🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Article View: rec.games.design
Article #887

Re: net.rpg: The Basics

#887
From: Magnus Alvestad
Date: Mon, 23 Nov 1992 01:01
53 lines
2897 bytes
>>>>> On Fri, 20 Nov 1992 22:36:14 GMT, jbridson@kean.ucs.mun.ca said:

	jb> (1) The stat systems are beginning to.. frighten me!

Well, maybe we should make a horror-genre, where you have to use all
the 120 stats from all the genres, and you have seperate scores in all
the 972 skills, determined from 972 formulas, each involving all the
120 stats. Or maybe not.. ;-)

	jb> into something worse than Hero. I think that the GURPSian
	jb> way of defining only a few stats (I think we shoudl have

IMHO the Skill Tree (Yggdrasil) is a Good Thing, and so is the Working
up from the Bottom. Of course, it is all scalable, so you could just
use the top level - 3-4 stats. Then you could let all the skills point
at them, which would make for a system very similar to the one you
describe. Satisfied?

Myself, I want a lot of stats and a lot of skills. So I'm a pervert.

	jb> (2) We *definitely* want a logarithmic scale.  I think
	jb> this element of Torg is fantastic, and we should

I don't really get it. Why isn't this impractical, I mean a +1 to 10
would be a lot different to a +1 to 9. Is this what you want?

	jb> (3) There's nothing wrong with stats centred on 0.  Think
	jb> of them as modifiers from the human norm, not stats, and

What's so special about humans that they should be the standard?

	jb> (4)  Don't throw out cards yet!  I'm in the process of making a very 

Yes, do throw them out! There is another game here, the
net.rpg.simple, or SLUG or whatever it's called now :-) They have some
nice card-related ideas. It's a completely different game than the one
we are working on. You can't make Chess with a Basic version called Ludo.

	jb> but which can be made more advanced without scrappign any
	jb> rules or adding (many) new mechanics.

Why can't we add mechanics to increase realism? I think this is the
way to go. Depends on your definition of mechanics, of course. I think
we'll have to add methods to increase realism.

	jb> of separately or vice-versa.  This can work.  However, it
	jb> *might* get convulted for dynamically changing characters;

No, I think not. Someone spoke about a system where you can distribute
some of the experience points for a skill upwards to the mother-skills
and even maybe up to the stat if you get a lot.

-Magnus
Technical Details
Message-ID: <1992Nov23.010139.12085@alf.uib.no>
Path: arc1-ca.pugleaf.net!sparky!uunet!mcsun!sunic!aun.uninett.no!ugle.unit.no!alf.uib.no!alf!magnus
References: <1992Nov20.200614.1@kean.ucs.mun.ca>

Show Full Headers
Complete Article Headers
Newsgroups: rec.games.design
Path: arc1-ca.pugleaf.net!sparky!uunet!mcsun!sunic!aun.uninett.no!ugle.unit.no!alf.uib.no!alf!magnus
From: magnus@bark-fddi.ii.uib.no (Magnus Alvestad)
Subject: Re: net.rpg:  The Basics
In-Reply-To: jbridson@kean.ucs.mun.ca's message of Fri, 20 Nov 1992 22:36:14 GMT
Message-ID: <1992Nov23.010139.12085@alf.uib.no>
Sender: usenet@alf.uib.no (Bergen University Newsaccount)
Reply-To: magnus@ii.uib.no
Organization: UVBS -> SFK/T-DSA / SOPS - HOS / RNoN
References: <1992Nov20.200614.1@kean.ucs.mun.ca>
Date: Mon, 23 Nov 92 01:01:39 GMT
Lines: 53