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[Ingenero] a new game
Bad Horse:
I think that sounds pretty exiting. :)
Could you give me an example of the game's mechanisms at work? How does it differ from FATE? What is the GM's main job? Just playing the NPCs? In social challenges, is it a straight-out conflict or is there the possibility of a win-win-outcome?
Sorry for the many questions, but I'm curious now. ;D
stefoid:
--- Zitat von: Gummibär am 17.10.2012 | 22:49 ---At 4), risk-taking, you mean, that doing something risky, that is tactical stupid, will be honored by XP (or similiar) to have players make decisions, that are not profitable short-term, to get more speed and excitement at combat? (Sorry for my English.)
--- Ende Zitat ---
Not exactly. You could make a stupid risk or you could make a calculated risk, its up to you. The pay-off for a risk, successfully made, is increased effectiveness such as extra damage for instance.
Check the 'fictional positioning and risk taking' example from the website, here: http://ingenero.wordpress.com/examples/
stefoid:
--- Zitat von: Bad Horse am 17.10.2012 | 23:48 ---I think that sounds pretty exiting. :)
Could you give me an example of the game's mechanisms at work? How does it differ from FATE? What is the GM's main job? Just playing the NPCs? In social challenges, is it a straight-out conflict or is there the possibility of a win-win-outcome?
Sorry for the many questions, but I'm curious now. ;D
--- Ende Zitat ---
The GM has many traditional responsibilities, but the main point of difference is: rather than pre-plan a plot and some attention to NPCs, he pre-plans a starting situation and a lot of attention to a cast of motivated NPCs. then the players and the GM role-play to find out what happens next.
In social challenges, it depends on the characters intent. All challenges revolve around a character goal. If the character goal is to help others reach agreement, or to make a compromise or whatever, that is a valid goal. The goal is up to the player - the tools Ingenero gives the players are 1) the ability to try to see what other characters are really thinking or feeling (or hide it). 2) the ability to invoke some kind of emotional response in another character.
The important thing is that neither of these tools enables one character to force another to think or do something specific - that decision on how to react to their emotions rests with the player controlling the character - example: 'he made my character very angry - how would she react to that?'
An interesting thing is that a characters goal for a challenge may be 'internal' - it may be to make themselves feel better by making another character angry or sad.
Gummibär:
If somebody offers a play at NRW, contact me, please. (A german play. ;) )
Timberwere:
Hi Steve,
first of all: welcome to the Tanelorn forum!
Secondly: I've taken a look at Ingenero, and I must say it really looks pretty intriguing. I would definitely be interested in learning more about it.
So apart from Bad Horse's questions, here's one from me: How does conflict resolution work (The gameplay mechanism was the one section I haven't had the time to read, sorry... *cough*)
Any chance you'll be at one of the major role-playing conventions in Germany (e.g. RPC next May) by any chance and offer a playtest? :D
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