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Apr. 17th, 2005 08:01 am
bryant: (Default)
[personal profile] bryant

I'll have a formal Actual Play post at the 20' by 20' Room later, but right now I just want to say that Dogs in the Vineyard rocks hard. Whoa, but that's a strong game with a beautiful clarity to it.

At first glance it maybe doesn't look like the setting and the system are so tightly linked. But they are, maybe not so much in the details of place and time but certainly in the moral certainty aspect. The key aspect of the system is the ability to escalate: the ability to slap down a bunch more dice and say "I'm willing to go this far to make this thing happen." That is reinforced by the moral correctness of the player characters and creates a very powerful dynamic at the table.

I had probably too many people -- five is more than is recommended -- but I wouldn't have wanted to lose any of the PCs. There's this nice touch in character generation where you don't say "My character prioritizes skills over stats." Instead, you say "My character had a complex upbringing," and the prioritization of stats, skills, and relationships falls out from that. It encourages one to think about one's background. My PCs were great. Also, you get to use the conflict skills during character generation, so you're used to the system by the time it's time to start thinking about shooting people.

"My father was a Dog, but he was also an alcoholic and I learned growing up that you fend for yourself or you go hungry." "I'm an orphan, and I loved the Temple, and I'm wearing a coat that was made for someone else because I have no family to make a coat for me." "I'm a sinner waiting to happen, because I want to be with another woman and I'm slipping over the line from 'I do what is right' to 'It's right because a Dog does it.'" "My mother was a Dog but I got lost as the youngest sister to six brothers, and I'm looking for people to stick up for." "My father was a Dog, and of course I'm a Dog, and of course Dogs are better than others, and of course I'm going to be the best of them all." See? Awesome PCs.

I'm head over heels with this system. I imagine that'll fade but the immediate reaction is huge. Oh -- here's my town writeup, which is OK for players to look at if they're curious. Wow, but it's easy to run Dogs.

Date: 2005-04-17 01:03 pm (UTC)
From: [identity profile] mgrasso.livejournal.com
I wish I'd known you were doing this; I would've liked to have tried out the system as a player before running Dogs in the Delta. Ah well.

Date: 2005-04-17 01:35 pm (UTC)
From: [identity profile] mgrasso.livejournal.com
Have I ever played in a game of yours? To be honest, I can't remember!

Keep me in the loop next time you do an ad hoc thing; that is, if you want me there.

Making choices

Date: 2005-04-17 05:23 pm (UTC)
From: [identity profile] amberley.livejournal.com
Well, Dogs is all about making hard choices, right?

That's a great town, and great PCs. I particularly love the slippery slope from "I do what is right" to "It's right because a Dog does it."

I'm impressed at your ability to run for 5!! I'm liking it very much with three players ([livejournal.com profile] caelano, [livejournal.com profile] tamago and tamagospouse). Four would be too much of a good thing. I think even two might work, which could lead to interesting play when they have to get the Steward to go along to make Three in Authority, but 3 has more possible interactions than 2, so I like that. Plus easy to schedule!

I very much look forward to hearing more about accomplishments, how things went, and future games.

Date: 2005-04-17 01:09 pm (UTC)
gentlyepigrams: (Default)
From: [personal profile] gentlyepigrams
I love Dogs and I'm bummed that my illness is keeping me from GMing right now.

Date: 2005-04-17 01:14 pm (UTC)
From: [identity profile] princejvstin.livejournal.com
One day I'll get to play a Dogs game that you run :)

Date: 2005-04-17 02:19 pm (UTC)
From: [identity profile] peaseblossom.livejournal.com
I definitely had a good time, but I agree that there were probably too many players, not that I would've wanted to cut anyone out at the time. I'm also not sure if I would want to play it too many more times; it seems like (for me anyway) I've played it, I've got the gist, and there's not really anywhere to go from there as far as character development/exploring the setting. Although I'd certainly play another game if it involved more shooting.

I did like the system itself, which was very intuitive, easy to pick up, and effective.

Date: 2005-04-17 02:45 pm (UTC)
From: [identity profile] peaseblossom.livejournal.com
Yeah, but the moral dilemmas are too pat. What I had thought was that you discovered the religion's morality through play, but it's actually pretty much laid out for you already (Jere tells me that I'm thinking of earlier versions of Dogs that didn't make it to the final version). And, to be honest, there's only so much righteous religious asshole morality that I can stand to play.

Date: 2005-04-17 02:59 pm (UTC)
From: [identity profile] robotnik.livejournal.com
This sounds like something that's come up in a couple of DitV threads on the Forge: players say at the end of a session: "moral dilemna? what moral dilemna? it was so obvious what we had to do!" but different play groups faced with the same town will do totally different things, and still feel that way.

Date: 2005-04-17 05:25 pm (UTC)
From: [identity profile] jeffwik.livejournal.com
Sr. Hannah's angle was something we didn't much touch on.

In retrospect it seems odd that none of us had any interest in interviewing Br. Daniel's wife, since we all agreed early on that Br. Daniel was the problem. I'm not sure why we made that decision.

Date: 2005-04-17 02:51 pm (UTC)
From: [identity profile] head58.livejournal.com
I think you could easily export the see/raise dice mechanic to any other setting you want, but the question is would you want to do so? I found this to be similar to HQ in the ability to bring in things that are important to you or vaguely related (c.f. "Cryatal Skull") to the issue at hand. But the consequences of failure are more delineated. So whatever setting you use, the tasks at hand would have to be such that the characters were very personally invested and a failure didn't just mean you ail to pick the lock but rather that you as a person suffer because of it.

That said I'd use this for a bunch of Jedi hunting down Sith in a heartbeat.

Light Sabers as Coats

Date: 2005-04-17 05:30 pm (UTC)
From: [identity profile] amberley.livejournal.com
There's been some discussion of using DitV for a Jedi game in the "Banthas in the Vineyard" thread on the Forge. I think it'd work really well.

Date: 2005-04-17 02:56 pm (UTC)
From: [identity profile] robotnik.livejournal.com
Aarg. Sorry I missed this. All the tsuris trying to schedule Mike's Delta Dogs, and you just went & said "hey, I'm gonna run Dogs," and did. And while I'm psyched for the Delta game if it happens, to be totally honest, straight Dogs what I'm jonesing for right now. At least one session of it.

Date: 2005-04-17 03:26 pm (UTC)
From: [identity profile] jeregenest.livejournal.com
You can't have everyone in every game. I'm a firm believer of you set a time and then do it and thats who you have.

Date: 2005-04-17 05:28 pm (UTC)
From: [identity profile] jeffwik.livejournal.com
I think the game as written would work best for three players and five or six sessions.

Five players and one session is totally unacceptable. You need to split us up into a group of two and a group of three and run those groups through four more towns. You can reuse the towns between groups, and afterwards we can all compare notes ("You shot Brother Righteous for being a sorcerer? We gave him two wives and named him Steward!"). That's like, eight sessions, and you only need to prepare four sessions worth of material. You can totally do that.

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