So, lets talk otherkind.
Otherkind dice resolution, in all its shapes and forms, does something fantastic: from each roll springs a collage of "stuff that happens." If you make otherkind right, there is no status quo. It also automatically correlates the fictional worlds between the players - if they are not correlated, they will be afterwards. It is also very flexible in what it resolves.
Here is one of vincents posts regarding otherkind.http://www.lumpley.com/archive/148.html
There is also another cool element present in otherkind. There must be a danger included in your roll. It becomes sort of a mechanized version of "say yes or roll the dice." no danger, no otherkind. Say yes if you find no danger.
But, it has a, for me, glaring flaw. Atleast for what i want to use it to.
Otherkind resolution requires a lot
of "footwork" after calling, but before rolling. Combine this with the question of intent, and Play grinds to a halt as fiction is correlated, because the whole collage must be correlated as the mechanics are called upon. After the roll, there is again interpretation and correlation. It is stakes set-at-the-moment taken to an extreme.
I would imagine this goes away after a lot of play through system mastery, but some systems have tried to split this task over a time frame or over different mechanical interpretations.
I know it has already been split into apocalypse, blades and more. But those remove the collage of fiction for ease of use.
If the way of resolving otherkind can be split into multiple fragments, but preserving the collage generated, focusing attention on the interaction one wants for the premise of the game, we got ourselves very strong resolution system.
Let me come with two examples of what i mean
"Thus began the adventures of Eowyn" starts with a single resolution of stakes in Yes/no form. But you can push it, and add additional dangers, for a more beneficial way to interpret the dice. This is otherkind resolution broken down into different mechanical units within the same resolution.
In addition, there are risks for you to take. Each risk taken gives you a die, but you must put a number on the risk. If that number comes up on any die, the risk comes true.
maybe it is personal, but i think that this way is a lot more easy to resolve than "normal" otherkind. And just as strong, if not stronger.
Here is the link if anyone is interested.http://www.story-games.com/forums/discussion/20513/thus-began-the-adventures-of-eowyn#latest
I really do think that otherkind, for its age, is super powerful tech.
Can we usher some of the resolution away into procedures?
Can we build GM/player principles into the resolution, to foster a better, more fruitful environment?
Can we use other forms of mechanics to lessen footwork?
Can we spread said footwork over time and mechanics, so people have it nearly-resolved when they begin rolling?
Can we turn some elements of the resolution into ritual phrases?
How can otherkind be used to spotlight the interaction you want the players to have?
A discussion regarding the depths of otherkind resolution could shed light on some cool mechanics.
That and i think that the potential in otherkind is immense, and skimmed over, maybe because of its "weightfulness."?