Hello! I like a lot of what I read here, and I have some questions regarding what you intended with some of the mechanics. If this is not the proper place to ask, I apologize: I can take these anywhere else, or just drop them.
I think I understand how one would spend Burden, Health, Contacts and Luck, but what about Lore and Wits? What kind of interaction should happen at the table when you spend one of these, and what would be the difference between them?
It might be somehow tied to the previous question, but: how did you envision the sharing of the spotlight around the players throughout the session? Would it be something like "a turn" for each player to act as their character, and everybody else sharing the role of the opposition?
Thank you for your time. This game has some really neat design ideas from what I've seen, and I kinda want to take it out for a spin, but I'm not sure about how to handle those two aspects of it.
Hi! Thanks for your interest in the game, and your questions are good because they help review and refine the text.
Spending a point in Lore allows a player to introduce a piece of knowledge to the fiction via their character, specifically something they learned (and perhaps when/where/how they learned it) which would be helpful to their current plight/quest/course of action. Wits is similar, but to introduce a sight/sound/sensation/smell which the character notices right here and now (or at least very recently in the immediate vicinity). The intention was to present something akin to Spout Lore/Discern Realities from Dungeon World, but in a token economy, not a roll for hold. Does that help? Is there any way you think that could be clearer in our text?
Spotlight movement is very much a table culture thing which varies from group to group. One group might prefer initiative systems or clockwise order, or just jumping around based on character fiction and/or player enthusiasm, and each person's readiness to contribute. This game was working within a self-imposed word/page limit, so both this and any other table tools, including safety, were considered out of scope beyond the introductory paragraph assuming friends who share the table, and all that infers, including the assumption that it's usually fairer to dream up dangers and treasures for each other in equal measure, avoiding the inequity of people dreaming up too many treasures for themselves, and too many dangers for others.
Hope this helps in the short term, and perhaps a future release of the text will handle these specific concepts directly and/or in better detail. Have a great day, yourself!
I think I got it from your explanation, thank you! I'm familiar with Dungeon World, and felt it could be that the sharing of spotlight had something to do with Lore and Wits (as in: spend to add the thing). I would too like to see your take in detailing the spotlight sharing, but I understand now the constraints on words/pages sums up why it wasn't specified.
I'm gonna have this game in my sleeve for our next one shot! Thank you again, and keep up the great work!
Designer's notes: Single A4 sheet for rules, flip side for character sheet. 500 words for rules, consisting of an intro paragraph and eight distinct moves. Familiar six stats from traditional D&D and each has an associated resource which either informs capabilities, or is spent to shape outcomes, or both. Familiar d20 from D&D married to the PbtA triad of graduated outcomes, no DC to set beyond your own stats. If there's one thing I wish I had done differently, it would be to ignore word count and enchance the clarity of each move's intent, because I know what things are for but I'm not sure if anyone else reading it will actually grok how I imagine play.
tl/dr: I love Dungeon World, but I miss my d20 and there's still so much to read in that game. I crave a hastened play experience, and abolishing GMs unless you need more surprise.
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Hello! I like a lot of what I read here, and I have some questions regarding what you intended with some of the mechanics. If this is not the proper place to ask, I apologize: I can take these anywhere else, or just drop them.
Thank you for your time. This game has some really neat design ideas from what I've seen, and I kinda want to take it out for a spin, but I'm not sure about how to handle those two aspects of it.
Again, thank you, and have a nice day!
Hi! Thanks for your interest in the game, and your questions are good because they help review and refine the text.
Hope this helps in the short term, and perhaps a future release of the text will handle these specific concepts directly and/or in better detail. Have a great day, yourself!
I think I got it from your explanation, thank you! I'm familiar with Dungeon World, and felt it could be that the sharing of spotlight had something to do with Lore and Wits (as in: spend to add the thing). I would too like to see your take in detailing the spotlight sharing, but I understand now the constraints on words/pages sums up why it wasn't specified.
I'm gonna have this game in my sleeve for our next one shot! Thank you again, and keep up the great work!
Thanks, wishing you all the best with it, hope it works for you and would love to hear all about it!
Designer's notes: Single A4 sheet for rules, flip side for character sheet. 500 words for rules, consisting of an intro paragraph and eight distinct moves. Familiar six stats from traditional D&D and each has an associated resource which either informs capabilities, or is spent to shape outcomes, or both. Familiar d20 from D&D married to the PbtA triad of graduated outcomes, no DC to set beyond your own stats. If there's one thing I wish I had done differently, it would be to ignore word count and enchance the clarity of each move's intent, because I know what things are for but I'm not sure if anyone else reading it will actually grok how I imagine play.
tl/dr: I love Dungeon World, but I miss my d20 and there's still so much to read in that game. I crave a hastened play experience, and abolishing GMs unless you need more surprise.