Article View: rec.games.design
Article #644game system
From: Anton Dovydaitis
Date: Sun, 15 Nov 1992 11:23
Date: Sun, 15 Nov 1992 11:23
59 lines
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3115 bytes
On the subject of skills: you can spend an awful lot of time trying to develop a game mechanic which gives statistically valid or subjectively realistic results, and the system becomes the object, rather than the play. Even if the players don't simply manipulate the system rather than play, the hidden consequences of the chosen system start to dominate. That is, certain tasks or ways of accomplishing tasks, may be inordinately favored or disfavored because of the game mechanisms, and the players and the referee will gravitate or avoid these. This can grossly distort the game, especially if it is campaign game of any duration. So really, what can you actually say about the skill of a character. Using a medieval society as a base, I came up with the following divisions, ranging essentially from 0 to 6. e exposure: the character knows the skill exists and has seen others practice it. 0 The character has had, but failed their training at the skill. They know (or think they know more) about the skill than the average layperson, but would not be accepted as an apprentice in that field. I The has had the training to be an apprentice and is competent. II Same, but as Journeyman. III The Character is a Master at the skill. They are a competent judge of other people's skill, and can train others. IV The Character's skill is reknown among Masters. V Heroic: The character's skill is fantastic: at the limit of mortal ability. VI Godlike: The character's skill is absurd or impossible. This fits well with the 2d6 system discussed previously. These levels are not numbers to be fed into a formula or table anywhere, but distinctions. For further discintion and refinement of characters, requisites can be employed. A requisite is an approximate ranking of some general or specific trait or ability. In order to keep some resemblence to most games, where normal human requisites are around 10, and range from 3 to 18, I interpret requisites as follows: 11-K Likely to be among the lowest ranked (worst) among 2^K random individuals 10+K Likely to be among the highest ranked (best) among 2^K random individuals This exploits the approximation 2^8 = 256 ~ 216 = 6^3, and imposes a simple log scale on a 3d6 requisite system. Any additional requisites can be added as needed, or ignored (e.g. Mana for for non-Mages or Blacksmith Ability for non-Blacksmiths). Of course, in order for this to be meaningful, you have to have a population in mind, and have to make assumptions about your population. This takes some work, but world building does. --- --------------------------------------------------------------- Anton Dovydaitis Ishi Press International
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Path: arc1-ca.pugleaf.net!sparky!uunet!infoserv!anton!anton Message-ID: <765295d1767133t19@anton.infoserv.com> Date: Sunday, 15 November 1992 04:23:00 PDT X-Mailer: TMail version 1.06 From: "Anton Dovydaitis" <anton@anton.infoserv.com> Organization: Ishi Press International Subject: game system Newsgroups: rec.games.design Distribution: world Lines: 60