My current design struggle is around my current long term project Emberheart. The rough sketch of the play style is thus: the game has a fixed-length meta-game - 25 generations and the world ends. Players play individual PCs, but it is the community they venture out for that is the thing that survives between generations, and whilst some PCs may be multi-generational, ultimately by game-end no original PCs will remain.

I'm unsure whether to decouple the generational meta-game from the main game


The core game fits well into the Forged in the Dark PCs/Crew dynamic, so it feels _easier_ to make the generational play a bolt-on, but also kinda cheapens it, especially when one of the key design goals for this is explicitly to _do_ multi-generational play and focus on the themes of passing the torch from one generation to the next, as well as dealing with the boons and troubles left behind by your forebears.

I want a much larger macro-game to the typical more micro-focused individual PC play

· · Web · 0 · 0 · 0
Sign in to participate in the conversation

A Mastodon server for RPG folks to hang out and talk. Not owned by a billionaire.