Decommissioned: random thoughts from writing mock AP
December 27, 2007 at 3:52 pm | In D-Com | Leave a CommentTags: actual play report, D-Com, reverse engineer game design, sci-fi
I’m nearly finished with the first Mock AP. Its been an interesting process so far. I’ve had to develop a storyline for the “game” while simultaneously trying to create player actions, all without a framework for how the game really works.
While writing the AP, I’ve been jotting down some side notes as they come to me. They aren’t decisions on the game, they’re just stray thoughts that I want to record. Here they are in order of when I wrote them:
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Should a player roll for failure vs. success during a step of Degeneration? Or should the stages progress after failed rolls? Or only when story appropriate or maybe GM fiat? Should there be a physical countdown? Perhaps a website with a timer?
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The GM and the player should collaborate on the countdown process. If this is determined ahead of time, this will avoid frustration on either party’s part.
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Should the game all be played over the course of one night: from chargen to termination? This would avoid player fatigue (the idea of playing a dying character over the course of several sessions would most likely weigh on a player).
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What if the Battlebot comes from a team consisting of 8 units? Each step of degradation could come from the termination of one of the other units? They want to destroy the PC, so the PC defends itself. In turn, each of them take a step closer to termination. What if the size of the team is the determining factor for the length of the game?
I don’t have answer to these questions. But I doubt I would have posed them this early without the mock AP.
Next up, the long-awaited, fabled Mock AP!
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