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