Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
June 19, 2013, 04:57:05 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Products
| |-+  Fantasy Craft
| | |-+  Subplots: Sound Off!
« previous next »
Pages: [1] Go Down Print
Author Topic: Subplots: Sound Off!  (Read 1074 times)
Crafty_Pat
Crafty Staff
Control
*****
Posts: 9112


I do it for you.


View Profile WWW
« on: May 03, 2009, 06:27:13 PM »

Hey folks,

You'll probably be seeing a few posts like this in the immediate future so be sure to check in often.

Working on Subplots at the moment and I'd like to hear - without discussing my intended changes (yet) - what you felt worked in both previous versions, as well as what didn't. What are you looking for out of the system and how do you think it can be made more integral and appealing without making it mandatory?

Go wild! Thanks!
Logged

- Patrick Kapera,
Crafty Games

PRESS INFO
Visit http://www.crafty-games.com/needtoknow or subscribe to our homepage (www.crafty-games.com).
Let me know if you want to receive Crafty Games news by email, arrange interviews with our designers, or review our products.
TheAuldGrump
Control
******
Posts: 3182


Because The Cat Told Me To...


View Profile
« Reply #1 on: May 03, 2009, 06:56:01 PM »

Evil Twin: Everyone knows that your twin is evil, and does not even have the decency to grow a goatee or handlebar mustache to change his appearance. Sometimes the folks dealing with you need to make sure it is really you that they are dealing with, but having someone to blame your own misdeeds upon is occasionally useful....

The Auld Grump, nya ha ha!, twirling an imaginary mustache....
Logged

I don't know how the story ends...
But I do know what happens next.
Gentry
Powered By Publisher
Control
******
Posts: 2688


It's a Trap!


View Profile WWW
« Reply #2 on: May 03, 2009, 07:05:07 PM »

I absolutely agree with the sentiment that they shouldn't be mandatory. I've got nothing else to immediately say on it, though. 
Logged

I'm a secret VAO Control (Shh!)

Check out Wyrmstone for FC Open Source campaigning

Have you joined Knife Rights yet?

Live and game in Flyover Country? Join Tornado Alley Game Guil
Psion
Control
******
Posts: 1520



View Profile
« Reply #3 on: May 03, 2009, 07:08:20 PM »

Well, I'll say this much: I've never been able to get enough subplots in the play for any player to get crossroads benefits, though it's a neat idea.

The one I ran with in Spycraft that seemed to work the worst was Amnesia. As play progressed and he gained levels, resolve ranks weren't his priority. So it got harder and harder for him to make checks. I think mechanically, it should be a bit easier to make progress, even if it requires something in game to help along (such as, say, allowing characters with medicine make a roll that can replace their roll, etc.)
Logged

The Secret Volcano Base: my RPG blog currently discussing Fantasy Craft and Freeport!
gaghiel42
Handler
*****
Posts: 539


The Dude abides.


View Profile
« Reply #4 on: May 03, 2009, 07:53:35 PM »

I have so far not really found a smooth way to tack those on to my game system.  The players come up with their own backstories and just give me ideas to work with, and we don't really get into it that much.  However, I think it would be a very interesting tweak if a player could define certain areas of their backstory that were important moments or quirks or events.  Something they want to play out more, and then the GM can at the end of a session look at the list and just award an extra Bonus EXP reward if they roleplayed into it well.  Perhaps not something that has to have a clearly defined goal, but something that gives them a reason to roleplay in their character more.

I'm thinking like someone could have a "I used to grow up around the dwarves even though I wasn't one" or something like that, and they carry with them all manner of trinkets that their tribe used to use or act in an appropriately dwarflike fashion (Starting bar fights, loving dark places, drinking, standing up for other dwarves, etc).  Then at the end of a session where the player pulled that in, they could get an extra exp boost. 

Right now, we have an MVP system in all of our games where whoever Roleplays their character the best or is the most useful that night gets a small boost in exp or extra action dice to spend next session etc.  So, something where the GC could give rewards for good RP as opposed to Subplots.  The subplot system works well for mission based games like Spycraft where you can try to achieve something over several missions, but in a fantasy engine, the backstories are kinda supposed to be interwoven in and work more like tools for the GC to work with to build their world.  These sort of subplots are kinda part of the everyday struggle as opposed to something to work on here and there.

/ramble
Logged

Agent Codename Whitefire
Wheelman for Life
Desertpuma
Control
******
Posts: 4193


Highest Level LSpy Agent 16th, almost 17th


View Profile WWW
« Reply #5 on: May 04, 2009, 10:52:22 AM »

Two things to start with: they should never be mandatory & only the GC or GM should be able to choose when to activate them (unless of course you are running a lone player then game on!)

I think the ones that exist are pretty extensive and cover most if not everything effectively. The Evil Twin one is Mistaken Identity.
Logged

Crusader Citadel

Living Spycraft Mastermind Council Member

Crafty For Life!
Mister Andersen
Control
******
Posts: 9093


I'm leaving for a destination I still don't know


View Profile
« Reply #6 on: May 04, 2009, 02:02:00 PM »

Lessen the prerequisites for crossroad subplots. Frex, the 1st crossroad should be completed with the completion of your 1st subplot, not your 2nd. If that ression is too fast, keep the lessened preqs but stipulate the effects of completed crossroads kick in at certain levels.
Logged

Agent 333
Control
******
Posts: 1985



View Profile
« Reply #7 on: May 04, 2009, 03:46:36 PM »

Lessen the prerequisites for crossroad subplots. Frex, the 1st crossroad should be completed with the completion of your 1st subplot, not your 2nd. If that ression is too fast, keep the lessened preqs but stipulate the effects of completed crossroads kick in at certain levels.

Or, leave it up to Campaign Qualities.
Fast Crossroads: Character defining moments happen every episode. blah blah.
Slow Crossroads: Characters go through a lot of crap, with relatively few defining moments. blah blah.
Logged

When all your problems are nails, all your tools start looking like hammers.
Mister Andersen
Control
******
Posts: 9093


I'm leaving for a destination I still don't know


View Profile
« Reply #8 on: May 04, 2009, 04:48:56 PM »

No, the crossroad plots are inherently too costly for the way their use is structured and how long it actually takes to resolve them
Logged

MugMug
Control
******
Posts: 1131


Tin Angel


View Profile
« Reply #9 on: May 04, 2009, 05:56:01 PM »

No, the crossroad plots are inherently too costly for the way their use is structured and how long it actually takes to resolve them

I don't agree, though recognize this is largely a matter of personal preference/view. The purpose of subplots (including crossroad), in my view, is to give extra value to the player who enjoys a little more intricate character development (or dedicated min-maxers; whatever). They shouldn't be so valuable/easy that everyone uses them, instead remaining available for just those players who are interested without changing character balance in any significant way.

Walter
Logged
Pages: [1] Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!