Dirty Princesses

A Game about Expectations and Danger

Some Definite Things December 25, 2009

Filed under: Uncategorized — bullbar83 @ 10:32 am

At this point, character creation is locked down (more-or-less). I definitely want to stick with the Questions that give you traits and I definitely want four Stats (Physical, Mental, Social and Spiritual/Luck) and I want them bound to the suits. The numbers themselves, the points you get from the traits and how many you have are all likely to change at this point once I see how they actually bounce around in play.

The core system as I rambled about in my last post will be sticking around. Players and GMs try to one-up each other by playing higher cards and declaring actions associated with those cards, and the Retinue characters get to manipulate the cards the Princess has. Composure is a stat that can be burned to get more cards and can be won back through a particular flavour of scenes.

The Queen will get a set of traits, and those traits will affect the nature of the Challenge scenes that the Princesses face. Also, facing those Challenge scenes will change both the Princesses and their relationships with the Queen, as well as leading towards the inevitable endgame of the Queen’s death.

Now at this point I’m more or less just swimming in circles around the same pool. So here are are some of the goals I have for the immediate to short-term future:

– Get everything down on paper in such a way that it makes sense to me and I feel I could run it

– Try to run a game session of this for some of my friends. Preferably several game sessions of this.

– Rework the text and come up with something like a bare-bones basic playtest document by the end of January. Ideally, I can even give people a few copies at Arcanacon.

– Look at getting stickers done, to hand out and to raise some interest maybe.

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An Exciting Update ;) December 18, 2009

Filed under: Uncategorized — bullbar83 @ 10:39 am

I’ve decided on how the conflict system works, as opposed to ‘maybe it could be…’

Each conflict centers around one person (who is often but not always the Princess).

That person draws a hand of cards equal to their value in the stat that the conflict involves (physical, mental or social). Well actually, everybody does. Except for the GM who spends some Adversity and draws that many.

Then they take turns. Whoever initiates the conflict and takes the first action plays a card and describes what they’re doing with that action. Now, something I want to include but haven’t quite figured yet is that each suit matches a stat (which is problematic since there are four suits and three stats) and when you play a card of a particular suit you’re taking that kind of action and you add your stat value to value of the card. But that then negates the ‘draw cards of an appropriate stat’ idea.

Anyway, the initiator plays a card and describes an action. I should mention at this point that all conflicts are essentially between one player and the GM, with the other players supporting. So let’s say Player 1 plays a card and describes an action, the GM needs to describe an action that the NPCs or opposition are taking to oppose Player 1’s action and play a card to equal or beat Player 1’s card.

But traits come into it (and stats could too, now that I think about it) by doing two different things.

When it’s your turn to play a card (not in response to someone else’s card) you can activate a Trait, by describing how that Trait is useful and comes into play. Then you can do one of two things with it. You can either add the Trait’s value to the next card you play or you can draw a number of cards equal to the Trait’s value then play a card as normal.

I need to throw in a little bit about order and sequence first. When the primary player plays a card in a conflict, only the GM can respond in any way to that card. When the GM plays a card, the supporting players first get a chance to so something and then the primary player gets to play a card to respond.

The supporting players can do something by describing what they do to assist the primary player and activating a Trait (or probably a Stat too). When they do, they can either draw cards equal to the Trait value or they can give the Primary player cards equal to the Trait value.

Jacks are kind of like wild cards. They have a value of 10 and can be any Trait or Stat you want. Normally you can only use each Trait and Stat once in a conflict, but if you play a Jack, you get to add it’s value even if you’ve activated it once.

Queens have a value of 12 and if you play a Queen to the table, put it aside and you get to add it to your hand in a Challenge scene.

Ok… that’s probably confusing and rambling, but it lays down the basics of it.

My questions:

– Is it boring for the supporting players?
– Is it balanced
– How do I fix the four suits/three stats problem?

 

Be Careful December 5, 2009

Filed under: Uncategorized — bullbar83 @ 1:38 pm

Composure is more important than I realised.

it comes down to the Princess player getting to draw a hand of cards equal to Composure plus an appropriate Stat. oh and they can narrate traits in as well.

The GM has a set pool of points/cards that they spend throughout the session.

The Retinue get cards too, but mostly use them to manipulate the cards on the table.

In a conflict, each side (Princess/Retinue and GM) lays out three cards face down. These are then flipped, compared and the highest wins. The person who wins gets to describe how they gain an advantage over their opponent. Whoever wins the majority of these wins the conflict and gets to describe how things go.

Queens, Jacks and Aces will have special effects yet to be determined.

Composure can be burned to gain additional benefits.