I see momentary bits of the ultimate game in other games.
The ultimate game would have:
- Setup like In A Wicked Age, but the group could agree on an ‘Anchor’ element, and there would be a distinction between heavily-themed elements with low definition (the Signs) and high definition elements with weaker thematic implications (the Multitude)
- A phrase besides “Best Interests” for the best interest phase
- Inside-out-stakes like Polaris or In A Wicked Age
- Dynamic Sets like the best of D&D 4e, Savage Worlds, or Red Box Hack
- Four Stats: Might, Grace, Insight, Resolve, each with social and nonsocial implications
- Stat power offset by pre-game character development to equalize the power level of experienced and inexperienced characters out of the gate.
- These two would be crossed with each other
- Aspects like Spirit of the Century, but any player could tempt someone for them.
- Keys like The Shadow of Yesterday, but backwards, with the other players awarding.
- Budget like PTA, used to both limit the GM’s power and to provide a timing mechanic.
- Mandated details like InSpectres
Sorry for the late response.
I would like to ask you a few questions as I don’t have access to many of these fine games.
Briefly how do you see the following working in the ultimate game:
Anchors
Signs
Multitude
Inside-Out Stakes
Dynamic Sets
Social Implications
Mandated Details
I know this is a brief question with a huge answer; you can email me if you like. I may be working on another game with ultimate pieces in it and would like your input.
Thanks!
Wow, I was sure the stray-cat blogpost would have driven everyone away… *ahem*
So basically, Anchors, Signs, and the Multitude are my ideas on how to get In A Wicked Age oracles to work for different groups.
An Anchor is an element that is always assumed to be there. For example, if you wanted to have a Dark Tower kind of game with a ka-tet (i.e. party) travelling around the world, this would be a pretty good anchor:
A ka-tet, its members drawn by the trials of their long journey…
This is basically saying “Every episode we’ll have a ka-tet, so we’re guaranteeing our recurring characters.”
Signs are basically setting-nonspecific Oracle elements, which imply relationships. The Multitude is the reverse. So you draw Signs when you want to complicate the situation, and the Multitude when you want more detail. Cool?
C’mon. Make the game Ryan!