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Dynasty's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Setting (or Location) | #14 | 3.545 | 3.545 |
Mechanics | #30 | 3.273 | 3.273 |
Story (or Starting Scenario) | #38 | 3.273 | 3.273 |
Overall | #44 | 3.136 | 3.136 |
Use of Theme | #81 | 2.455 | 2.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Mechanic are little lacking because it will because it is hard to find other viziers secret also playing King seems bit dull because they only declare dilemma and the player to solve it. Would be bit more interesting if anyone can choose to give a solution.
Setting and story vice this is good. King can make dilemmas that don't directly fit to anyone's branch forcing lateral thinking. Only thing is that the theme is not really shining in this one.
I dig this one a lot because it's incentive framework and player interaction emulates the story it wants to tell: the King is arbiter of terms and judger of success for these wily Viziers, but must be careful to moderate their excesses and stoke their jealousy of each other lest one is allowed to grow too ambitious in the end-game. DENUNCIATION gives leeway for character assassination against another Vizier and drive interaction around the Secrets. And the final lightning round only ends once the King "has heard enough" which is basically a pitch-perfect roleplaying cue.
While I appreciate the expansion of success to be 67% versus 50%, I don't like the idea of forcing the King to do anything based on die rolls. A similar game has a similar mechanic that allows a more "Apples to Apples" decision.
However, the die rolls do make it easier for the King to decide. So in this there my be exception. I also appreciate the recollection of ancient myth in your selection of names. Good job!
I probably like it because we both have entries about playing Viziers, but this has one of the better mechanical systems I've seen in the contest. Really enjoy it.
Thank you!
When I saw your entry I thought 'oh no I'm a filthy THIEF', but you took political role playing in a completely different direction. I tried to capture what I like best about hidden information in a structured way, but I love how VotS cuts through that red tape to a degree and directly bases its outcome around the group's social dynamic.
Good luck with the contest!
Thanks! You too!
I really like how you managed to squeeze in more setting detail. I tried to cram a bunch of aesthetic in the first paragraph but looking at this I wish I did something similar with using evocative nomenclature (sky king and such) and left more explicit hints (though not directions) about how to format the table dynamic.
Regardless, I'm definitely glad to see more political intrigue out there, thieves be gladdened. It seems to be a winning format to explicitly leave as much extraneous structure to player preference as possible in these jams. Thanks for your contribution!