Wednesday, February 18, 2015
Discovery Playtest Video
Check it out!
Discovery is a project I've been working on since last year. Part of my requirements for it was that I could describe the game in less than 10 minutes, on a video, have no book, and use only a single character sheet. I think I succeeded!
Hi, I’m Brie Sheldon, and this is Discovery.
To play Discovery you need one six-sided die per player, six different-colored markers, up to six players, and a guide.
Discovery starts with an accident. It might be small, it might be big, but most of all, it’s important. This is the moment when lives are changed.
Players define the accident through discussion. It must affect all characters, and they need to give reason enough to the guide that this accident might have the desired effect: to give them all super powers.
Once the accident is defined, character creation begins.
The players will write the name of their character in the center of their sheet. They will conceive a character and physically describe their characters to other players.
The players define the six emotions available as a group. This helps set the tone for the game. Players will discuss which color marker or which pattern will represent each emotion for their character and mark it on their sheet. They will choose a six-sided die to be their own.
To begin play, the guide describes a situation where the characters can encounter challenges or have interesting interactions. Players interact by asking questions, taking actions, or experiencing emotion.
When players encounter a question they cannot answer or challenge that seems difficult without effort, they will choose an appropriate skill. There is no skill list because the skills are created as they are discovered. Skills can include simple things like talking, or complicated things like telekinesis. When the skill is named, the player will write it onto their sheet in one of the hexes with either a plus one, minus one, or zero.
Before proceeding, the guide will ask the player how their character feels. The player will respond with a description of their emotional state, and then draw a line from the center hex to the skill hex with the appropriately colored marker. When rolling with this skill hex, if this emotion is active in the character, a plus one is added to the roll.
The player will roll a six-sided die and add the number in their skill hex to the die roll. If the result is zero, the guide will describe a result that makes things worse. If it is one or two, the guide describes how they fail. If it is three to five, the action succeeds at a cost, defined by the guide. If it is a six, the guide describes how the character succeeds. If it is a seven or above, the action succeeds with dramatic results, as defined by the guide.
The story continues as led by the guide until at least one character has filled their grid with skills. Play may continue past this point. However, at that point, the characters have been discovered.