Ok, so Six Bullets seems to be on hold at the moment whilst I wrap my head round some of the issues with structure and narration. So Ordinary Angels has swaggered forwards to fill the gap. I know what I want the game to do, and I have a check list of rules that I want in it, but I'm having trouble piecing all the pieces together.
But first a bit more about the game, which is based on the film of the same name by my good friend, Todd Downing. It's a cop show or police procedural, thematically and stylistically similar to the Shield or the Wire, if you've seen those. Oh, except the cops are angels, the criminals are Fallen and the victims are souls caught between the two sides.
You play a cell of angels making hard choices between doing what's right (saving humans, killing the Fallen, trying to make the world better) and what's necessary (reaping souls for the War, making concessions and deals with the Fallen, and sacrificing humans in line with the Plan). Each session is a "day in the life" of your cell, as though being filmed by a documentary crew, a la Cops.
So here's what's in so far:
Dice mechanics
* 3 stats - humanity, will and belief - rated by a number of d6.
* when you make a roll you roll a combination of all 3 stats, although i'm not yet sure how or why you might want to.
* rolls are opposed, with 1-3 being good, 4-6 being bad.
* triple 6s are super bad, and triple 1s are super good. So the more dice you roll, the more likely you will be to get a triple in some capacity. Not sure what happens on a triple yet, but probably some sort of manifestation/narrative FUBAR.
* i'm toying with borrowing slightly from Don't Rest Your Head and having whichever stat rolls the most successes "colouring" the outcome in someway, or putting a restriction on the narration. So if your humanity comes up trumps, the narration will be grounded in mundane reality, whereas if belief dominates it's likely to appear full-on miraculous.
Faith & Duty
* on the next layer up you have faith, which is a pool of points that you can use to perform supernatural stuff with, either by spending some to create an effect or introduce a story element, or to add additional dice to a conflict.
* you get faith back by acting in line with your duties.
* Duties are very much like keys in TSoY, set responsibilities coupled with restrictions on what thou shalt and thou shalt not do. Acting in line with them gets you faith back, but obviously the more complicated the situation you end up in as a result the more faith you get.
* Breaking your Duties puts you on track to Falling, although I'm not sure if there should be a mechanical incentive for neglecting them too - perhaps bonus dice too?
The Plan
* The Plan is the spine of the game, a measure of opposition and progress, inspired by Agon's Strife mechanic.
* The various elements of the game are each assigned a number of points from the Plan, be they mysteries, Fallen opponents, plot complications or whatever.
* Whenever the angels solve or accomplish one of the elements from the Plan, those points are discarded. When all the points are gone, the angels accomplish the Plan and the adventure is successful.
* I'm thinking the angels can go "off plan" by burning faith, allowing them to ignore or overcome an element of the Plan in some other fashion.
Testimony
* The to camera monologues by Afriel are one of the best bits in Ordinary Angels, and I'm hoping to do something similar in the game, very much like Testimonials in InSpectres. I'm not sure what game effect this will have yet though.
So, there you have where I'm at at the moment, which is 4 separate mechanics that only tie loosely together. I'm hoping the Plan will tie neatly in with Faith and Duty somehow, and those in turn link in with the trinity of stats. Where Testimony fits in I don't know, but I think it'll be the players way to tweak with the Plan.
I don't think my dice mechanic is funky or interesting enough just yet though - am I missing something obvious I can do with 3 pools of 3 stats?
Is it too fiddly? Am I trying to squeeze too much into it at the moment?


It's kind of...
Submitted by Gregor Hutton on Sun, 29/07/2007 - 00:55.
...difficult having bits and pieces on LJ and here, but here is the most useful post about repeating reward cycles and mechanically what playing your game will be about.
That whole thread where Vincent steps through this stuff is just on the money.
The colour and exploration of your game is one thing, but the sequence of play, use of currency and the repeating reward cycle drive the play onward. I guess the "fruitful void" is the point of the game that is not mechanically addressed that arises out of playing through a cycle.
This is a bit disjointed at
Submitted by Iain McAllister on Sun, 29/07/2007 - 12:44.
This is a bit disjointed at the moment to comment on but the basic idea seems solid. I think if you want to make it a documentary style you need to make that the core the game revolves around. Packing more stuff on top of that might loose that feel.
If you want confessionals to the camera, that kind of thing, you could maybe make them something that happens after a conflict, each angel getting to assess where they stand, kind of like the debrief we talked about for STITCH.
Cheers
Iain
Lead Developer Mob Justice RPG
'The Giant Brain' has launched.
Holy crap Andy, there's a
Submitted by JoE PrincE on Tue, 31/07/2007 - 18:16.
Holy crap Andy, there's a hell of a lot going on in that game!
I think you need to decide where you want the focus to be and how faithful you want to remain to the source material. Thematically, it sounds similar to In Nomine, might be worth checking out (though I don't know much about that game either).
I think looking at mechanics now is jumping the gun. I like Agon's Strife mechanic, but don't really so how it fits in here.
What's the Core of the game? Where's the fun?
+++
JoE
+++
Prince of Darkness Games
Rock N' Role-Play....
I'll second Joe there, tell
Submitted by Iain McAllister on Tue, 31/07/2007 - 22:03.
I'll second Joe there, tell us what this game is about and then we can build from there.
Cheers
Iain
Lead Developer Mob Justice RPG
'The Giant Brain' has launched.
I've had a lot of good
Submitted by Andrew Kenrick on Wed, 01/08/2007 - 09:58.
I've had a lot of good advice from Fred over on my livejournal, and he asked the same question. So, what's it about?
Ordinary Angels is about doing what's right versus doing what's necessary. It's about shoving a gun into some kid's face and having the conviction to pull the trigger and win the war somewhere else, or holding off and letting a whole city go to Hell. Literally.
Aha, tres bien. I think
Submitted by JoE PrincE on Wed, 01/08/2007 - 16:01.
Aha, tres bien.
I think "doing what's right" needs altering. It's not about rightness vs necessity, its about humanistic values vs the divine plan. Human morality against God's will (or what the angels assume is God's will I suppose).
Doing what's right is obeying God but the angels become conflicted over human relative morals like pity, compassion or vengeance. This raises some deep moral theological issues and is not a million miles away from what I'm looking at in The Dragon vs The Gun.
Now you need the mechanics to drive towards these tough choices, there's gotta be an incentive for both paths.
Am I making much sense?
+++
JoE
+++
Prince of Darkness Games
Rock N' Role-Play....
I think you're spot on there
Submitted by Andrew Kenrick on Wed, 15/08/2007 - 11:49.
I think you're spot on there Joe - it's about the conflict between personal morality and a higher destiny. Do you follow your ethics and save the child, or do you follow the divine path and let her die?
How to drive these conflicts? Well, I think I'll achieve that with faith vs the plan. If you follow your morality/values, you get faith, which is the currency that makes the game wheel turn.
If you, on the other hand, you opt to follow destiny, then you don't earn faith but you do earn points towards "winning" the case. I'm sure completing a case is a good thing, but not sure what perk it'll give you yet.
So you're forced to make that choice - faith or plan?