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Psykhotherapy: the Dark Mind (Final Version!)

The official Game Chef discussion archive for the 2005 and 2006 seasons
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Psykhotherapy: the Dark Mind (Final Version!)

Postby Antti-san » Thu Mar 16, 2006 5:19 am

Well, I'm not exactly sure to call this a "draft", it isn't near ready.

The game mechanics are complete though. Some sections are still missing, especially those about being the Host and playing the Visitors. Appendixes are coming if I think they're necessary and if I can find time for them.
Last edited by Antti-san on Sun Sep 06, 2009 6:35 pm, edited 1 time in total.
"That is not dead which can eternal lie,
And with strange aeons even death may die."
Antti-san
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Postby Eric J. Boyd » Thu Mar 16, 2006 12:32 pm

Interesting stuff so far with a very evocative concept. Here's some feedback for you to consider:

-Do you have any more guidance on choosing mental illnesses for the characters? Can mulitple characters have the same or similar condition, or is variety best? Consider adding some roleplaying advice on how to handle a character with such an illness without going over the top.

-Do the force, focus, and self groupings of the attributes have any effect on play beyond the attribute point distribution? It seems to be a nice organization scheme that you could do more with.

-I'd recommend moving the section on fleshing out the characters to the beginning of character creation so it guides the use of the mechanics.

-Your resolution mechanic is a little unclear, though your example helps. I think you mean that the roll must be less than or equal to the sum of the two attributes in question in order to succeed, right?

-In discussing resolve, you say that spending a point grants automatic success except where a roll cannot be made. When is this? Maybe when a difficulty modifier makes success impossible?

-Combat seems to have a high potential to knock you out the rest of the session since so much depends upon the die roll being added to the two attributes, especially given the low-ish number of mental points. Do you intend for characters to get knocked out easily? Maybe you could revise so characters get more resolve points to compensate for bad die luck taking them out of a session early. Or maybe add a way to recover during the session?


Good luck in writing the remaining sections.
Eric J. Boyd
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Postby Antti-san » Thu Mar 16, 2006 1:15 pm

"That is not dead which can eternal lie,
And with strange aeons even death may die."
Antti-san
Tamarin
 
Posts: 49
Joined: Thu Feb 23, 2006 2:25 pm
Location: Kajaani, Finland
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Postby Antti-san » Sun Mar 19, 2006 3:23 pm

I took the draft away from my site. No need for it anymore. Complete version of the game will be available though.
"That is not dead which can eternal lie,
And with strange aeons even death may die."
Antti-san
Tamarin
 
Posts: 49
Joined: Thu Feb 23, 2006 2:25 pm
Location: Kajaani, Finland
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