Dogs in the Vineyard Impressions
Last night I played the second of a two-session game of Dogs in the Vineyard with a game designers' circle I've joined up with in recent weeks. It was the first time I'd played the game, which I'd been looking forward to doing for a long time, based on the great buzz it's got.
My takeaway impression is this: Great setting, but I'd prefer mechanics where what I say — the way I roleplay within a scene — is more important than how the dice look in determining what happens.
I'm sure Forgistas the world 'round gnash mightily at the thought (not that they care what I think, and that's cool), but I'd rather use a more generic RPG ruleset in the Dogs setting than play the Dogs setting with the Dogs ruleset. I'm glad I gave it a try, it was educational, and I'd be happy to play it again. But if given the option, I think I'd play the setting another way.
What I'm really curious about, though, is how Dogs, and the fact of playing it, might affect my own future designs. And the next day is way to soon to know that.
Comments
Let us speak more of this at Gen Con.