The Walkabout Mechaphor
There are a few thing I haven't revealed about the major changes I'll be making to the new version of Walkabout.
For those who've been following the progress on the revised Walkabout, I recommend you having a look at the old version of the game (which can be found at http://www.vulpinoid.com/walkabout.html or at http://www.rpgnow.com/product_info.php?products_id=85404). The game as written basically a post-apocalyptic take on my FUBAR rules set, with a few tweaks and twists.
But I've since had some ideas to tie the feeling of game play into the scavenger paradigm of the setting.
This means I'm getting rid of dice, and incorporating a "counter drawing" mechanism. It's not much of a shift from the statistical distributions of die rolling (at first), but the feel of the game takes on more of a ritual storytelling vibe rather than an interactive game vibe. That's what I'm hoping anyway.
In the dice version of the game, you roll a minimum of 3 dice, allocating the results to "Story", "Success" and "Sacrifice". Then you roll dice to determine extra successes or extra sacrifices through the story elements linked to your character.
Now it works exactly the same way, but uses counters drawn from a bag. An allocated white token represents success, an allocated black token represents failure, and an allocated coloured token represents a neutral result.
The act of drawing the tokens links to the feeling that the characters are picking up the unknown pieces of the past to shape their future lives. The act of placing these tokens represents the way they take these elements of the past and push forward into the future. It seems good at this point and there is quite a bit more that we can do with the mechanism (..but for the moment, I've got other things to do, so I'll stop the post here).
For those who've been following the progress on the revised Walkabout, I recommend you having a look at the old version of the game (which can be found at http://www.vulpinoid.com/walkabout.html or at http://www.rpgnow.com/product_info.php?products_id=85404). The game as written basically a post-apocalyptic take on my FUBAR rules set, with a few tweaks and twists.
But I've since had some ideas to tie the feeling of game play into the scavenger paradigm of the setting.
This means I'm getting rid of dice, and incorporating a "counter drawing" mechanism. It's not much of a shift from the statistical distributions of die rolling (at first), but the feel of the game takes on more of a ritual storytelling vibe rather than an interactive game vibe. That's what I'm hoping anyway.
In the dice version of the game, you roll a minimum of 3 dice, allocating the results to "Story", "Success" and "Sacrifice". Then you roll dice to determine extra successes or extra sacrifices through the story elements linked to your character.
Now it works exactly the same way, but uses counters drawn from a bag. An allocated white token represents success, an allocated black token represents failure, and an allocated coloured token represents a neutral result.
The act of drawing the tokens links to the feeling that the characters are picking up the unknown pieces of the past to shape their future lives. The act of placing these tokens represents the way they take these elements of the past and push forward into the future. It seems good at this point and there is quite a bit more that we can do with the mechanism (..but for the moment, I've got other things to do, so I'll stop the post here).
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