New phase of Walkabout underway

Posted:
Wed May 29, 2013 7:04 am
by vulpinoid
My ongoing work in progress "Walkabout" has been receiving a face-lift for the past two years.
While I'm busy working on this, I've decided to split a bit of the project off and get some feedback.
, including a two-part quickplay set of rules for players and GMs. (I'm linking this to a blog post so I can vaguely monitor how much interest there is in the project by the number of visits.)
There will be a few more components needed to fully play the game, but hopefully they'll be available over the next week or two.
Re: New phase of Walkabout underway

Posted:
Sun Jun 09, 2013 10:04 am
by koipond
Congrats on getting the game to a finishing line!
Re: New phase of Walkabout underway

Posted:
Mon Jul 15, 2013 10:06 am
by Rob Lang
Great work, sir! It's wonderful to get something done.
Re: New phase of Walkabout underway

Posted:
Tue Jul 16, 2013 8:52 pm
by vulpinoid
It's now been over a month since I gave the new incarnation of Walkabout it's debut at a roleplaying convention.
It went well, and there is a beauty in running a few games in quick succession with an audience who doesn't know the system...you can change it from session to session to experiment with the way subsystems interact.
This has led to a fun development.
The game works well, and around here most of you know the general mechanisms of FUBAR, so you know the basics.
Three results, the player decides where they go...Success, Sacrifice, Story. If you can use core traits (on your character sheet), you can get more results and choose the best of them to allocate to your categories. If you use narrative traits (gained during play), you can gain extra results after the initial resolution.
In FUBAR you roll dice to get your results. In Walkabout, you draw coloured tokens.
Our new development ties the group together and adds a bit more spirituality into the system.
When a player draws tokens to determine their first results, they use a pool of their own tokens. When they are trying to gain extra successes (or avoid the effects of extra sacrifices), they now draw from a communal pool. If they fail, they may add an extra token matching the colour of the action they just attempted...this gives the whole group a better chance to gain extra successes on this type of action in the future, but reduces the chance of gaining extra successes on other action types.
It sounds a bit unwieldy, but it worked really well.
There are a few more changes that I'm working into the rules, streamlining some bits, clarifying other bits.
I'll be posting another thread about some of the new ideas I've had...(but if you look at my blog, you'll see quite a bit about these ideas).