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The City of Brass

PostPosted: Sat May 21, 2005 7:29 am
by Clinton R. Nixon

PostPosted: Sat May 21, 2005 3:42 pm
by Jason Petrasko
Looks interesting. I'm actually wanting to play it already...

First question, How do you plan on handling distribution of resources gained from an adventure card? That seems to be a missing link in my image of gameplay.

PostPosted: Sat May 21, 2005 4:05 pm
by CodexArcanum
Sounds pretty interesting. I had considered doing something with British Africa or India. It's definately an interesting and not well-tapped source of ideas. I'm kind of glad I'm not working on that idea now though. I don't want to compete too directly with a designer like C.R. Nixon.

PostPosted: Sat May 21, 2005 5:22 pm
by Clinton R. Nixon

PostPosted: Sat May 21, 2005 5:40 pm
by CodexArcanum
Sorry Clinton. I was excited when I first met Kyle Schuant online too. I just have a lot of respect for people who get their stuff put out for public consumption. Especially those that garner a fair amount of praise.

So I'll try not to put you on too high a pedastal and give you the same chance to write crappy games as everyone else. :P


I kind of like the idea of the companion being the distributer. Then you have this idea of one person that the leader is supposed to trust, but trust leaves him vulnerable to deciet. So the player of the leader must ask how far he can trust his companions, particularly that closest one.

Definately a good point to dwell on for a while.

PostPosted: Sat May 21, 2005 9:25 pm
by Clinton R. Nixon
Ok. Design right now:

- The companion distributes. The companion is the only one that can challenge the leader, by the way. So, you have to become companion to challenge the leader. Scary.

- Here's how betrayal works. Whenever your character doesn't have enough of a resource, he can ask somedne else for help. If they have the resource he needs, they can give it to him. Or they can pretend they don't have it. If they say they don't have it, the asker can accuse them of being a hoarding pig. Bad stuff ensues. You have to catch the companion cheating to become the companion. The companion will need to cheat to take on the leader. So, that's a nasty cycle.

- Only one person can make it to the City of Brass. At least that's what legend has foretold. So, the goal is to be the last alive after everyone's gotten you close enough to the City to make it.

PostPosted: Sun May 22, 2005 1:49 am
by Doug Ruff
Hi Clinton,

I also like the role of the companion. Except I see this as a possible analogy for class struggle: the leader is upper class, the companion is middle class, and the rest of the party are lower class. And the middle classes are never satisfied with what they already have...

Now, if only one person can reach the city alive, that means you'll have rules for not surviving, right? 'Cos I'm interested, which of the following could happen in your game?

- A party member murders another party member, through violence or sabotage;
- A party member is executed or exiled for their crimes;
- A party member dies because they don't have enough resources to survive a given stage of the adventure.

And is there a "innocent bystander" strategy that allows a character to look to their own, not screw anyone over, and still survive because the rest of the party are busy backstabbing?

PostPosted: Sun May 22, 2005 7:31 am
by Walt Freitag
Fufui-san, Chef Nixon appears to be stir-frying a delicate blend of competition and cooperation, in a base of celery, onion, red bean paste, and exotic atmosphere. It's a cooking style we've seen before in Kitchen Stadium. I fondly remember a dish with a Mountain... and a Witch...

PostPosted: Sun May 22, 2005 10:32 am
by adgboss

PostPosted: Sun May 22, 2005 1:14 pm
by Clinton R. Nixon