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Archive => Indie Game Design => Topic started by: Clinton R. Nixon on May 04, 2003, 12:45:43 AM

Title: [TSoY] Abstracting damage
Post by: Clinton R. Nixon on May 04, 2003, 12:45:43 AM
The mechanics for my new game, The Shadow of Yesterday (http://www.anvilwerks.com/rpg/tsoy/), are almost complete. However, I've had a real urge lately to abstract the damage system.

You can click on the link above and check out Chapter 4 to see the rules as they are now. Briefly, as they stand:

- Damage only occurs from combat and traps and poison and such.
- There's not much of a purpose of using "complex resolution" unless fighting.
- The Success Level of an action is mechanically unimportant except to cause damage with an attack.
- The sorts of actions I want to be prominent - social interaction, singing and dancing, cooking, artistic efforts, and the like - are determined through one roll, with little ability to play with this result.
- Therefore, the mechanics aren't exactly what I call focused or good.

My idea is to let every action involving someone else inflict damage, if and only if the players are using complex resolution (initiative, damage, and combat-like) instead of basic resolution (one roll to determine success.) This is very much in the spirit of Trollbabe, a game I've been playing a lot of, with the damage from everything, and Hero Wars, with the simple vs. complex resolution.

At first, this concept scared me, but as I re-wrote the section, I realized something cool: with basic resolution, if you win, an effect immediately happens. Where this gets interesting is social situations. Let's say a character is trying to convince a wandering swordsman to help him. If he wins the Skill Check, the swordsman does help him. If he loses, the swordsman doesn't.

Now, reverse this on a player character. Pretty ugly, huh? I wouldn't want one roll to force my character into a situation I didn't like.

With complex resolution, this can't happen. You can fail and be damaged, and have this continue, but you aren't forced into anything. In the end, the player decides whether resistance is worth the mechanical punishment. The GM can do this to, leading to tense social situations with words flying back and forth, seeing who'll back down first.

Anyway, here's the updated rules. I'd love someone who'd read the original rules (referenced above) to pull them apart and give me some advice on whether they stand well, or have holes I'm not seeing.

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Complex resolution

When playing The Shadow of Yesterday, some activities will have greater importance than others to the players and to the story. When an activity is deemed important enough, complex resolution is used.

Complex resolution differs from basic resolution in several ways: