Dogs in the Vineyard
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Sometimes, Dog, sometimes you have to cut off the arm to save the life.
What is this place anyway?
Strictly Necessary Cookies should be enabled at all times so that we can save your preferences for cookie settings. If you disable this cookie, we will not be able to save your preferences. Dogs have absolute authority within the Faith, but not within the laws of the Territorial Authority, and so their actions can lead to conflict with the government in the East.
Related Microbadges Dogs in the Vineyard fan. Dogs in the Vineyard Average Rating: 7. RPG Rank: Dogs in the Vineyard. Description Based Narrative more so than Dice. Dice Various. Cani nella Vigna. Hunde im Garten des Herrn. Record a Play. Description Edit History. Sometimes, Dog, sometimes you have to cut off the arm to save the life.
Does the sinner deserve mercy? Do the wicked deserve judgement?
A look at Dogs in the Vineyard | Gnome Stew
Digest size. 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! Mar 20, Jason rated it it was amazing. Since then I have been educating myself on what has been going on in RPGs for the last 15 years. Dogs is a mere 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.
bringing a dog to MV? - Martha's Vineyard Forum
Since Dogs is about Mormon culture in the midth 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. 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 more 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 more flexible storytelling. I am not usually a fan of games with dice pools, but I love how Dogs uses them. Sadly the book is no longer in print, but you can get the PDF from lumpley. 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.
Jun 15, Stuart rated it really liked it Shelves: american-authors , fiction , male-authors , white-authors , tabletop-rulebooks , regionalism. 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.
I think this would s D. The setting is where the game really shines , so much background and purpose built in. 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. Builds a perfect backstory that instantly connects players to their characters. I can see an alternate conflict-resolution system using playing cards that would be easier to learn and more 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.
I especially like the "sliding scale of supernatural" that allows for gritty or fantastic play. The slow and deadly introduction of the supernatural adds just the right edge. Which is ok I guess. Might fall outside of the strict canon but I think it would provide more 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.
Controlling tension through determining stakes and that being collaborative is an interesting mechanic, which pairs well with "following the group". 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. I should tell you, in an early playtest I startled one of my players bad with this very conflict. Not in Dogs, though: the resolution rules are built to handle it. Think about what I just said for a minute.
You know how you usually pull your punches? Arguably the best part of the conflict resolution rules. Baker's is fantastic however. I like that each town is a discrete entity for a session or two with no other sandbox shit. Very juicy. Group-as-a-single-NPC is an interesting concept. Drive play toward conflict Every moment of play, roll dice or say yes. Just plain go along with them. If they ask for information, give it to them. Launch the conflict and roll the dice. Roll dice or say yes. I don't know if my regular group would be into it though.
At first, at least. Jul 14, Krzysztof rated it liked it. I liked it, but I have the same issues with it that I found with Apocalypse World by the same author. 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, I liked it, but I have the same issues with it that I found with Apocalypse World by the same author. 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'm so excited to try playing this game sometime.
It's set in something roughly approximating the American West in the s, 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.