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kill_jar [2016/11/22 14:49] davekill_jar [2018/03/04 13:23] (current) – external edit 127.0.0.1
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 At least at first, from 0-5 chips has no effect on the players,  from 6-10 has a noticeable effect, from 11-15 a severe effect and 16+ a rather severe effect (see [[synthesized_rewards_system|]]).  This scale may be adjusted based on play progression. At least at first, from 0-5 chips has no effect on the players,  from 6-10 has a noticeable effect, from 11-15 a severe effect and 16+ a rather severe effect (see [[synthesized_rewards_system|]]).  This scale may be adjusted based on play progression.
  
 +**The Essential Question**
 +
 +Kill Jar good.  Is this what you'd like? Would you rather all kills go in jar and presumably the cut off numbers up?  I personally like the justified/not justified dichotomy.
 +
 +//I like the justified/not justified dichotomy.  My idea was to add other "good" chips as well for accounting at the end.  //
 +
 +**So, maybe each good chip negates 1 kill chip, and thus the reward system can stay the same.  I l'd like it better if the good chip was something countable--maybe a "save chip" every person saved or crime thwarted. **
 +
 +** The problem then becomes if the PC'S save a bus full of kids, can they then murder 20 gangsters?  How do we make it countable and proportionate? Ideas on what good chips given for?**
 + 
    
kill_jar.1479826179.txt.gz · Last modified: 2018/03/04 13:16 (external edit)