comment: |- Schedule: 4 hours for 4 rounds of plays might be too rushed. Mechanics testing plays might be a good idea. The actors seem more hosed than the judges. What do the judges do while the actors are off planning plays? Intercon might have a problem with mechanics being too complicated. Will unlocking quests be too complicated? Simplify quests to just a list of steps, once is-ified? 3 types of things. Think about edge cases, what if everyone plays randomly? Intercon blurb should mention resource trading and board game aspects. Schedule for getting to Intercon: 30 character sheets 8 or so bluesheets 30 questions N quests Rules Scenario Some greensheets (Plays, Quests, Questions) Eddie's I hate mechanics sheet A bunch of elements A lot of secrets (4 each PC starts with or something, judges generate duplicates) Weeks until Intercon: 24 weeks Leave extra time in our slot for Intercon. Give sheets earlier for Intercon. Costuming hints. One-sheet rules summary/I hate mechanics, what do I need to know. Intercon run may be light. Guild run after Intercon. Possibly all genres are fairy tales/fantasy, for a more consistent game feel? Don't worry about genre too much, keep it somewhat consistent. Gameki: box to mark who's read what/sanchecking. What are judges up to in general? * Convert people to your faction/get them to choose appropriately flavored answers. * Do Judges inherenly want to do quests? They want to get Items of Power and dedicate it to their faction publicly, after which they don't need it any more. Some items might give bonus points to a given faction. This dedication has a flavor/roleplaying effect but not a mechanical effect, maybe modulo a personal plot. Quest leader in the quest. * Answer questions, particularly for less brainwashed people. * Neither answer is their faction, otherwise it'd be easy to answer. * You can figure out in-game what faction each answer is. name: Notes11 posted: 2012-10-04 15:22:05