[Download] ➵ Dogs in the Vineyard Author D. Vincent Baker – Agedanna.info

Dogs in the Vineyard I really like the setting of DitV but I m doubtful about the conflict resolution system I d need to hear an AP to get a good handle on it and see the added value We ve played a small nine sins campaign of a Christian type of Dogs, and it worked really well The settlements easily lend themselves to a one settlement per week schedule that makes sessions really tight Our game was fully impersonal though, which I think is the most interesting feature of the book and most newfangled Indie Games Setting up those moral quandries and hammering on them relentlessly and personally really seems to be the way to go to get the full Dogs experience Oh, and it s a nice read as well I liked it, but I have the same issues with it that I found with Apocalypse World by the same author Dogs are the weird RPG that s clearly very narrative focused and can potentially be a sublime experience, but at the same time it s saddled with very unintuitive mechanics which after the first read through seem like they detract from the narrative than support it I m sure that if you play a session or two of the game, you ll find that those mechanics are not a big deal after all, but they just don t make the best first impression.It doesn t help that the setting is very specific, and while that s a strong point of the game on one hand, it requires a lot of previous knowledge from both the GM and the players to work I m sure that with a dedicated group the world of Dogs in the Vineyard comes to life, but finding a group that s this determined might be a challenge.I hope I get to play this game in the future For what it s worth, its mechanics are still less narrative driven but very rigid than it s the case with Apocalypse World. I discovered indie RPGs in late 2015 when I finally played my first game of Fiasco Since then I have been educating myself on what has been going on in RPGs for the last 15 years Dogs in the Vineyard is of course on every indie RPG shortlist, and given how much I loved Apocalypse World, I knew that I wanted to read Dogs as well I was lucky enough to find a used, affordable print copy of Dogs on the Half Priced Books website, and I couldn t be happier that I did.I am a big fan of not only Baker s design aesthetic but of his writing and of his ability to present complex ideas both simply and thoroughly Dogs is a mere 155 pages, and while that may sound like a lot to some, it is a pretty slender volume to detail every aspect of a game, and an historical game at that Since Dogs is about Mormon culture in the mid 19th century, Baker has to impart not only the rules and the basics of the setting, but the particulars or Mormon culture which is the basis of the entire dramatic center of the game It s a pretty amazing feat The details are enough to spur the imagination and to give a solid foundation to let you run the game while at the same time being loose enough to avoid suffocating the player and putting them into a panic about what they don t know I have never been a part of the Mormon Church or any church and I have not studied the American West extensively, but I feel perfectly capable of GMing this game.The conflict resolution mechanic is a thing of beauty I understand that it can be a bit fiddly to get used to, and if you are a player who likes an immersive environment, this will probably not be your game I am much interested in the story at a higher level than in immersive play, and I love how this mechanic allows you to play out a conflict beat by beat That you can then escalate the conflict in order to get new dice at a chance to gain ground in the conflict is gorgeous I love that he includes an additional chapter on the ways the resolution mechanic can be used to solve a number of initially troublesome circumstances as well as ways to stretch the mechanic for flexible storytelling I am not usually a fan of games with dice pools, but I love how Dogs uses them.Vincent Baker makes Dogs in the Vineyard a model of how an RPG text should be written Sadly the book is no longer in print, but you can get the PDF from lumpley.com for 15 If you are interested in game design, indie RPGs, or an awesome game about judgment in a wild west that never quite was, this is the book for you. D Vincent Baker s indie darling RPG about the moral and physical tribulations of young keepers of the faith in a demon haunted 19th century Utah is very worth the accolades it has received.My overall thoughts are Awesome concept but too complicated for people new to the genre, would make a few tweaks Here s a somewhat unstructured review based on notes I took while reading Character creation is cool and the introduction to the system as part of it makes a lot of sense I think this would still scare off people new to gaming new to storygaming though.The setting is where the game really shines, so much background and purpose built in I especially like the spiritual intuition predestination element coupled with the moral ambiguity of the characters actions later The background material on every Dog s coat was chill inducing and I think a perfect encapsulation of the game s purpose and the players relationship to the gaming universe SO GREAT Builds a perfect backstory that instantly connects players to their characters.The whole how your life is different as a dog is well written and interesting and plays nicely with power structures, which was unexpected if not entirely necessary for gameplay Ditto the subtler, kinder racism for Mountain People noble savage, etc.Dice mechanics Things your character is interested in is interesting ha , I would need to play with this to really get a feel for how fast smooth it works I can see an alternate conflict resolution system using playing cards that would be easier to learn and closely replicate the feel of wild west poker.The focus on relationships between characters, objects and ideas while maintaining dramatic tension and action is a pretty spiffy thing to pull off, and I think Baker does a great job of it.The Demonic Influence Ceremonies material is vague and understated in the best possible way and adds to the feel of the game tremendously I especially like the sliding scale of supernatural that allows for gritty or fantastic play.The character s roles, that of Guardian of the faith and general helper feel is cool, focused and relatively unique The slow and deadly introduction of the supernatural adds just the right edge.Story games looooove that when your character is done it s done thing Which is ok I guess But the samsara ish roll up a new character w same stats plus 1d6 in each pool is interesting I would probably add a weariness corruption mechanic to represent the trials and tribulations of the Dogs sacred duties that would result in characters retiring, losing faith or becoming heretics Might fall outside of the strict canon but I think it would provide of a grim crusading knight feel to the game Fallout I like the idea I would want to see it in action, you could theoretically powergame it though by picking traits that give you an extra 1d4 anywhere Not sure it s a great negative fallout thing.Controlling tension through determining stakes and that being collaborative is an interesting mechanic, which pairs well with following the group However, following the group i.e the most critical player to determine appropriate raises sees stakes etc seems like it would require a level of trust and a lack of ironic distance that I think a lot of gamers would have difficulty achieving.Two really awesome things about conflict resolution 1 Breaking conflict into split second sub conflicts seems really fun Will bog down the overall pace but should create enough excitement to pull it through 2 Montage raises conflict managed through concrete scenes across like a month of game time THIS SHOULD BE ADAPTED FOR ALL CHARACTER ADVANCEMENT THINGS IN ALL GAMES.I should tell you, in an early playtest I startled one of my players bad with this very conflict In most roleplaying games, saying an enemy sneaks into your room in the middle of the night and hits you in the head with an axe is cheating I ve hosed the character and the player with no warning and no way out Not in Dogs, though the resolution rules are built to handle it I don t have to pull my punches You ve GMed a bunch of RPGs before, right Think about what I just said for a minute You know how you usually pull your punches CLUTCH Arguably the best part of the conflict resolution rules.The game flow chapters and recap chapters were useful, but should ve been closer at the beginning.TIME TO DELVE INTO THE UBIQUITOUS HOW TO GM SECTION Every book has one of these, and they re usually not that great Baker s is fantastic however.I like that each town is a discrete entity for a session or two with no other sandbox shit Keeps game focused, you could play it out for weird unusual things.The germination for each town as what s wrong allows for quick creation of scenes and it s also integral to the way the game works the game s feel The town plot generation allows for some really deep, rich conflict and the setting allows for everyone to be tangentially related Very juicy All conflict is going to be sex money power, which is fantastic.I think NPC creation equal to PCs is onerous but not terribly so The proto NPC rule is cool and you can do it quickly between sessions during session let s be honest.Group as a single NPC is an interesting concept I d want to play with it before I settle on it being good or necessary fast though Drive play toward conflictEvery moment of play, roll dice or say yes.If nothing s at stake, say yes to the players, whatever they re doing Just plain go along with them If they ask for information, give it to them If they have their characters go somewhere, they re there If they want it, it s theirs.Sooner or later sooner, because your town s pregnant with crisis they ll have their characters do something that someone else won t like Bang Something s at stake Launch the conflict and roll the dice.Roll dice or say yes Roll dice or say yes Roll dice or say yes.ALSO CLUTCHOverall, I d be willing to play it, which is than I can say for most of the rules I read I don t know if my regular group would be into it though At first, at least. Dogs in the Vineyard changed the way I approach roleplaying games It s intensely character and situation focused, and the way it works out sets up some very cool and often agonizingly difficult role playing situations It s the leading edge of RPG design that breaks away from the traditional RPG design tropes in a big way If you re a veteran gamer and maybe a bit tired of the same ol thing, playing DitV will be like a bucket of icewater over your head If you haven t played an RPG before, or haven t played in a long time, DitV is a great way to get back into the hobby of creating cool stories with your friends. I m so excited to try playing this game sometime It s very different from Dungeons Dragons and really from any other RPG I ve come across It s set in something roughly approximating the American West in the 1800s, but with a twist to it your character is a member of God s Watchdogs, and it s your job to travel from town to town and make sure that people are keeping the Faith You re basically a religious zealot with a gun, although how you want to play it are you the good guys, saving the townspeople from demons Or the bad guys, fanatics who ll shoot anyone who disagrees is up to you If I were to run this, I think I d do it Gunslinger style Knights of the Cross with cowboy hats and six shooters in a post apocalyptic wasteland Hot. Every RPG game should have a dice or card game at their center which would be fun to play with all the fiction and acting stripped away Baker s Dogs in the Vineyard has that in spades It s core mechanic is basically a complex poker game with dice The fiction is affected by who wins, often resulting with the winner getting way than he bargained for The setting is pseudo mormon paladins in a West that never was It is both utterly original and incredibly challenging This game is one of five or six which kicked off the true independent revolution in RPGs Read it Learn it You will be a better gamer for it. An entirely fascinating RPG I love the setting and its very conservative ideals, because I can see how they d cause great conflict and great roleplaying The mechanics offer up interesting narrative possibilities, and the emphasis on player interest and direction is revolutionary.It s easy to see why this was a groundbreaking RPG. You Stand Between God S Law And The Best Intentions Of The WeakYou Stand Between God S People And Their Own DemonsSometimes It S Better For One To Die Than For Many To Suffer Sometimes, Dog, Sometimes You Have To Cut Off The Arm To Save The LifeDoes The Sinner Deserve Mercy Do The Wicked Deserve Judgement They Re In Your HandsGS IN THE VINEYARDRoleplaying God S Watchdogsin A West That Never Quite Was I haven t played it much, but I did write up a town that I tried to run a small local convention It was rough, but fun I m planning to play this again, hopefully in the not too distant future.I m currently reading listening to Orson Scott Card s Seventh Son, which seems like a really good fit for the Dogs setting I ll be coming back to it for inspiration, I m sure.

About the Author: D. Vincent Baker

Is a well-known author, some of his books are a fascination for readers like in the Dogs in the Vineyard book, this is one of the most wanted D. Vincent Baker author readers around the world.

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