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The Guiding Principles and New Rules document is now in effect.
I ran across this somewhere... not sure where... but its pretty fun and really vague. Simple and Fun. Darmak and I acctually had our women and two of our r-tarded friends playing this within a few minutes.... Big ass bucket of LEGO's all over my friends living room floor. LEGO's fucking rule. LMAO...
kill puppies for satan
I've never played either, but I've heard lots of good things about both. I'd like to get my group to try Dogs in the Vineyard, but they aren't interested.
I have played both DITV and KPFS and can honestly say that they are both wonderful and terrible things.
KPFS--This game will teach you some important things about yourself. Your characters are the absolutely lowest scum imaginable. You hope to attract the attention and boons of demons by commiting acts of cruelty against helpless critters. You actually attact attention and boons of demons not because of the puppy-stompin but because the demons don't want you involved in any real evil--it might hurt their credibility with the masses. You suck that badly.
The system is absolutely unimportant IMO since the whole thing devolves into a morality play about how the players find their characters repulsive and try to avoid describing the acutal puppy-sodomy.
DITV--I liked the setting OK (certainly quite original), but I think that this game has a way it's meant to be played. Any deviation from this super-narrativist actor stance and the game explodes in a shower of sparks.
DITV's setting--You are the church enforcers for a thinly disguised mormon community in Brigham Young-era Utah territory. Your word is holy law.
This can sometimes lead to players just calling down exterminatus on towns, since theirs no real consequences...
System--In any contest, you roll a die pool and bid a subset of your dice against theirs. Instead of "damage" the looser of the contest gains a permanent character trait as a result of the exchange. To avoid loosing, it is possible to escalate the engagement--for example, an argument escalates to fisticuffs, then to a knife fight, then to a shootout. Each escalation gives access to new die pools.
The only problem is that when winning is important, odd things happen. A shoot out can turn into a fist fight--just to get ahold of those few extra dice. Pretty much any important encounter is rapidly going to include almost every die pool on a character's sheet. Winning isn't vital, in fact loosing is usually preferable since it gives you the additional trait which is usually helpful rather than harmful.
This link is probably the coolest thing I've seen in awhile; specifically Mechaton. I'm playing it this weekend come hell or high water. Those mechs are too cool NOT to build.
Wow thanks for the descriptions of the games... I'm deffinatly sending this man my $10 this evening :]
I'm going out to gather up the correct colored die for our soon-to-be weekly MechaTon campaign. Last weekend all we could find were a couple d20s and like 1 white d6 and 5 green d6. So i totaly nerfed the rules to make up for the lack of die selection. Hope everyone gets the hang of the full ruleset this weekend... OMG!!! 8 pages... lol
My friends were cracking up the entire time... Could you see it a room full of 21+ kids playing with legos... It as awsome to the extreme.
.::IBA::.ZardoZ on
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RankenphilePassersby were amazedby the unusually large amounts of blood.Registered User, ModeratorMod Emeritus
edited January 2007
I love that all of the comments for the Mechaton page are cell phone spammers.
I think I sounded to negative before. I think that pretty much anything lumpley touches turns to solid gold dancers. I just wanted to point out that he's a dyed-in-the-wool Ron Wallis's GNS style designer. This means that his games are theoretically sound and quite coherent (which makes them good, see solid gold dancer comment), but they may not resemble what many people have come to believe is roleplaying (D&D is a single, badly designed, horridly incoherent version of roleplaying with no theoretical basis).
If you play DITV with people who've no grasp of roleplaying theory...well you'll probably be fine, 'cause lumpley includes all you need to know about how to play the game in his sourcebooks (mostly in character too!). If you don't read it though, people are going to be hacking slashing and lewting which will become very, very weird very, very quickly.
Just a nitpick: it's Ron Edwards... you're composing his name with that of (probably) James Wallis, former proprietor of Hogshead Publishing, which printed many of the current "story gaming" wave's spiritual ancestors (Puppetland, Baron Muchausen, etc.)
Also, if there are no real consequences for players when they exterminate the whole town, the GM isn't playing right. :-)
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Read the hate mail.
KPFS--This game will teach you some important things about yourself. Your characters are the absolutely lowest scum imaginable. You hope to attract the attention and boons of demons by commiting acts of cruelty against helpless critters. You actually attact attention and boons of demons not because of the puppy-stompin but because the demons don't want you involved in any real evil--it might hurt their credibility with the masses. You suck that badly.
The system is absolutely unimportant IMO since the whole thing devolves into a morality play about how the players find their characters repulsive and try to avoid describing the acutal puppy-sodomy.
DITV--I liked the setting OK (certainly quite original), but I think that this game has a way it's meant to be played. Any deviation from this super-narrativist actor stance and the game explodes in a shower of sparks.
DITV's setting--You are the church enforcers for a thinly disguised mormon community in Brigham Young-era Utah territory. Your word is holy law.
This can sometimes lead to players just calling down exterminatus on towns, since theirs no real consequences...
System--In any contest, you roll a die pool and bid a subset of your dice against theirs. Instead of "damage" the looser of the contest gains a permanent character trait as a result of the exchange. To avoid loosing, it is possible to escalate the engagement--for example, an argument escalates to fisticuffs, then to a knife fight, then to a shootout. Each escalation gives access to new die pools.
The only problem is that when winning is important, odd things happen. A shoot out can turn into a fist fight--just to get ahold of those few extra dice. Pretty much any important encounter is rapidly going to include almost every die pool on a character's sheet. Winning isn't vital, in fact loosing is usually preferable since it gives you the additional trait which is usually helpful rather than harmful.
I'm going out to gather up the correct colored die for our soon-to-be weekly MechaTon campaign. Last weekend all we could find were a couple d20s and like 1 white d6 and 5 green d6. So i totaly nerfed the rules to make up for the lack of die selection. Hope everyone gets the hang of the full ruleset this weekend... OMG!!! 8 pages... lol
My friends were cracking up the entire time... Could you see it a room full of 21+ kids playing with legos... It as awsome to the extreme.
If you play DITV with people who've no grasp of roleplaying theory...well you'll probably be fine, 'cause lumpley includes all you need to know about how to play the game in his sourcebooks (mostly in character too!). If you don't read it though, people are going to be hacking slashing and lewting which will become very, very weird very, very quickly.
Here's the link to wallis's GNS article for those who've no idea what I'm talking about: http://www.indie-rpgs.com/articles/1/
Also, if there are no real consequences for players when they exterminate the whole town, the GM isn't playing right. :-)