Deals life, nature and weather.
- Free
- Four Points
- Three Points
- Two Points
- One Point
If one of your domains is higher than any other, you are the god of that domain. (Goddess of Chaos, God of War, etc.) There can be multiple gods of a domain.
If your highest domain is a tie between multiple domains, you are associated with these domains, but you're not known as the god of any domain.
If you are the god of a domain, find the powers associated with that domain, one per point of potence, and fill in the blank card slots on your character sheet. If you are not the god of any domain, you don't get the domain powers, and must choose powers from the Small Gods list.
Powers to come later.
[Edit - Pared the domain list down to six.]
Iconography: Premise
Iconography is a game about gods brought across the ocean into a new world by a shipload of explorers. I'm stealing liberally from Wilderness of Mirrors, Poison'd, and The Smoke Dream.
Labels:
dividers,
Game Chef 2009,
iconography,
intrigue,
seabird
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