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Experiences with Dogs in the Vineyard
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<blockquote data-quote="KidSnide" data-source="post: 5442478" data-attributes="member: 54710"><p>I ran CP's Star Trek: TNG Dogs game (I call it "Trek in the Vineyard"), and I agree that it's setting flexible so long as there are substantial moral questions to resolve. (Note: technology in Star Trek functions the way magic does in the out-of-the-box Dogs setting.) That said, I think TNG is a substantially better setting than the other Star Trek series simply because TNG features moral dilemmas more often, and the characters have interesting, differing and flexible moral compasses which allows a cooperative group of PCs come out on opposite sides of an issue.</p><p></p><p>Personally, I don't think Jedi Knights are particularly well suited to Dogs. Their position in Old Republic society <em>is</em> comparable to the position that the PCs hold in the default Dogs setting, so I agree that there is a nucleus of a good idea here. However, the types of stories that most people want to tell in the Star Wars setting tends to be the sort of fast-paced adventure stories that aren't well suited for Dogs. So, yeah, you could run a Jedi Dogs game, but it probably won't feel much like Star Wars.</p><p></p><p>One other important aspect of Dogs that CP didn't call out, is that Dogs is unusual for having a mechanically robust system for persuasion by argument. That means you can have conflicts that are ultimately about whether the PCs persuade a character (PC or NPC!) to take the action they want. That's part of why PC vs. PC conflict is so good in Dogs, but it also means that "talking down the bad guy" is a reasonable climactic encounter and you can play out conflict-laden adventuress in which there aren't any action scenes. To me, opening up these kinds of genre games is what makes Dogs so fantastic.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5442478, member: 54710"] I ran CP's Star Trek: TNG Dogs game (I call it "Trek in the Vineyard"), and I agree that it's setting flexible so long as there are substantial moral questions to resolve. (Note: technology in Star Trek functions the way magic does in the out-of-the-box Dogs setting.) That said, I think TNG is a substantially better setting than the other Star Trek series simply because TNG features moral dilemmas more often, and the characters have interesting, differing and flexible moral compasses which allows a cooperative group of PCs come out on opposite sides of an issue. Personally, I don't think Jedi Knights are particularly well suited to Dogs. Their position in Old Republic society [i]is[/i] comparable to the position that the PCs hold in the default Dogs setting, so I agree that there is a nucleus of a good idea here. However, the types of stories that most people want to tell in the Star Wars setting tends to be the sort of fast-paced adventure stories that aren't well suited for Dogs. So, yeah, you could run a Jedi Dogs game, but it probably won't feel much like Star Wars. One other important aspect of Dogs that CP didn't call out, is that Dogs is unusual for having a mechanically robust system for persuasion by argument. That means you can have conflicts that are ultimately about whether the PCs persuade a character (PC or NPC!) to take the action they want. That's part of why PC vs. PC conflict is so good in Dogs, but it also means that "talking down the bad guy" is a reasonable climactic encounter and you can play out conflict-laden adventuress in which there aren't any action scenes. To me, opening up these kinds of genre games is what makes Dogs so fantastic. -KS [/QUOTE]
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