#Metatopia2024 Postmortem (Chorus Props, aka GM Resources, 0 of 4)

A debrief without much in the way of editorializing

My design goals for going into Metatopia 2024:

  • Balance improv and prep to avoid cognitive load on both sides;

  • Keep the chorus honest, never just picking up dice, tossing them but just saying what they think is cool;

  • Better deliver the premise of the game (solving mysteries, solving mysteries, revealing the omniverse and meta-lore to the player characters, giving them the opportunity to get involved if they wish).

Design goals I picked up by the time Metatopia was finished, reinforced by the three playtest sessions I played in as well as the S&P sessions I ran:

  • Make dice rolls more meaningful (see system channel);

  • Make teamwork/assisting more interesting/meaningful;

  • Focus on what matters to the players/PCs (which is kind of handled already but doesn't hurt to remain mindful of)

Noodling on criticals and challenges and success with cost/consequences:

  • Rolling the unmodified 10 opens the door to criticals

    • Did you succeed without having to break tie(s)? Then (and only then) you earn a critical for every unmodded 10 (so a minimum of 1)

  • Opens the door to success with cost/consequences

    • Did you succeed without having to break tie(s)? Clear success

    • Did you succeed by breaking tie(s)? Success w/cost/consequences

    • The cost/consequence depends on the type of challenge:

      • Interaction: the opposition looks back, you reveal/communicate something to them

      • Power: Your agency is in some way affected

      • Attack: You trade harm for harm

    • Types of challenge still have the potential to escalate fromscene → nonviolent encounter → violent encounter