tag:blogger.com,1999:blog-4491933635924780786.post6487009129410174834..comments2023-03-12T03:07:50.202-07:00Comments on Spirit of the Blank: Fantasy: Gamex Playtest ReportMike Olsonhttp://www.blogger.com/profile/11547961835994778883noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-4491933635924780786.post-66339293177139226492008-06-20T08:41:00.000-07:002008-06-20T08:41:00.000-07:00Whoops, I replied without even looking at your nam...Whoops, I replied without even looking at your name. I think I thought Colin had showed up in your blog, there.<BR/><BR/>Anyway, allowing additional consequences does sound like the way to go, but as you said, it does create some odd questions. If I can take multiple minor consequences, and I get hit for four shifts of damage, do I want to take that as two minors (and let my opponent get <I>two</I> free tags) or as one moderate (and run the risk of still being saddled with that consequence when the next fight starts)?<BR/><BR/>Of course, tough questions like that are probably more a good thing than a bad thing.Matt Sheridanhttps://www.blogger.com/profile/01114884686181278683noreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-68044733264493765032008-06-17T22:51:00.000-07:002008-06-17T22:51:00.000-07:00Well, I haven't done anything myself with the No-S...Well, <I>I</I> haven't done anything myself with the No-Stress thing, beyond conjectural stuff. I don't think Colin had high Endurance/Resolve matter at all as far as that's concerned, though.<BR/><BR/>Me, I'm thinking of having high Endurance/Resolve grant the ability to take an additional minor consequence or two, but it can't be as easy to get as, say, extra Stress boxes. Being able to take more consequences is a double-edged sword, though: You don't take a moderate consequence as quickly as the next guy, but every consequence is another aspect that can be exploited by the GM.<BR/><BR/>Anyway, I'm looking forward to playtesting it sometime. I have no idea when. Gamex was the first time I'd run "SotS" at all, ever. It's not always easy finding guinea pigs. But hey, give it a shot and tell me how it goes!Mike Olsonhttps://www.blogger.com/profile/11547961835994778883noreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-82284434171446388832008-06-16T07:18:00.000-07:002008-06-16T07:18:00.000-07:00That really does sound great, and I have to agree ...That really does sound great, and I have to agree completely: Aspects are the coolest game mechanic ever, and stress tracks are basically just hitpoints. Even with the 2/4/6 houserule, <I>SotC,</I> fights seem too slow and safe. I threw four named opponents and a pile of minions at my players a couple sessions back, and one PC took one minor consequence.<BR/><BR/>So did you do anything for high Endurance/Resolve characters? Allow them to take more consequences or something?Matt Sheridanhttps://www.blogger.com/profile/01114884686181278683noreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-36716017686180269372008-06-12T12:26:00.000-07:002008-06-12T12:26:00.000-07:00Re: no stress tracks and disposability, you'd be s...Re: no stress tracks and disposability, you'd be surprised. Our angried-up Jedi weren't disposable at all. At one point, I <I>decided</I> to take a Minor consequence. I could've sunk more Fate Points into my defense, but... nah. That was the only consequence I took, IIRC. Or maybe there was one more. Point is, none of us died, barring heroic sacrifices.<BR/><BR/>The cool thing about the No-Stress tweak is that your wounds are aspects -- there's a mechanical element, but no tracking of hit points or stress or whatever. It's just a lot of fun. I mean, that Minor consequence I took was "Overconfident," because I took on a whole grip of big-gun-toting badguys by myself out of reach of my compatriots (actually, I think Colin was trying to lay that consequence on <I>me</I> personally because I wouldn't accept or spend a Dark Side point, but that's as may be). It accurately reflected both the risks of the sticking to the Light Side and the potential negative effects of <I>surviving</I> something like that. Yeah, I could invoke that consequence to help myself later on (and I believe I did), but as a mechanism for picking up an aspect on the fly it was genius.<BR/><BR/>Like Colin says, stress is boring, consequences are exciting. Stress is the thing that tells you how long you'll have to wait until something exciting happens. *shrug* Why not have the exciting stuff happen <I>right away</I>?Mike Olsonhttps://www.blogger.com/profile/11547961835994778883noreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-28227407375000616252008-06-11T14:10:00.000-07:002008-06-11T14:10:00.000-07:00Hello. I finally got around to writing up my Gamex...Hello. I finally got around to writing up my Gamex stuff, including the game you ran: <A HREF="http://tablesaw.livejournal.com/365155.html" REL="nofollow">Endgamex</A>.Tablesawhttps://www.blogger.com/profile/12256648047002627685noreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-11713942806959541032008-06-11T11:15:00.000-07:002008-06-11T11:15:00.000-07:00Man, no stress tracks at all? Wow, that could rea...Man, no stress tracks at all? Wow, that could really be extremely interesting. I need to think about that, some. Are there any design docs or actual play reports for Spirit of the Force?<BR/><BR/>I've been thinking for a while about some kind of Fate-based game with a structure inspired by <I>In a Wicked Age</I> and <I>Polaris</I>, and a mechanic like that seems like it would fit really, really well with the disposable PCs in such a game.Matt Sheridanhttps://www.blogger.com/profile/01114884686181278683noreply@blogger.com