Archive for the ‘Design’ Category

In a Land Called…

January 29, 2009

There is always a knight, a princess, a dragon, and a wizard. That’s just the way it is. They don’t always need to be together, but each of them will appear at some point. Your three stages are always the living room, the office, and the bedroom, but your world is as large and varied as you can imagine.

Each of you should have brought ten small items. Keep five in front of you and put the rest into the center of the table. The items that you possess represent the power of your belief in the world.

Whenever your story moves to a new location, choose a stage different from the one you are currently using. Bring your location to life using everyday items found on the stage. A couch becomes the castle or a high mountain range and the rug is a moat or a river.If you make a suggestion that the group decides to go with, then take a single item out of the center of the table and add it to your pile.

Everyone should decide who they will play while they are in a location. A location always needs at least the knight, the princess, the dragon, or the wizard in it. If you want to wait until after your friends have started to play in the location, then announce who you are and join in.

If at any time one of your friends disagrees with something you’ve done while playing, then they can push forward items from their belief and declare an alternative. If you truly believe in what you did, then push forward an amount of items from your own belief that exceeds theirs. This continues until one of you is no longer willing to spend belief on the dispute. The winner places all of the items that they pushed forward into the central pile.

Stop playing after a wedding, or after it becomes clear that a wedding will never occur.


Discovering probabilities

August 25, 2008

Someone on Story Games posted about Troll, so I decided to check it out.

Using it and Google Docs, I was able to generate the following curve for the dice mechanics of Save the Whales: