Article View: rec.games.design
Article #887Re: net.rpg: The Basics
From: Magnus Alvestad
Date: Mon, 23 Nov 1992 01:01
Date: Mon, 23 Nov 1992 01:01
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>>>>> 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
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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