[Reel Adventures] Stakes, Cards and changes

Iain McAllister's picture

Hi guys,

Unfortunately I didn't get a playtest of RA down at Conception but I did get a chance to bounce some of the problems I have been having with the game of the likes of Scott and Greg? Sorry I can't remember exactly who was there.

Anyway, the game has been coming along nicely and I have been shaping its tone and starting to think about design of the final book. However, design wise a couple of things had been bugging me:

1) The final showdown with the nemesis was unsatisfying.
2) The heroes needed a little more meat on them emotinally, I felt the players were not connected enough to them
3) Too many dice were used during conflicts

Thanks to you fine folks I think I have these problems sorted and would like to share them with you and hopefully get you to playtest the game as well. I would like to have it all wrapped up by end of march.

So here are all the changes I am implementing over this weekend. A new playtest doc. will be up on my site shortly.

1) Level 3 is the highest you can have in any background or resource. This is partly to reduce the number of randomisers used but also sits better with me, for reasons will we shortly come to.

2) Heroes are now fleshed out a little before play as is the nemesis. They choose their defining background which starts off at level 3.

3) I have introduced stakes for the heroes. This is something that is at risk over the course of the film i.e. John McClane's marriage in Die Hard. Whether or not it will come good for them will be decided in the finale with the nemesis.

4) Resources now start out at level 3 and there is a new way to introduce them. Before you could buy them by giving threat to the nemesis, you gave him as much threat as their level or you could beat people up to get them. Now however whenever you want in a scene you can introduce 1 resource at level 3. The cost to do this is to increase the Risk to your stake.

5) I think I am going to switch to cards to resolve Action! Instead of pooling all your dice and rolling you know use cards to guide narration and resolve the Action. I haven't worked out the details of this so will post it in another thread soon. Running contenders recently convinced me this would be a good idea. Damn you Joe!

6) Resources are now invested in conflict. Before they were a static number that gave you bonuses whenever they were invoked. Now you throw in a chip to show you are using it at the level it was before you threw in the chip. If you triumph you get the chip back. I f you overcome you lose it and it goes to the nemesis. If you fail you lose your chip which goes to the nemesis. The nemesis also gets his chip back if he bet one. maybe a risk increas as well.

This should mean that resources will go down over time and the players will need to invent new ones. As chips are lost the level of the resource is reduced.

7) The finale now involves all the players 'rolling' seperately against the nemesis. Everyone puts in everything I think, but that will need to be looked at. Now the outcome is that the nemesis loses, always, but the individual outcomes for the players are also determined by comparing their successes against the risk they have on their stake.

So the finale roll determines how well they beat the nemesis and what the outcome is for their hero.

I think that is it. These will be in a more coherent form soon but feel free to comment.

Cheers

Iain

Stakes & Cards

Malcolm Craig's picture

Thinking on two very small parts of your post, stakes for heroes across the entire game.

Is 'stakes' the term you want to use? They have a very defined (or, sometimes, ill-defined and misunderstood) definition and role within certain parts of the gaming community. In terms of simple wording, it might be valuable to re-name them, perhaps as the 'sub-plot' or 'minor plot arc' for the character in question. This (might) fit in better with the over themes and cinematic ambiance of the game as a whole and avoid confusion for those who use 'stakes' in the Dogs In The Vineyard sense.

Switching to cards seems like a pretty big change to the game as a whole. I think you're right in that another thread would be good, because this seems like a very radical change to the game as a whole. Understanding your reasoning for this beyond "It works well in Contenders" would be valuable.

Cheers
Malcolm

Contested Ground Studios

What's interesting...

Matt's picture

...to me at any rate. Is how the addition of stakes will shift the focus of play.

Previously it's been a game mostly about the clichés of the cinematic action movie. With stakes, you shift the emphasis. Suddenly a big important part of the character's makeup is at risk over the course of play, and the battle with the nemesis resolves it one way or another.

That'll have considerable impact on approach to play, as it's a pretty big departure in style.

-Matt

Realms Publishing

I like to think of it as refocusing

Iain McAllister's picture

But enough of semantics. Yeah you are right I am shifting the emphasis of play a bit, but the tropes are still there and the game will very much encourage stupid over the top action. I had a game with Cath over the weekend that through up a lot of interesting stuff for me and I will post about it soon.

I think the stakes were kind of always there but I hadn't made them specific. Brinining them to the fore shifts the emphasis to the personal fallout for the heroes and also makes it about what they are willing to risk. I will change their name though. Any suggestions?

Cheers

Iain

Mob Justice now available!

'The Giant Brain':Small games, big ideas.

Sounds good.

Matt's picture

I think you will have to be careful of drifting very close to PTA, but for movies, with this shift in focus.

The reason I say this, is my first thought was "issue", though Ante could work in this context.

-Matt

Realms Publishing

Drive

Graham W's picture

Drive is the new hotness.

Issue's not bad, other.

What about "Deal"? As in, their "Deal"?

Graham

I like Deal, that might find

Iain McAllister's picture

I like Deal, that might find it in to the rules I am righting up. Ante is too close to some other terminology I am using I am afraid Matt. The new version will go up on here and my own site soon. Hopefully by the end of the week.

Cheers

Iain

Mob Justice now available!

'The Giant Brain':Small games, big ideas.