Article View: rec.games.design
Article #844Re: net.rpg.freeform: cardplay
From: Christopher Lantinga
Date: Sat, 21 Nov 1992 05:15
Date: Sat, 21 Nov 1992 05:15
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sos@oz.plymouth.edu (Steffan O'Sullivan) writes: >To be honest, though, I'm not sure I'm liking the direction Loren's >system is going - it's getting too complicated for a game with the word >Simple in the title. More thoughts later - I just wanted to reassure >Paul that his objection would be valid if a hand were to be held, but >that I wouldn't want such a situation. Seriously! One thing that bugs me is that discussions of game design seem to move instantly to combat systems. Can we chill on that for a while? The card system is very elegant but only good for conflicts. And it is getting complicated fast. To return to Stephan's original SLUG suggestion... I like the idea of selecting anything in the world as skills/attributes. Perhaps a "standard" list to start out with, of the stereotypical ones, would be good, but by all means let it get weird. I wouldn't *force* players to take negatives for every positive; this would land you, as Stephan implies in his examples, with character sheets full of pointless negative attributes and skills (the Waco Kid's Needlepoint skill) which exist merely to justify the positives and may never come into play. How many negative attributes did Indy Jones have? Did they really justify his positives? Or were they all in things we didn't see, like Ballet, or Weasel Taming? I'd give players a certain amount of positives for free. And I'd make it a random amount. (sound of S.O'S. retching in the background!) The reasoning: psychological. If I have the same number of points to increase my attributes as everybody else, every single frivolous but interesting ability will lower my amount of non-frivolous, useful abilities and make me relatively weak in the party. Whereas if there is a certain degree of randomness built in, there's going to be some variation no matter what, and there is no absolute Game Balance between characters, so Devil take the hindmost. Anyway, another great idea is that of leaving things in reserve for when they're needed. That should be allowed; after all, in stories we often discover things about characters that would never have come up if the plot hadn't taken a certain direction... I like that. Perhaps a certain number of those should be given free, without negatives, too. What say? (In my "dream system", characteristics would not necessarily be listed in terms of ability or power, on graded scales of any time. They would be whatever properties defined the character, whether useful or not, and gave him a place in the story. They would accumulate during the story, and not be spelled out beforehand (though they could be planned, they needn't be)... But I'm not sure in how much detail such a thing can be done...) Ed Heil. Yes, THE Ed Heil c/o Chris Lantinga, clanti55@ursa.calvin.edu
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Newsgroups: rec.games.design Path: arc1-ca.pugleaf.net!sparky!uunet!gumby!ursa!ursa!clanti55 From: clanti55@ursa.calvin.edu (Christopher Lantinga) Subject: Re: net.rpg.freeform: cardplay Message-ID: <clanti55.722322915@ursa> Sender: news@calvin.edu Organization: Calvin College References: <1992Nov19.001556.1@wharton.upenn.edu> <b4y1rg=@rpi.edu> <17y1#hb@rpi.edu> <1992Nov19.171507.3326@oz.plymouth.edu> Date: Sat, 21 Nov 1992 05:15:15 GMT Lines: 56