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Rodney Thompson's DUSK CITY OUTLAWS Kickstarter Is Now Live!
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<blockquote data-quote="RodneyThompson" data-source="post: 7707798" data-attributes="member: 3594"><p>It's a narrative-focused game where the players come up with a plan and then drive the action to execute their plan. There's a timer (15 minutes) each time the players sit around planning to keep things moving forward, then each player describes what they do to go out into the city and put the plan in motion. </p><p></p><p>The game is a sandbox; there's no right way to do the job, only the plan the players come up with. That's why the early parts of the video was a lot of players figuring out what they wanted to do; the players need to know what they want to accomplish in order to drive the action, and then the Judge reacts by introducing complications. The Judge has a resource, called heat, that the players generate as a result of their criminal actions, and that the Judge spends to introduce complications and plot twists.</p><p></p><p>The dice system is a streamlined narrative dice system; it's inspired by games like the FFG Star Wars, but much simplified to keep the pace of the game moving forward quickly while still creating a spectrum of possible results. The players have a resource, called Influence, that they can spend to get things done using their contacts throughout the city, and lets them bend the story in some way.</p><p></p><p>Character creation is very fast. You combine your cartel (the big, colorful criminal organizations that rule the city's underworld) with a specialty (what your role is on the crew), each of which are printed on full-color cardboard sheets that you put in front of you on the table and have everything you need to run your character on them. The game is meant to be pulled off the shelf and played quickly, once everyone knows the rules, without the need for advanced prep work.</p><p></p><p>I'm shooting for a game with simple, easily comprehensible rules, that plays like a sandbox, putting a lot of the control in the hands of the players, and relies on the streamlined narrative dice system and the heat system to produce the dramatic twists and turns of the game.</p><p></p><p>If I can answer any questions about it, I'd be more than happy to do so.</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 7707798, member: 3594"] It's a narrative-focused game where the players come up with a plan and then drive the action to execute their plan. There's a timer (15 minutes) each time the players sit around planning to keep things moving forward, then each player describes what they do to go out into the city and put the plan in motion. The game is a sandbox; there's no right way to do the job, only the plan the players come up with. That's why the early parts of the video was a lot of players figuring out what they wanted to do; the players need to know what they want to accomplish in order to drive the action, and then the Judge reacts by introducing complications. The Judge has a resource, called heat, that the players generate as a result of their criminal actions, and that the Judge spends to introduce complications and plot twists. The dice system is a streamlined narrative dice system; it's inspired by games like the FFG Star Wars, but much simplified to keep the pace of the game moving forward quickly while still creating a spectrum of possible results. The players have a resource, called Influence, that they can spend to get things done using their contacts throughout the city, and lets them bend the story in some way. Character creation is very fast. You combine your cartel (the big, colorful criminal organizations that rule the city's underworld) with a specialty (what your role is on the crew), each of which are printed on full-color cardboard sheets that you put in front of you on the table and have everything you need to run your character on them. The game is meant to be pulled off the shelf and played quickly, once everyone knows the rules, without the need for advanced prep work. I'm shooting for a game with simple, easily comprehensible rules, that plays like a sandbox, putting a lot of the control in the hands of the players, and relies on the streamlined narrative dice system and the heat system to produce the dramatic twists and turns of the game. If I can answer any questions about it, I'd be more than happy to do so. [/QUOTE]
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