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Article #458

Re: Net.rpg - "modularity"

#458
From: Magnus Alvestad
Date: Thu, 12 Nov 1992 21:40
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3646 bytes
>>>>> On 12 Nov 92 18:20:07 GMT, tdunn@ecst.csuchico.edu (Tim Dunn)
>>>>> said:

I agree with everything you say, Tim.

>character background

	Tim> rolled, player determined, or gm assigned.  In truth, we
	Tim> give a series of events that may/may not have happened to
	Tim> the character, and all threee choices are now possible.

Well, I think you should also have a choice between rolling for stats
directly, or letting the lifepath rolls determine your final stats.

>character quantization

	Tim> to take the gurps stats vs. advantages arguement further,
	Tim> how about allowing each stat to be broken down into
	Tim> separate stats?  Thus, one's Mental stat is the average
	Tim> (or weighted mean, or whatever) of one's Psyche,
	Tim> Willpower, Acumen, etc....

Nice. That could possibly also make for two different stats - systems.
One could use only the 'basic' stats, f.ex 'Mental' here, or one could
use all the small ones, 'Psyche', 'Willpower' etc. plus the basic
ones.

Then, skills could show the stat they are dependent on like this:

  Psyche/Mental

which means Psyche if you use it, else Mental. 

	Tim> The only potential problem is when a player tries to
	Tim> minimax by either creating useless or redundant stats and
	Tim> lower those so s/he can raise the choice ones.

(Create stats??)

If players want to minimax or cheat in other ways - let them. They'll
probably have more fun anyway. What we shouldn't let them is ruin the
fun for the other players. Ideas here?

On the other hand, if they don't have more fun - they'll probably
create a Real Character the next time around. 

Ziip ( <- Zipper of flameproof M-82 )

	Tim> We can create an expected value table for whatever
	Tim> mechanic(s) we use and allow the player to choose that
	Tim> result instead of rolling dice.

UGH! You can put your name on that part of the manual.. :-(

	Tim> We can have combat be based on the skill system, but with extra 
	Tim> details thrown in for spice.

Yes, but still compliant with the basic skill rules. There should be
nothing *special* about the combat rules, all skills should be created equal.

>mystic abilities: magic; miracles; psychic powers. super abilities

	Tim> determine the difference between a bullet wound and Mr
	Tim> Magnet's Magneto-ocular beam.  Matter is definitely open
	Tim> to discussion.

I don't want to go into details on Magneto, but I think there are a
few fundamental differences between these two 'damages' - the damage
effect system should be made effective for all combinations of real
damage (removal of flesh), pain and restriction (like a boa would).

	Tim> under the assumption we were addressing solely the issue
	Tim> of mechanics.  BTW, WotC has a mailing list for one work

Yes! At least at the moment - in a few years, who knows..

-Magnus
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From: magnus@apal.ii.uib.no (Magnus Alvestad)
Newsgroups: rec.games.design
Subject: Re: Net.rpg - "modularity"
Message-ID: <1992Nov12.214019.8861@alf.uib.no>
Date: 12 Nov 92 21:40:19 GMT
References: <Nov.10.19.13.45.1992.484@thorogood.rutgers.edu>
 <BxL2xB.HJt@knot.ccs.queensu.ca> <1992Nov12.004009.1@wharton.upenn.edu>
 <1du78nINN3tj@charnel.ecst.csuchico.edu>
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In-Reply-To: tdunn@ecst.csuchico.edu's message of 12 Nov 92 18:20:07 GMT