I feel like if you were going to hack the game, you would need to copy the crucial elements, namely that the PCs are considered to be moral authority figures due to the town/settlement they are visiting sharing their religious or philosophical viewpoint, and an inevitable escalating conflict or disaster without the PCs’ involvement. So Warhammer could definitely work if the PCs were Inquisitors or members of the church, less so if they were just random wandering adventurers. You could even make corruption or mutation into negative traits gained through trauma, which would be cool.
hey @AdamKoebel , how do you decide how aggressive to be with your die usage? for example in the final conflict you put that a 3-2 when it seemed like you could have put the 10-3 and made it so that there was a failure to match by almost all of the characters. did you base that off the fact that this was a mild demonic force? or maybe the demonic force wasn’t trying to fight hard etc etc?
I wrote up the beginnings of a Jedi / Star Wars version a while back, but never got around to finishing it. The sort of things that are in there, though, are what you’d have to change if moving it to another setting.
Warhammer-wise, I feel like it does a better job of the Inquisition than something like Dark Heresy, and witch-hunters for Fantasy is definitely a good fit.
Amazing game! DITV is an amazing system I’ve never herd of, and I want to see more of it!!
Great job Adam and great job to all of the cast!
You could just do “We’re going to deal with all the damn heresy on this specific planet” and do multiple towns on the same planet over the course of a small campaign. In Dogs, you’re pretty much supposed to do one town per session.
When you said an insanity mechanic I thought about what if the system had aLovecraftian theme. Like the board game elder sign (or Arkham horror) the players are a bunch of investigators trying to stop the return of the ancient ones
I’m not sure Lovecraftian games would be a good fit because the communities the PCs visit are usually hostile and they wouldn’t have any moral authority, so you lose some of what Dogs is about as a game. You could probably make it work but it’d most likely be an awkward fit.
I see now how difficult and wonky it will be. I got excited when @Jabba_the_space_gangster mentioned insanity.
Thank you both.
This one-shot felt very similar to the first session of a game of Apocalypse World, which makes sense considering the source! The first half of it was focused on building characters, and their relationships with one another and the outside world, and the second half was a slice of life about the dogs. Do you always set up your first session like an Apocalypse World first session or would you say DitV encourages first sessions to play out like that?
I’m glad you noticed that - the game is pretty good at letting the players and GM decide how much the supernatural is real and for me, the game is all the scarier if it’s all about “demons” just being human behaviour and fear.
DitV is very much about that style of start-up, with building characters as a part of the gameplay. Maybe moreso than Apocalypse World, even.
One of my favourite things about the die mechanic is that players can decide how hard to go in on things, and can use their traits and relationships as a sort of hidden card to play when they need it - it’s very cool. Lots of neat stuff to do, there.
That stuff guides me in when to use or not use Vincent’s Admonishment (Say Yes or Roll the Dice) and in some cases, I think there’s just no conflict - like shooting someone in the back when they don’t expect it…
This is definitely a big strength. The thing that’s really cool with how the RP works is that the demons are real, and can be tangible to a certain character at a certain time. But the player or viewer can never know the “reality”.
One of the things I always love about roleplaying games is that the gods can be real tangible things. But at the same time it can mirror real life where it’s all about the people themselves instead. When I saw you kind of playing this one more like reality I was just thinking, dammit Adam you’ve done it again!
Wow. This was GREAT, everything about it. I’d heard a lot about Dogs in the Vineyard but this was my first exposure to it, and both the system and the players were awesome.
The mechanics are seriously clever as hell and it got my GM designer brain gears spinning!
Just want to say that this session was fucking fantastic. I loved the system, the players, the GM and the overlays. I would love to see Austin on another show (maybe Matt and Jerry might be too busy?) - he was fucking intense in places.
Good shit guys, would watch more.
I could not agree more. It made the dramatic that much more powerful.
Is there a way to streamline moving the rolls onto the board within Roll20? There was sometimes a short delay having to click and drag each individual roll.
Best One shot by far yet; Id nearly say best Rolllplay content ever, but some of those swansong episodes…
Did you push them to wrap up the adventure? If so, how did you guide this?