So I was looking through old Forge posts I'd done, under a different handle, and I came across what looks like Baron Munchausen, sort of. Replace coins (or whatever) with Cleverness, and have the incredulity element focus instead on asking the other players to give your Thane better stats (so you can claim to have done mightier things than you really did, of course), and there you go!
I have yet to play the Baron, but having one active player and multiple GM-ish players sounds both very Polaris and kind of funky.
Check it out! I totally attempt to hijack this poor guy's thread. ^_^;; Fortunately, the OP liked my ideas...
p.s. I totally see a possible hack/way to break the game - if you share a scene in which your Thane outwits an opponent, and you ask for more Cleverness, do you get it? Hitting zero Cleverness means that your story is regarded as so absurd and unlikely that you're regarded as a fool, and the other Thanes go off to drink without you. Gaining more, then, would extend your time in the spotlight, but on the other hand, your "goal" is to be clever enough to finish your story, not to go on for ever and ever. Maybe you could pay Cleverness to other players in exchange for prompts or hints or ideas, kind of like A Penny For My Thoughts. Hmmmmm...
Showing posts with label baron munchausen. Show all posts
Showing posts with label baron munchausen. Show all posts
Sunday, December 20, 2009
Sunday, September 6, 2009
A new stage of development as a designer
I've talked to a Sacramento gaming buddy about this at some length.
I haven't RPed since my player, V, went back to Spain. It was a little demoralizing, frankly. After a lot of thought, I've decided that the Thing To Do is to play more games, get a better sense of what's out there, what I can learn, and THEN maybe (more like "probably", to be fair) climb back into the design saddle again.
I'm still amazed that Baron Munchausen, which appears to be "just storytelling" and lacking any tactical or detail-obsessive elements, actually is a very funky sort of tactical game (realllly stretching the term to its limit) and is, in fact, an explicitly competitive enterprise. Fascinating, captain.
I plan to try out The Questing Beast soon, though I admit I'm skeptical. Anthropomorphic Arthurian fantasy sounds pretty awesome, don't get me wrong; I'm just suffering from Real Game Psychosis, that disease that convinces you that new or different approaches to RPGs aren't "real games", especially if those games are "rules-lite" (in the conventional definition of such, i.e. short books). What makes me a little wonky from reading through TQB is that while the character-writing exercise is intensely, definitively thematic, the mechanics that you use to interact with your character's history (and the Motif points you derive from it) are so free and open as to be a little confusing.
Maybe it's because you get to focus on whatever aspect of Arthurian sagas you like; maybe it's that the setting is not the focus of the rules, but merely a gently attached situation to explore that could be replaced, if you like. Arguably, using the same mechanics, but dropping the bunny knights and the jackal Saxons, would make things feel totally different. The author points out that your character is your vessel through which you explore themes that you've decided on; the point of having a farmer-badger instead of a regular human is that it establishes the character more firmly as a symbol or a mask, instead of a "[pawn] on a board" as the rulebook tells it.
Everybody likes playing furries acting out a verison of King Arthur; we'll see how it goes. Zen is about direct experience, because theorizing is only a tiny fraction of living. So, we'll see ^_^
I haven't RPed since my player, V, went back to Spain. It was a little demoralizing, frankly. After a lot of thought, I've decided that the Thing To Do is to play more games, get a better sense of what's out there, what I can learn, and THEN maybe (more like "probably", to be fair) climb back into the design saddle again.
I'm still amazed that Baron Munchausen, which appears to be "just storytelling" and lacking any tactical or detail-obsessive elements, actually is a very funky sort of tactical game (realllly stretching the term to its limit) and is, in fact, an explicitly competitive enterprise. Fascinating, captain.
I plan to try out The Questing Beast soon, though I admit I'm skeptical. Anthropomorphic Arthurian fantasy sounds pretty awesome, don't get me wrong; I'm just suffering from Real Game Psychosis, that disease that convinces you that new or different approaches to RPGs aren't "real games", especially if those games are "rules-lite" (in the conventional definition of such, i.e. short books). What makes me a little wonky from reading through TQB is that while the character-writing exercise is intensely, definitively thematic, the mechanics that you use to interact with your character's history (and the Motif points you derive from it) are so free and open as to be a little confusing.
Maybe it's because you get to focus on whatever aspect of Arthurian sagas you like; maybe it's that the setting is not the focus of the rules, but merely a gently attached situation to explore that could be replaced, if you like. Arguably, using the same mechanics, but dropping the bunny knights and the jackal Saxons, would make things feel totally different. The author points out that your character is your vessel through which you explore themes that you've decided on; the point of having a farmer-badger instead of a regular human is that it establishes the character more firmly as a symbol or a mask, instead of a "[pawn] on a board" as the rulebook tells it.
Everybody likes playing furries acting out a verison of King Arthur; we'll see how it goes. Zen is about direct experience, because theorizing is only a tiny fraction of living. So, we'll see ^_^
Labels:
baron munchausen,
california,
the questing beast,
zen
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