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Submitted: The Kingdom of Glass

The official Game Chef discussion archive for the 2005 and 2006 seasons
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16 posts • Page 2 of 2 • 1, 2
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Postby Graham Walmsley » Wed Mar 15, 2006 7:16 am

This is great. It looks like a very tightly written game and I think it would play well as it is. So all of these comments fall into the category of wishlists, queries and worries.

1. The setting is absolutely fantastic. Involving and, unlike many settings, not over-written.

2. I think the text could it make it clearer that gods are assigned secretly. Did I miss the bit where it said that?

3. 55 minutes is an odd length of time. I know why you've done it - so it adds up to three hours - but it sounds funny and it's a bit hard to time. Is there anything you can do about this?

4. What's the thinking behind Glass, Emotion and Ancient always taking control of Sections 1, 2 and 3 respectively of the session? Is there a danger that Glass always gets his bonus dice while things are being set up and Ancient gets them when they're more useful, in the exciting climax? Not a major problem, just a query. If you wanted, you could rotate them session by session.

5. In particular, does Glass' time get eroded by character creation / reintroduction in every session?

6. If a crisis takes 3 or 4 tasks to complete, and a character isn't present at a crisis until they've attempted a task for it, and there's four characters, does that mean that the crisis is over once everyone is present?

7. Does the GM always narrate the outcome of a crisis or can the players get involved?

8. In your example crisis, was it the GM who narrated "a quarter of the nomads surrendered with another quarter perishing"?

9. I love the compulsory crises. They're fantastic. Part of me feels that all other crises that the GM invents should lead up, or be related to, these compulsory crises, so that the compulsory ones are a sort of climax.

10. Is it a bit dangerous that the GM determines which Aspects increase and so, effectively, decides who wins the game?

Even allowing for the GM not knowing the players' gods, the GM might be vulnerable to accusations of being biased (perhaps he sees everything in the game as progress and always goes for Glass). Just a minor worry.

11. Revealing the Gods at the end is fantastic. The secrecy adds a whole new layer to the game.

12. In my annotated copy, next to "In reality, everyone wins if they enjoyed themselves", I have written "Screw that shit". No offense, you understand, but I liked the idea of there being a definite winner.

I hope some of that is helpful. I think it's looking very strong. It's a game I'd like to play.

[Edited for me typing words that made no sense]
Graham
Graham Walmsley
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Postby Jack Aidley » Wed Mar 15, 2006 7:50 am

I've had a quick read through, but I haven't time just now to read thoroughly. I notice you have both a time limit, and a set number of crises to get through - how are you ensuring that the two co-incide?
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Postby Queex » Wed Mar 15, 2006 5:52 pm

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Postby Queex » Thu Mar 16, 2006 3:50 am

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Postby Queex » Thu Mar 16, 2006 8:10 am

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Postby Queex » Sun Mar 19, 2006 4:51 am

Submitted now. Thanks Graham and Jack for the feedback.
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