Playing to win

12 12 2007

Over on the Knife Fight, there’s been a ton of talk today about the idea of “playing to win” as it pertains to RPGs, as opposed to game games, like chess or poker or parcheesi. Vincent in particular seems really compelled by this idea, and it sounds like there are a lot of people with different ideas of “winning,” and people who think “winning” is impossible in an RPG anyway.

This is really interesting to me in the context of Audeamus, because it’s very much a game which can be won or lost. As I mentioned before, the conflict resolution mechanic is to stack dice towers; there’s going to be a map, with various points where you can start your tower. When the tower falls, where the dice fall on the map determine the type of effect you get, and the number of dice in each section determines the intensity of the effect. If your tower falls before you’re done stacking your dice, the other dice go unused, and this weakens the possible outcome– so even if you succeed, it won’t be quite the success you were hoping for.

One of the things you can do is take dice from other players and replace them– so if you’re trying to sabotage another senator’s agenda, you can exploit their weakness, take one of their d6s, and replace it with a d20. (Or d4, if you’re being a butt.) The less stable their dice are, the more quickly the tower will fall, the less dice they get to use.

But here’s the thing. The other really important part of this concept is the creed– sticking to your personal code of honor. If that’s what’s most important to your character, you can win by never compromising your creed, even if it means losing your agenda in the senate. Or, you can win by getting your agenda in the senate, even if it means sacrificing everything else that’s important to you.

Hm. Looking at that, it sounds like it’s less a win-loss mechanic, and more just points to the idea of hard choices. I don’t know. What’s it look like to you?

Chat with Charlotte: randomizing, and storytelling vs. minigames

11 12 2007

meSo we should talk more about Audeamus

Like do we want to die types of dice into types of support, or types of traits

 Charlottewell let’s see, we have how many die types?  20, 12, 8, 6, 4



And we have four types of traits– Things You’ve Experienced, Things You Can Do, Things You Know, and Things You Believe

 Charlotteoh i was thinking about being able to start with a division between number of dice and number of bases, btw, that would be different for each ‘class’

 meWhat do you mean

I’m kind of out of it but it sounds interesting

 Charlotteok say there’s a total of 5 starting slots for things.  the things that can be in it are dice and bases.  bases meaning number of towers you’re allowed to start

so one class has 1 base, but starts with 4 dice.  another can make up to 4 bases but only has 1 die to start with

so one class starts with power but is fragile, the other one starts slow and has a broader base of options later

because you can’t knock down 4 towers of 1 each

 meThat’s an elegant way to balance

I think Gladiators and commoners would probably have the one base, and patricians have the 4 bases

 CharlotteI think so too [smile]

and maybe another class has a 2/3 split

 meWell, like

 Charlotte(maybe 5 is too wide?)

 meTo be more specific, non-senate citizens could have the 2/3 split, since they are essentially the “middle class” if I’m remembering my roman history right

We’re going to have to start on the research soon

 Charlotteooh good

booo research!

 meSo maybe the dice you earn through your own actions– by being true to your creed, for example– are the stable ones


 meAnd the less stable dice are the ones you earn by playing to other people’s creeds

 Charlotteman it would suck to be most gladiators with a code of honor

 meAnd if you betray yourself by going against your creed, that’s when someone else can take one of your d6s and replace it with a d12 or something

 Charlotted4! d4!

meIt depends on the code though

I mean, being a gladiator with the code “Death before Dishonor” would be okay


unless you consider it dishonorable to fight someone whose skill is so far below yours it’s more like murder


So here’s my question

When does the dice-stacking happen

Or do the stacks just hang out the whole time

 Charlottewhen you get or lose dice

and they have to stay up for x time

(and you can leave them up the rest of the time, but falling only counts during the countdown)

 meWhen you get or lose dice, do you have to rebuild from scratch

 Charlottebecause otherwise the aforementioned cold could break the game

 meYou know, Jonathan had a pretty interesting idea for a randomizer


 meInstead of rolling dice, it’s how the dice land when the towers fall


so like a target map

 meMaking the most of the pieces of your shattered self-power

No, still with numbers

 Charlottewith bases, and then falling areas

ooh i see

 meAlthough falling areas is a really compelling idea too

But then we’d need maps

 Charlottemaps = penis


 meThis is going to be the most Gamist game about difficult decisions and personal integrity ever