In which I continue to answer questions from the Power 19.
It’s interesting the aspects of game design that did not inform my design choices so far, and also those that I am not interested in considering. My game experience and interest remains—it seems—firmly traditional, with some sprinklings of novel ideas.
10.) What are the resolution mechanics of your game like?
I’m afraid it’s traditional and uninspired. Roll 2d10, add modifiers, hit the target number or better to succeed. Pretty basic stuff.
The thing that is different than True20 or Savage Worlds is that the modifiers are based on the character’s qualities. Qualities are ranked descriptors, like Good Pickpocket or Great Death to the Four Corners Gang! If the player can explain how the quality applies to the situation, the player can use that modifier.
11.) How do the resolution mechanics reinforce what your game is about?
I honestly don’t know if it does. This is where I am firmly in the traditional game headspace. I’m not sure how a resolution mechanic could reinforce the core concept of Sword Noir. I’m sure there are those out there who could. I’m not one of them.
12.) Do characters in your game advance? If so, how?
Players design “Pivots” for their characters, which are goals or other character quirks that helps to define the character. When the character completes a Pivot, the character gains an Advancement.
13.) How does the character advancement (or lack thereof) reinforce what your game is about?
As with 11, I don’t know if it does. Given that the Pivot need not relate to the core concept of Sword Noir, but rather illustrates something about the character, I tend to think it does not. Perhaps this is not desirable in some schools of thought, but the concept—which was inspired by the mechanics of the Shadow of Yesterday—just seemed cool to me.