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Derby of the Damned - rules for my game
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Benedict



Joined: 22 Jan 2006
Posts: 256

PostPosted: Fri Nov 14, 2008 10:24 am    Post subject: Reply with quote

If you're interested in doing some primary research, there's a nascent derby league in Wellington: Richter City Roller Derby. Always looking for fresh meat.
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sophmelc



Joined: 10 Jan 2008
Posts: 782

PostPosted: Fri Nov 14, 2008 10:28 am    Post subject: Reply with quote

Benedict wrote:
If you're interested in doing some primary research, there's a nascent derby league in Wellington: Richter City Roller Derby. Always looking for fresh meat.


Sweet, thanks.
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Planning: A pulp/steampunk LARP, a sci fi short run
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Playing: Fall: A BtVS game, Reverie

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sophmelc



Joined: 10 Jan 2008
Posts: 782

PostPosted: Wed Nov 19, 2008 9:21 pm    Post subject: Reply with quote

sophmelc wrote:
I want some sort of strength and weakness mechanic that can be brought in to drastically change the fiction


After a little more reading I've decided on (this week at least) Tricks for the positive and Take Downs for the negative. Here is the excerpt:
Quote:
Each player starts the game with one Trick and one Take Down. A Trick is something that helps them out in tough situations. While a Take Down is an event in which they were beaten but which ultimately helped their game improve.


I'm still keen on a limited use element so I think I'll add in a character development bit based on how well you won the conflict... but this idea needs further development.
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Anarchangel



Joined: 25 Jan 2006
Posts: 2501
Location: Los Angeles (ex Wellington, ex Christchurch)

PostPosted: Thu Nov 20, 2008 4:29 am    Post subject: Reply with quote

sophmelc wrote:

After a little more reading I've decided on (this week at least) Tricks for the positive and Take Downs for the negative. Here is the excerpt:
Quote:
Each player starts the game with one Trick and one Take Down. A Trick is something that helps them out in tough situations. While a Take Down is an event in which they were beaten but which ultimately helped their game improve.


I'm still keen on a limited use element so I think I'll add in a character development bit based on how well you won the conflict... but this idea needs further development.


The negative does sound quite right to me, how about Trips? It implies a stumble and recovery.

I'm not sure what you mean by "a character development bit based on how well you won the conflict". Does this mean winning the conflict lets you develop your character, i.e. XP?
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