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Archive => Indie Game Design => Topic started by: Shreyas Sampat on June 24, 2003, 11:40:34 PM

Title: Refreshing Rain: Mechanical question
Post by: Shreyas Sampat on June 24, 2003, 11:40:34 PM
So, guys, I have a problem.

Badically, there is no (or very little) clear "My kung fu is better" phenomenon in Refreshing Rain, and I want to provide for such an effect.

Past threads on RR:
http://www.indie-rpgs.com/viewtopic.php?t=4509
http://www.indie-rpgs.com/viewtopic.php?t=4532
http://www.indie-rpgs.com/viewtopic.php?t=4656
http://www.indie-rpgs.com/viewtopic.php?t=5599

Anyway, here is the situation:
Each player draws three cards.  Depending on the combination of their characters' stats, either might draw an extra card.
Then they compare their second-highest card.  Depending again on the combination of the characters' stats, one might use the third-highest card instead.

So, how can I extend the range of this mechanic, making certain stats clearly more effective than others?
Title: Refreshing Rain: Mechanical question
Post by: taalyn on June 25, 2003, 01:05:06 PM
This doesn't sirectly address your question, but will help me be able to -

Having studied Chinese Mandarin, acupupuncture, and various sorts of Chinese mysticism, I'm confued as to how both characters' elements can be created. In Wuxing, 2 different elements are not created by the same element, nor can two elements create each other. I'm therefore really confused on how you determine whether it's the 2nd highest card you use or not. Can you explain again?

Aidan
Title: Refreshing Rain: Mechanical question
Post by: Shreyas Sampat on June 25, 2003, 07:46:32 PM
Well, it works like this.  Each Element has a level of Alchemy from 0 to 5; this determines how far into the Cycle that Element's effect permeates.  An Element with 0 Alchemy Destroys nothing, nor does it create; an Element with 5 Alchemy can destroy and be created by even itself.  Each point of Alchemy is another step along the pentagram of Elements.
Title: Refreshing Rain: Mechanical question
Post by: taalyn on June 25, 2003, 10:35:34 PM
Okay, I got it now.

To address your question - I think using Alchemy to indicate steps into the cycle to go is confusing, and also diminishes the whole "my kung fu is better".

Particularly, having a high alchemy doesn't actually help at all if you draw poorly. It's merely method for choosing among random numbers, which doesn't support the cinematic style you want.

If I was writing the game, I'd change Alchemy into a base hand, and use the cycle to determine bonus tiles.

Frex: I have Metal Conviction 3, and am trying to resist an attack by a monk with Water Conviction 2. I'd normally draw 3 tiles to his 2, but since Metal creates Water, I get an extra tile.

Then, compare tiles as normal, going with the highest tile in the hand. This is still fairly random, so another option is to use a traditional MaJiang scoring system to total the tiles values.

This might make the skill level of a character more obvious.

Hope that helps.

Aidan
Title: Refreshing Rain: Mechanical question
Post by: Shreyas Sampat on June 27, 2003, 06:39:52 PM
That could work, and let me also use larger tile hands as a method of combat, like this:

At any time during an extended conflict, you can play a set or run of tiles, or special sequences of Winds and Dragons.  (Those I'll have to think out better.)  Your opponent has to counter with a better sequence, or discard all the tiles he's gathered.  This, hopefully, would recreate the escalating conflict punctuated by periods of holding back that one sees in wuxia.