As you may have heard, the mid-west United States got hit with a fairly intense blizzard Tuesday night. My home is surrounded by two or three feet of snow in most places. A few areas got drifts of even higher - notably the front door (due to the U shape of the house), and in in back some drifts are only inches away from the top of the five-foot fence.
I had come up with an idea for a 24-hour a few years ago while in a restaurant for lunch. Out of habit I jotted down the concepts so I wouldn't forget them while eating. but by the time the food arrived, I had too much preparation for a 24 hour game, so it just ended up languishing in my journals for a few years.
With all the aforementioned snow, going anywhere was out of the question. So I decided to give one of my old ideas a bit of work, and experiment with "Google documents" while I was at it. So - let me present:
Obviously, this is not even a completed first draft, and since I'm a bit less than impressed with the online word processor (intermittent internet and limited formatting options) it will probably end up transferred to open Office Eventually.
At the moment, I'm looking for some feedback to keep me focused - otherwise I'm going to end up spending the next few days looking for free cowboy clip art and reading about the frontier rather than writing. There are a few specific questions though.
Is six skills per character enough? I was originally thinking eight out of a list of twenty-four. But the numbers five and six are running motifs in the game- so six skills seemed appropriate, while 5x6=30 seemed like a powerful cut-off for the list. ideas for what skills should be added or removed would be appreciated. I'm still thinking about would unskilled attempts should involve.
How combat and initiative should be resolved are still up in the air. The most basic concept is Reality+Roll. with points then a declare stage, and a resolve stage, with interrupts allowing one to change actions, but costing legend/Fate. However, reusing the speed tic idea from "LaGrange Grunge" (never finished) where each round has X number of tics, actions take y number of tics to ready, and fast characters get a bonus start point has an appeal.
To clarify that: the round is numbered from -5 to 10. Actions normally start at one, and count up. So for example drawing a sword takes two (act on 2) then a quick slash is three (act on 5). But a trained knight has a two bonus, so they begin their actions two tics earlier, so the draw is from -2 to zero, and then the attack is on 3.
Yes, this latter system is a bit more confusing, but in LaGrange, everyone is on a space station with thin walls, so guns are a bad idea. Hence lots of martial arts, and the need for a system that lets people chain together katas and shift around timing due to throws and pins.
Back to the West, there are some other miscellaneous systems under development. One is to trade off spending Fate/Legend/Reality. You're trying to create the biggest legend possible, but if the other attributes hit zero the character is dead or retired. There is potentially a major XP bonus for the player with the highest legend at the end of a session to encourage some competition.
All this started with just the idea on page two and the concept of 1d5+fanning.