RolePlay onLine RPoL Logo

, welcome to Worldwalker

06:35, 7th May 2024 (GMT+0)

Post Ludum: McCallister Moves On.

Posted by PlaytesterFor group 0
Playtester
GM, 752 posts
novelist game designer
long-time gm
Mon 31 Oct 2005
at 14:07
  • msg #1

Post Ludum: McCallister Moves On

This is for any questions, comments, analysis etc. on the Volcano or Tropical Island World setting McCallister found himself in.  Its typically used as an introductory world, especially at conventions.

I think Malachai was doing a better job than I writing it, getting a more gritty and specific tone across, but then he got busy in RL which happens. And its the stated policy of this game that Real Life takes precedence, and players are welcome to take breaks, and come back later once they have finished their whatever (probably plans to take over the world.)

Some worlds do better with certain tones than others.  A gritty, survival first, focus on physicality, adventure writing style is probably better for Tropical Island.  Its easy sometimes to write with the same style for each world. Now, the next world McCallister goes to will not demand such a writing style, something altogether different...but since he wanted horror, and I have a world thats not been playtested...the next world is McCallister's Mansion.

Playtester
Oak
player, 118 posts
Sun 2 Apr 2006
at 05:01
  • msg #2

Re: Post Ludum: McCallister Moves On

How often is this world used as an intro?  How many different worlds are frequently used as intro worlds?  What is the rationale behind using this one?

It is reasonably interesting, but it seems like a no-win situation, which is a bit depressing.  Is that by design?  I'm just as glad I didn't start here.

For that matter, Kate's world also was used as an intro, and also seems pretty no-win.  Is there a pattern there?  :)
Playtester
GM, 2598 posts
novelist game designer
long-time gm
Sun 2 Apr 2006
at 05:59
  • msg #3

Re: Post Ludum: McCallister Moves On

For a while Naga World was used as an intro.  Its a place that fairly shrieks..you're not in Kansas anymore.  Not even in your own universe.

But, it had a problem for demo games at conventions.  While it was dangerous, it was possible for a group of clever and resourceful players to pretty much survive it for the whole demo game.

And MJ got told by a game store owner, Days of Knights, I think, that a demo ought to highlight the unusual aspects of a game.  So, enter a world that gets teh players killed off quickly after introducing them to whats going on, giving them a few chances to learn things...and then bam.

So, its been used a lot.  My favorite use was not online. Some guy went fishing in the surf, and attracted a small shark.  It managed to nearly rip off his arm, but he survived, and they, the gather, had shark for dinner...

Nothing like slipping, sliding, splashing in waist-deep water, and gulping water, and having a shark gnaw on you while you try to knife it to ruin a good fishing trip...

Intro worlds:

I've used non-intros at times...ask Misty about that.  But there is Volcano Island, and the Ice Mountain (where Day is now), and I first playtested the End of the Universe World with Kate.

You want a world that gives some but not too much scope for action.  Communicates vast weirdness, and has enough threats to wipe the player out reasnoably soon...any suggestions?  And we usually use Michael Di Vars, but I'm thinking next time, I might use someone else.

He works because he's not supposed to be talkative, he's not supposed to be that interested in telling you his view of things.  This lets you figure things out on your own.
Sign In