w176
Förlorad dotter
Här om veckan bestämde jag mig att det var dags att börja designa igen. Också anledningen jag vaknade till på WRNU. Haken är den att jag har två communities jag gillar att prata design med, WRNU och mitt internationella gäng. Så jag insåg att jag som designar mer för min egen skull, för att jag gillar processen, diskussionerna och det interlektuella utbytet. Så måste jag designa på engelska. Vet inte om jag kommer producera på engelska i slutändan. Svenska kan vara smartare, men ni får av den delen stå ut med engelska inlägg.
Occult vessels
The game I am designing is about occult vessels.
Vessels are people who can become conduits and agents in this world otherworldly powers (gods, demons, sprits, angels, fae, monsters… pick your mythology) . Vessels might be willing or unwilling, they might been born into a bloodline that belong to that being, or been giving to a being as a child, they might have sought power and willingly entered a pact with them, might be a priestess or a follower, might been chosen by an otherworldly being out of love or out of spite.The Vessels are people who for different reasons have the capacity to lead and hold a fraction otherworldly power if a otherworldly Patron invests it in them. Hence Vessels are one of the main ways how otherworldly powers reaches into this world and affect it.
Otherworldly Patrons carry out plots, conflicts millennia old plans and outright occult wars against each other using Vessels as their main tools.
So potential Vessels are attractive to otherworldly Patrons. Patrons steal, woo, torment, trick, bully, and seduce Vessels into their service. It is not just true for potential Vessels, but Vessels already claimed by other Patrons are just as if not more attractive ( A lot of power have already been invested in them. Stealing them is even more lucrative).
Some Patrons expect undying love and devotion, others see it as a mere business transaction. A Vessel are never seen as a Patrons equal, because they are not. They are brief human lives, carrying a bit of power. But Patrons might see their Vessels as useful or even beloved pets and working animals. Or as slaves to be used and then discarded. Or as amusements. Or as tools. Or as projects they might passionarly engage with and then forget.
In return some Vessels see their Patron as their one true god and follow them blindly. While others might be cunning, occultist cutting deals different deals with different demons without any further involvement. Most fall somewhere in between. But it always messy and hard for the Vessel-
These otherworldly Patrons should always be designed to be complex. They should never be just destructive and bad, or just wholesome and nice. There should never be a god of healing and good stuff, but perhaps of healing and judgment. Not an evil god of just corruption and bad stuff, but perhaps corruption and love. The Patrons should be demanding, and push their Vessels far beyond comfort, no matter of they do so out of cruelty, carelessness or great need. Patrons should always be difficult for a human to handle, or to be handled by. There should be suffering and heartbreak in how Vessels must relate to their Patrons.
Core game design at this stage is all about stealing stuff that works really well (and then trying them and see if I can make them do what I want, and redesigning and trying something else perhaps)
I think I am going to steal Truths and Lies from @GnomviD Den Yttersta Domen, but since that system resolves conflicts on a more meta level then What I have in mind for this I think I will do something a bit more Powered By the Apocalypse for conflict resolution and defining characters.
To elaborate on the Truth and Lie system (deisgned by Joel Nordström)
*
Truths and Lies
Each character have five Truths and each Truth is matched with a Lie.
Truths are core convictions, beliefs or drives that define the character. A Truth is a written free text description created by the player. They might just be a single line, or a short paragraph. Each Truth also has a Lie. A Lie defines a point or action where the Truth is shattered or changed. It no longer defines the character. Something about them as a person has changed. The truth is crossed of the character sheet. (In a campaign game the player gets to write a new truth to the next game meeting).
Example:
Truth: Hardcoren pacefist
Zac never more wants to physically harm another being. He has putten that life behind him. He will never again raise a fist or a weapon toward anyone once more.
Lie: Lash out and physically harm another person
Hence, if Zac at some point during the game physically harms another character the Truth “Hardcore Pacefit” shatters. Zac might still be a person that strives to avoid violence, but being a hardcore pacifist is no longer one of his strongest defining drives.
The five truths should be contradictory. People are messy beings and when things heat up we want to see what Truths characters hold on to and what shatters for example.
The Truth above “Hardcore pacifist” could be paired with something like
Truth: Never again a victim.
You will never again be at anyonce mercy. You will do whatever it takes to make sure no one ever hold that power over you again.
Lie: Let anyone threaten you without taking action.
Or something like
Truth: Bear mama.
You care about people. Deeply and passionately and you fiercely protect whoever you see as one of yours.
Lie: Not do everything in your power to protect your chosen family
Because at some point one of those Truths would probably come into conflict with the Hardcore Pacefist truth if a situation arises where violence would be the obvious and the player would have to choose what Lie will happen and what Truth will shatter.
Everyone has a thematic Truth
From a campaign perspective one of the Truthsacross all the characters are always about a common theme or aspect of the game world to create synergies. Perhaps in a campaign everyone would have a Truth about Violence, or about a sect/faith they all belong to, or about power or death.
Everyone has a Truth about another player character
One truth is always about another player character. It might be love, hate, rivarly, sisterhood, envy, desire, trust, a wish to be forgiven. Having one truth be relationship truth ties the character together. These Truths don’t have to be mirrored. One character might have a truth about secretly being in love in another, while that characters relationship truth is a lust of revenge against a third character.
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Det är så långt jag kommit i form av saker att presentera, resten är random klotter nog bara jag begriper.
Vill jag ha feedback? Erm. ja. Eller diss eller ramdom reaktioner. Allt som hjälper mig tänka
Occult vessels
The game I am designing is about occult vessels.
Vessels are people who can become conduits and agents in this world otherworldly powers (gods, demons, sprits, angels, fae, monsters… pick your mythology) . Vessels might be willing or unwilling, they might been born into a bloodline that belong to that being, or been giving to a being as a child, they might have sought power and willingly entered a pact with them, might be a priestess or a follower, might been chosen by an otherworldly being out of love or out of spite.The Vessels are people who for different reasons have the capacity to lead and hold a fraction otherworldly power if a otherworldly Patron invests it in them. Hence Vessels are one of the main ways how otherworldly powers reaches into this world and affect it.
Otherworldly Patrons carry out plots, conflicts millennia old plans and outright occult wars against each other using Vessels as their main tools.
So potential Vessels are attractive to otherworldly Patrons. Patrons steal, woo, torment, trick, bully, and seduce Vessels into their service. It is not just true for potential Vessels, but Vessels already claimed by other Patrons are just as if not more attractive ( A lot of power have already been invested in them. Stealing them is even more lucrative).
Some Patrons expect undying love and devotion, others see it as a mere business transaction. A Vessel are never seen as a Patrons equal, because they are not. They are brief human lives, carrying a bit of power. But Patrons might see their Vessels as useful or even beloved pets and working animals. Or as slaves to be used and then discarded. Or as amusements. Or as tools. Or as projects they might passionarly engage with and then forget.
In return some Vessels see their Patron as their one true god and follow them blindly. While others might be cunning, occultist cutting deals different deals with different demons without any further involvement. Most fall somewhere in between. But it always messy and hard for the Vessel-
These otherworldly Patrons should always be designed to be complex. They should never be just destructive and bad, or just wholesome and nice. There should never be a god of healing and good stuff, but perhaps of healing and judgment. Not an evil god of just corruption and bad stuff, but perhaps corruption and love. The Patrons should be demanding, and push their Vessels far beyond comfort, no matter of they do so out of cruelty, carelessness or great need. Patrons should always be difficult for a human to handle, or to be handled by. There should be suffering and heartbreak in how Vessels must relate to their Patrons.
Core game design at this stage is all about stealing stuff that works really well (and then trying them and see if I can make them do what I want, and redesigning and trying something else perhaps)
I think I am going to steal Truths and Lies from @GnomviD Den Yttersta Domen, but since that system resolves conflicts on a more meta level then What I have in mind for this I think I will do something a bit more Powered By the Apocalypse for conflict resolution and defining characters.
To elaborate on the Truth and Lie system (deisgned by Joel Nordström)
*
Truths and Lies
Each character have five Truths and each Truth is matched with a Lie.
Truths are core convictions, beliefs or drives that define the character. A Truth is a written free text description created by the player. They might just be a single line, or a short paragraph. Each Truth also has a Lie. A Lie defines a point or action where the Truth is shattered or changed. It no longer defines the character. Something about them as a person has changed. The truth is crossed of the character sheet. (In a campaign game the player gets to write a new truth to the next game meeting).
Example:
Truth: Hardcoren pacefist
Zac never more wants to physically harm another being. He has putten that life behind him. He will never again raise a fist or a weapon toward anyone once more.
Lie: Lash out and physically harm another person
Hence, if Zac at some point during the game physically harms another character the Truth “Hardcore Pacefit” shatters. Zac might still be a person that strives to avoid violence, but being a hardcore pacifist is no longer one of his strongest defining drives.
The five truths should be contradictory. People are messy beings and when things heat up we want to see what Truths characters hold on to and what shatters for example.
The Truth above “Hardcore pacifist” could be paired with something like
Truth: Never again a victim.
You will never again be at anyonce mercy. You will do whatever it takes to make sure no one ever hold that power over you again.
Lie: Let anyone threaten you without taking action.
Or something like
Truth: Bear mama.
You care about people. Deeply and passionately and you fiercely protect whoever you see as one of yours.
Lie: Not do everything in your power to protect your chosen family
Because at some point one of those Truths would probably come into conflict with the Hardcore Pacefist truth if a situation arises where violence would be the obvious and the player would have to choose what Lie will happen and what Truth will shatter.
Everyone has a thematic Truth
From a campaign perspective one of the Truthsacross all the characters are always about a common theme or aspect of the game world to create synergies. Perhaps in a campaign everyone would have a Truth about Violence, or about a sect/faith they all belong to, or about power or death.
Everyone has a Truth about another player character
One truth is always about another player character. It might be love, hate, rivarly, sisterhood, envy, desire, trust, a wish to be forgiven. Having one truth be relationship truth ties the character together. These Truths don’t have to be mirrored. One character might have a truth about secretly being in love in another, while that characters relationship truth is a lust of revenge against a third character.
---
Det är så långt jag kommit i form av saker att presentera, resten är random klotter nog bara jag begriper.
Vill jag ha feedback? Erm. ja. Eller diss eller ramdom reaktioner. Allt som hjälper mig tänka