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Novella: A Competitive, Asymmetric, Deckbuilding, Legacy Storytelling Game [Feedback]

Started by TheGoodGuy, January 21, 2018, 04:15:03 AM

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TheGoodGuy

Thank you for dropping by. I've been around these forums before, and I know that y'all provide some great advice. Here I am again, looking for more help. This is a development of Novella, the game I've been peddling before. Now, though, it's New and Improved and most importantly Smaller (down to five pages). Here's my elevator pitch, hopefully you'll be interested:

Spoiler
Elevator Pitch:
   Novella is a competitive, asymmetric, deckbuilding, legacy, storytelling game. Let's break that down...
Competitive: Novella has a win condition. In Novella, one player will act as the Enemy while the rest play the role of Heroes. This Enemy has his own hopes and dreams , and will crush any Hero that gets in his way. The Heroes need to achieve their own ends through cooperation and teamwork. This dynamic is represented by the Narration and Resolution mechanics, whereby the way each side tells the story will mechanically support their road towards their own win condition.
Asymmetric: The way the Enemy and the Heroes play the game is different. As the Enemy, you will feel like a behemoth, gaining huge chunks of power at a time. The Heroes must fight for each advantage tooth and nail, but know they have a band of friends to rely on. This is represented in game by Bonuses tied to the story, which the Enemy can generate much faster while the Heroes have more flexibility.
Deckbuilding: Novella uses a deck of cards the player scratch-build themselves to represent the world they are playing in. The makeup of your deck is as important as the story elements your cards represent, as it will determine what themes, characters, and places are important in your story.
Legacy: Each game of Novella will affect the next. As you play, you will unlock new optional rules through the events of your story. The cards in your decks will be modified and take on whole new meanings between games. This allows your story to develop the mechanics of the game, and the mechanics of the game to develop your story.

If you were, the link to the manual is here:
https://docs.google.com/document/d/1w-FAnAHi4g9kY8agqDqahzmEhfLbk2qN9uVCG-vHaeU/edit?usp=sharing

And if you're willing to help me out, here's some specific questions:

Spoiler
Questions:
Are grammar/punctuation/etc looking good?
What parts are unclear or need clarification?
For the actual content of the game, what parts look fun/excite you, if any?
What parts are you ambivalent towards?
What parts actually detract from the fun, if any?
Anything else?


Thank you so much for your time. I am already deeply indebted to you all for getting me this far, as your advice has inspired many of the ideas in this game. So, once again, I thank you.