Oh and another thing. Characters (mostly Princesses) have Stats and Traits. They get 10 points to divide between their Stats and I think that they should never have more than 10 points worth of Traits. And hopefully they’re constantly getting new traits and having existing traits change. So it basically ensures they aren’t static. The Traits they get from their Mother and Sisters and all that aren’t counted in that limit. Maybe.
After doing some thinking I’ve come up with some new ideas and ways of looking at the game. These are a bit rough in my mind so forgive me if they don’t make sense.
Composure: Basically every Princess will have a pool of dice called Composure that they get to add to rolls where that kind of thing is important or where they’re required to act particularly Princessly. That’s all well and good, except for when they’re in danger. When they’re getting injured or threatened, they can burn off points of Composure to lessen or negate the effects. That’s one of the mechanics that deals with the progression from ‘clean’ to ‘dirty’.
The other thing is that the Queen is a lot more important than I realised. Originally the Queen was only defined by the things that she wants her daughters to be. But now, she actually gets defined before play and given a bunch of traits, negative and positive. At certain times, Princesses call for Challenge scenes, moments that really change them. The nature of those Challenges (and possibly the whole story of the session) is defined by one of the Traits of the Queen. And whether or not they fail or succeed at the Challenge, the Trait is modified. And once the Queen’s traits are modified enough, she dies.
This opens up the possibility of generational games, where the Princesses go home and one becomes the Queen and then the next generation of Princesses define their relationships with he and face Challenges based on her traits. It also makes me wonder, do the Princesses ever finish their quests? What is the endgame like?
Oh and I’m getting rid of the revolving GM idea.
What I have so far September 24, 2009
Setting-wise, it’s nothing too exciting. A Queen rules and a Queen has pretty much always ruled. The Queen is usually pretty good at her job, she’s wise and strong and brave and kind. Things within the main borders of the kingdom are really nice. But once you get further away from the gleaming center, things start to suck. There’s banditry and other political groups and monsters and demons and all sorts of nasty stuff. That’s the part of the realm that the Princesses will be going into. I’ve come to realise that the nature of the Queen and the nature of the realm are more important than I initially thought. After all, the Queen is important right because she’s all of their mothers? And the realm is where they’re going. Someone suggested having the traits of the Queen be related to the nature of the realm and I really like that.
Rules and gameplay-wise, it works around troupe play, where each player has one Princess that’s always theirs. And each Princess has a set Retinue. So one session Player A is playing Princess A and everybody else is playing Princess A’s retinue. Oh and the role of the GM revolves through the group as well, so there’s one less Retinue character than non-Princess players. Make sense? Next session, Player B plays Princess B and everybody else does GM and Retinue duty. I’ve had some concerns myself with that style of play and I know some of the others I’ve mentioned it to have as well, but I still really like it and want to push ahead with it at this stage.
The dice rolling itself works on pools of d10, which you roll and look for Straights (1, 2, 3, 4 or 7, 8, 9 10). The higher the highest number and the more dice you have in it, the better. There are also some rules about calling for certain scenes when you’re Retinue characters to earn Adversity (the pool of resources that gets used up by the GM to generate opposition) to use against the Princess, and the Princesses can call for certain scenes to earn bonuses and improvements and character change.
That there is the bare bones, but I’ll expand upon it as I go.
So this is my blog all about Dirty Princesses.
What is Dirty Princesses you say? Well it’s a roleplaying game about a fantasy realm that has a monarchy always ruled by Queens, who always have plenty of daughters. And each generation of Princesses is sent out into the world to go on perilous quests to prove themselves worthy.
So far, I had what I thought was a roughly playable version, but following the games design roundtable at GenCon OZ, I realised that there are a lot of things I hadn’t considered and need to consider. But I’m committed to having it ready for next GenCon, so that counts for something I hope.