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Woebegone Inbetween

PostPosted: Wed Apr 09, 2014 9:21 am
by madunkieg
I'm working on a new game exploring parent-less children in today's developed world. To that end, I've designed a system that works through challenges something like this:

Fabula: defined as the story, as constructed through the actions described by players
Challenge: two players disagree on what should happen next
Modifiers: skills, equipment, cooperation, play, and drama points for both players
Result:
yes, and
yes, but
tie
no, but
no, and

All good, right? But the word "tie" feels wrong. What should I replace it with?

Re: Woebegone Inbetween

PostPosted: Wed Apr 09, 2014 3:37 pm
by Anastylos
What happens at a draw? Is it neither yes nor no? How?

Re: Woebegone Inbetween

PostPosted: Wed Apr 09, 2014 3:39 pm
by Onix
Impasse? Crossroads? Contested? Stalemate?

I guess it depends on the effect you want the tie to have.

Re: Woebegone Inbetween

PostPosted: Sat Apr 12, 2014 9:20 am
by madunkieg

Re: Woebegone Inbetween

PostPosted: Mon Apr 14, 2014 1:52 am
by Rob Lang
Don't have a tie. Only put things into the game that draw it forward. The problem with an impasse is that when there are two players, it takes an external influence to move forward.

Re: Woebegone Inbetween

PostPosted: Mon Apr 14, 2014 3:56 am
by vulpinoid
Instead of a tie solution, perhaps an option saying that the wrong question has been asked...this question is no longer relevant to the situation because events have moved in a direction beyond its parameters.

Re: Woebegone Inbetween

PostPosted: Mon Apr 14, 2014 8:44 am
by madunkieg
...and that's why I love this community. I ask one simple question and get a way to deepen my game. Thanks Rob and Vulpinoid.

Re: Woebegone Inbetween

PostPosted: Tue Apr 15, 2014 10:21 am
by Rob Lang

Re: Woebegone Inbetween

PostPosted: Tue Apr 15, 2014 2:17 pm
by Anastylos
That sounds awesome. Looking forward to the finished game.