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Shogeton
Apr 26, 2007

"Little by little the old world crumbled, and not once did the king imagine that some of the pieces might fall on him"

I managed to snag one of these games, and I kind of want to share it with the forums.

Fog of Love is a two player game meant to somewhat simulate a romantic comedy, with two characters with varied personalities trying to match their own needs and wants with their love for their partner. Depending on the 'Story' you pick, it can be fully cooperative, or semi-cooperative in that you can win together, or win separately, depending on what goals you pick. Here is the full manual.

The turns are actually simple. Each player may discard minor scenes to draw other ones, then they play one scene card, then they draw their hand back up to five. The cards you play usually require the other player to answer a question, or require both players to simultaneously answer a question, with various results depending on whether they match or not. These results can affect the Satisfaction meter, making the character more or less satisfied with the relationship, and they can affect the Personality Dimensions, showing how the two characters' behaviour ends up both individually, and as a couple. This is important, because your character will have innate traits, and if you are not being true to yourself, that can affect your happiness in the end.



Quick run through of some concepts.

The Personality Dimensions: This is on the board, and measures six different aspects. Discipline, Curiosity, Extroversion, Sensitivity, Gentleness and Sincerity. Different actions will let both characters place tokens on both the + and the - side if these aspects. If you have a lot of tokens on the Negative side of Extroversion, that means you're shy and introverted. Your individual total in an aspect is the amount of tokens you have on the side where you have most minus the other side. If you have 4 tokens on the Extrovert side, and 1 on the introvert side, you are +3 on Extrovert. Some cards can also ask for the Shared Balance, in wich case both partners' tokens are counted. (If James has 2 extrovert and 1 introvert, and John has 1 Extrovert and 5 introvert, that means the couple is at 4 Introvert

Traits: Each player picks three traits for their own character from a deck of five. These Traits will give you goals, and symbolizes what your character is most comfortable with. Some cards can change these traits, but not often. Not following your traits can have serious consequences for your happiness in the relationship in the long run. But maybe you'll sacrifice your own happiness? Some of these ask for an individual balance, and don't care what your partner does, as long as you are true to yourself. But some ask for a shared balance, and those require your partner to be on board. Note that these STACK, so you don't want to take two traits in the same aspect.

Destiny: These are your 'win' conditions. Some of them are cooperative, some of them are not. Perhaps you go for Unconditional Love, and as long as your partner i extremely happy and stays with you, you don't care if YOU have to be happy, perhaps your goal is self realization, and while you want to stay in the relationship, you'll only be satisfied if you're both a bit happy, and you've been able to have a good amount in all your trait goals. You start with several of these, and over the course of the game, you'll discard some of them, and narrow down your paths to fulfilling your destiny. Depending on the scenario, some of the Destiny Cards may suggest that the couple breaks up.

Occupation: This is your character's job. You pick it for yourself from three cards, and it affects your Personality. A good way to signal what traits are important to you.

Features: What attracted you to the other person in the first place. You pick these for the OTHER character at the start of the game, and they put down tokens for him on the Personality Board.

Scenes: The bread and butter of the game. Each turn, a player plays one of these. Most of them either ask the 'Partner' the other player to make a choice, some of them require both players to pick something at the same time, arranged by a PM to yours truly. You'll always draw back up to five scenes at the end of your turn. Some alternative Scene cards are Secrets, which are not revealed unless specifically called for by a card or at the end of the game. Depending on the secret, it can be a good thing, or a bad thing to reveal them early. There's also Minor Scenes, who provide minor effects and don't count towards the Chapter Limit, and Situations, who don't require a choice themselves, but modify the next card played. After a certain number of scenes, depending on the story, the Chapter moves on. Scenes come in three 'tastes' Sweet, Serious and Drama. Sweet are romantic and flirty, Serious are Important Life Decisions and Drama is when poo poo might get Complicated. Depending on the Chapter you are in, you will be allowed to draw different tastes, but you can always play whatever card you want.

Chapter: Each game is divided into three Chapters. Depending on what scenario we play, it'll change what Destiny Cards are in play, how many Scenes will be played, what kind of scenes can be drawn, and might also toss some extra cards into the mix. When the right amount of scenes is played, the next chapter card is drawn, its instructions are followed, and the next chapter begins. At the end of the third chapter is the finale, when both players choose the Destiny card they're going with

Roleplay: This game is a lot more fun if people put a little bit of roleplay in it. Make sure not to immediately soft-reveal what your traits are, but during the game, it'll be noticeable soon enough. And of course, feel free to get your sweet, romantic nothings and your best cheap drama on.

So let's get some Meet Cute going, and be not at all sensible.

Recruit: I would like two players. I'll leave them open for 24 hours at least. When you post, also state if you have a preference for either of these Scenarios.

Highschool Sweethearts: Shorter and Sweeter, the break up cards are not in this one, so whatever happens, the couple is staying together, but are they going to be 'one of those' couples that end up an e/n thread, or an actual functioning relationship.?
We'll Give it a Year: A bit longer, and WITH the break up Destiny Cards in it, this means that if you feel you can't win with any of the relations that actually work, you can always go for the Honourable Exit or the Heartbreaker Destiny.

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Dancer
May 23, 2011
Reporting for duty!

It's a tough call between the scenarios. On the one hand I am totally into shallow high-school drama, on the other hand I would also like there to be a fail-state.

High school drama is too attractive though. That's my vote.

Shogeton
Apr 26, 2007

"Little by little the old world crumbled, and not once did the king imagine that some of the pieces might fall on him"

Glad to have you. Just in case it influences your decision Highschool Sweethearts is just a reference to how the couple got together. You'll always play adults with a job.

Also also, breaking up isn't a 'failstate' thing. The decision to stay together always happens at the end of the game, and depending on how it goes, a mutual break up can be a mutual 'win' and staying together but not meeting your destiny can be a mutual 'loss'

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