July 21st, 2007

Helmet Cat!

Ah ha!

The purpose of this blog is simple, whereas tundra_no_caps is about my personal life, and CSI Games is about Competitive Story Games, there hadn't been a place dedicated to me talking about game design projects of mine.

This place will be it.
  • Current Mood
    chipper chipper
Helmet Cat!

[JRMM] Making Zero Mind Count.

The rules as they stand state a couple of things:
While on missions, Zero Mind must be higher than Temporary Self.
When Temporary Self goes to 0, reduce (permanent) Self by 1.

As the rules stand, there's no reason not to have Temporary Self at 1 and put all the beads into Zero Mind, which translate into Control (effectiveness in combat).

There are two options I'm thinking of:
1. For every bead you move from Self to Mind Zero, you roll a die after the mission, and on a roll of 1 you lose 1 point of Self. This seems a little steep to me and would turn the game into something more fatalistic than grim.
Possibly solution, lose 1 Self for every two dice which end up with 1, but then moving 1 dice is absolutely risk free.
2. For every bead you move, you roll a die after the mission, If you rolled one 1, switch a memory with the memory pool, if you rolled two 1's, delete a Morality trait and write a new one. If you rolled 3 1s or above, do both and lose 1 Self.

Hm, maybe take the second but alter it, no dice rolling. You know what you're going to risk, what you're going to give up in order to be in the mission, and afterwards you pay the price, not the risk.

Thoughts, ideas?
Helmet Cat!

[JRMM] More RP?

Unlike some of my other designs, Juiced Rider is designed to be an RPG; a game which also has role-playing in it. And while the game portion is certainly fun, or so it seems to my quite Game-centered mind, I thought that perhaps there isn't enough RP going on:
You go on missions, and those who don't go on missions get to set a scene to RP, but what about fall-out from missions, or if you're a Prisoner and thus go out on almost every mission, or have a hole in your pocket that needs to be filled?

Here's another sort of scene, designed for that purpose: Washing the Tears:
After a Mission, the pilots which participated in it may engage in a limited number of scenes. The player who went last picks 1 or 2 players who will be in a scene with him, after the mission debriefing, then the next person, who went next to last picks 1 or 2 other people who may be in a scene with him.
Each pilot may only be in one Washing the Tears scene. This is where you confront someone or thank them for their deeds during the mission.

How does that seem? As cool as Painting the Fabric?