Hey there all,
I am working on a game right now, called Gloaming Grove. It is to be a board/card/dice roleplaying game, which is played out like that of a TV series; each gaming session as an episode. So, when you return to the game again, you play where the show left off (Pretty much like any table-top RPG). It has a deep Twin Peaks/Grimm/Gravity Falls feel to it.
Here's some (but not all) of the working:
*There will be up to six Players and one Narrator/Villain.
* Players will choose one of six main characters; Priest, Detective, Tycoon, Medium, Huntress & Parent...but will also use more townsfolk for actions around town (a map, which will be on the 18x27 board).
*There will be different types of draw cards; scenario, actions, items, events, skills and cliffhangers (as well as decks for townfolk and creatures of dark & light).
*The Narrator (Game Master) will also play the part of the villain, Cat Eyes; a witch who is kidnapping the youth of the town.
*Each game session will be that of an episode (in the form of days). there will be 4 rounds to each session; Dawn, Noon, Dusk and The Witching Hour. During the first three rounds, Players take turns drawing cards to use and play out. These can vary quite a bit, some even slide off into their own sub-plots (like any TV series). The last "Witching Hour" round is where Cat Eyes takes control of the board and uses it to her advantage.
*The point of the game is to find where Cat Eyes resides, capture or kill her and save the town. There are a total of 31 episodes to finish it all (find clues, evidence, locations, etc.). I will not go too much into detail, but it is more or less a VERY intricate game of Clue.
Here is my problem:
Since dabbling more in this game, I have found little problems in tying in sub-plots to the main focus of the game. Any fan of Twin Peaks knows that, once Laura Palmer's murderer was caught, the story sort of ran abound, not really having too much focus into the main stream of things. It was a slightly chaotic.
My question is, how can I use scenario cards, which might involve different townsfolk, who are not tied into the main story...but somehow manage to fit into the plot of the game (to progress it forward)?
*If a scenario is acheived by a Player, maybe give them a "clue".
*8 clues equal 1 "edivence".
*6 evidence equals 1 "location".
*Get the 3 locations to "triangulate", if you will, the location of Cat Eyes?
This was my original intent to the game, but it seems like it might be a little too lengthy. However, doing it that way with 6 full Players might even out the length of the series, which is up to 31 episodes.
I am just curious if anyone else might have some ideas that I could dabble with. I'm totally open, as this is still in the works (only some cards done, nothing more). I want to make sure the game is playable in the aspect of plot, but also branch out to where cast members of the series fall in love, have business troubles, backstab, sell drugs, get married, form alliances, break friendships, etc., etc.
All thoughts welcome.
*Finding Cat Eyes happens at the end of every session or not until 31 episodes?
You have 31 episodes to find the locartion of Cat Eyes, if you do not within that time, there will be a certain set of "Cliffhanger" cards to draw from (each character), which will will the game on somewhat of a bad note. This will, hopefully lead into a Season Two expansion set.
*Is she always in the same location?
Yes...and no. During the Witch Hour, she can be anywhere. Only during the daytime, is she bound to one place (like a vampire during sleep). She will have a set of "use only once" cards, which one of them will be able to move to a new location, were she to be found too early in the game.
*If the main plot is to find cateyes what is the purpose of the subplots? Are these designed to help out finding her?
Yeah, you kind of answered that, but that is also the trouble I am having. The main point of the subplots is to help or hinder you characters (and their townsfolk NPC which they draw). Some cards might give you money, alliances or resources, others will put you in prison if caught, maybe the hospital...maybe the grave. In the end, if you acheive enough sub-plots with your character, they will give you points which will lead to the location of Cat Eyes (be it through hints, clues, evidence, etc.)
*Are players allowed to guess early?
Technically, no. Since the sub-plots demand more of attention at hand (as with any TV series), they have to be dealt with at the time or consequences evolve. I am still deciding if they can guess once per game, without any evidence...but give them dire repercussions if they guess wrong.
1) Have subplots (Level up, enlighten or otherwise equip) characters to aide on mission. Maybe only allow cat eyes to be found by a level "X" or by having a specific set of (evidence, testimony, gear)
~Again, you pretty much have the same idea I did. This is what will be used to find Cat Eyes, before the series is up. There will be other supernatural creatues added to the game as well; but they will be harder to draw and very rarely make appearances.
2) you coul also have subplots be the main source of currency or progression of the main storyline. X number of subplots slowly brings cat eyes out of hiding until she is close enough to locate in town.
~Exactly, this is what I plan to do. The sub-plots will either help you or hinder you, sometimes even make a character end the game due to dying (another rare occurance). But so far, this is the only way I can see in mixing the two together.
Thanks for your input, it seems like this will be the route I will have to take. Just need to find interesting plots to involve the players with.