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(power 19) Destroy All Evil!

Started by ancientgamer, July 03, 2008, 02:03:29 PM

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ancientgamer

1.) What is your game about?**

 Destroy All Evil! (DAE!) is about simulating the 80s’ horror TV series that were in on TV.  Certain shows will be apparent as I file the serial numbers off.  Additionally, they add certain things in common such as humor, moralistic tales, and just enough fear/conflict to make things interesting.  The theme is corruption and trying to deal with it.

2.) What do the characters do?**

 The characters are people who the forces of goodness have chosen to show the light.  They can see the true nature of the universe and they are given the mandate to save the lost, purge the wicked and destroy all evil.  Find lost relics; kill evil beings, save the innocent, purge wickedness.  

3.) What do the players (including the GM if there is one) do?**

The GM takes the classic role of presenting all of the foes and challenges for the PCs to deal with in the game.  The players respond with their actions and they go back and forth from there.

4.) How does your setting (or lack thereof) reinforce what your game is about?

 The setting is a simple one.  It’s set in the post-modern era, so that examples of corruption are easily found and seen.  Someone or something shows the PCs how the forces of evil are corrupting the world.  The PCs should always be reminded that evil is afoot, both big and small.  All of the missions deal with corruption in one or another and purposely have just enough moralism to aid with the theme.

5.) How does the Character Creation of your game reinforce what your game is about?

 The characters are not supermen; they are aided by the supernatural but they do not get a lot of help.  The temptation is there to accept help from any possible source.  The more overt powers are only available by accepting pacts with darkness.  There are a few special abilities available that are good but they only deal with fighting corruption.

6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?

 It rewards people who help others in the long term and who are directly involved in the action even though they do not get any short term rewards.  Of course, it also rewards people who accept corruption in the short term but they pay in the long term.  Having others do your dirty works cuts them off for any sort of reward.  

7.) How are behaviors and styles of play rewarded or punished in your game?

 "Staying in character" will be rewarded through chargen but being tactical within the framework is important.  There is freedom to do anything but their special knack only works within staying in character.

8.) How are the responsibilities of narration and credibility divided in your game?

 The GM has most of the narration and credibility in the game.  However, the PCs are responsible for their own actions.  Additionally, they have limited control over the setting due to providence points.

9.) What does your game do to command the players' attention, engagement, and participation? (i.e. What does the game do to make them care?)

 The setting encourages the GM to show the PCs what their actions are doing for the present and the future.  There are special rules which ask for the players to participate in the game.

10.) What are the resolution mechanics of your game like?

Fortune based mechanics with d6s.  2-5s equal a success while 1s and 6s are failures.  Sometimes dice are added or subtracted due to magic or providence.

11.) How do the resolution mechanics reinforce what your game is about?

The players are not in complete control of their actions.  Their best attempts can sometimes fail.  It is easier to see that more is better and the forces of darkness encourage this attitude.

12.) Do characters in your game advance? If so, how?

XP gives them changes in their abilities/skills.  Their visions should be resolved and past actions should come back.  I.e.  if they saved the kid in one adventure, then the GM should have providence usage involves having them come on stage and helping them.  However, the amount of advancement is just enough for them to see that evil seems to be gaining on them.  

13.) How does the character advancement (or lack thereof) reinforce what your game is about?

Any large changes should only result from accepting darkness in their life or dealing with their own lives.  Gaining small abilities gives them hope that destroying all evil is possible while seeing ordinary people gain extraordinary abilities from pacts via spirits, creatures or items shows why corruption is insidious.

14.) What sort of product or effect do you want your game to produce in or for the players?

I want enough dark comedy to give laughs and insights.  I want them to see something like “greed is bad” but in a way that is both dreadful and delightful.

15.) What areas of your game receive extra attention and color? Why?

How corruption works in magic and cursed items.  Providence is another area.  They are emphasized because the players are being reminded they are part of a far greater struggle than their own lives.

16.) Which part of your game are you most excited about or interested in? Why?

I actually like the corruption rules in the game because it really reinforces the theme of the game.  Additionally, I want the sort of humor I see in those shows translate into other people’s play.  The comedy shouldn’t be overt but if people laugh at some point, I wouldn’t mind a bit.  I don’t want to tell them how to run their game but I want to be able to open up and get the tone real quick.

17.) Where does your game take the players that other games can’t, don’t, or won’t?

I want the game to take players to play where things are never 100% completely resolved.  For instance, they can’t destroy cursed items.  They hear the whispers of temptation even after they are dealt with.  Evil beings come back and good people always need help.  In other words, their job is never done and you can never escape the past.

18.) What are your publishing goals for your game?

I want to make this a commercially viable project.  In other words, I don’t plan on getting rich but I want to at least get the money back that I put into it.  Hopefully, this game can develop its own line of products and delight many people.

19.) Who is your target audience?

My first take is anyone who likes a bit of dark comedy with their horror or 80s’ horror TV.  I could also see people who play other horror games liking this one.  The age of my audience is teen and up.  I can’t see six years old playing it without their parents doing a fair amount of clean up.
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Aristotle

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