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Archive => Indie Game Design => Topic started by: Christoffer Lernö on October 16, 2002, 02:04:36 PM

Title: More Story Please... or?
Post by: Christoffer Lernö on October 16, 2002, 02:04:36 PM
Quote from: wfreitagSo, is the key here simulation or story? That is, do you want the flexibility of choose-any-descriptor mechanisms because it allows more freedom for player exploration, or you do you want it because it allows more story- context-sensitive decision making? If it's the latter, causal constraints become secondary to metagame concerns and you could end up happily with a coherenly Narrativist system. If it's the former, you do need a procedure for turning the descriptors into mechanical descriptions during play. It only the GM is ever responsible for doing this, then that procedure could involve a lot of interpretation and translation on the fly. But what ultimately comes out of the GM's mouth must be perceived by the players as objective in-game-world information that they can base their own decisions on. That could perhaps facilitiate play within the gray area between sim exploration of setting/ situation with high genre-convention expectations, and vanilla Narrativism.

This all sounds very interesting Walt. However, we're dealing with things rather in a rather abstract manner here. Could you give me an example of mechanics for both alternatives?

As Mike pointed out I want colour. But I know that. I need less rules too. I know that too. However if I have 3 very different magic systems, even very simple rules will be a burden. What I'd like to achieve is twofold:

1. Efficiently manage the mechanics so that there is no need to independently write up rules for every special case (like say stats for every spell with ranges, duration and so on)

2. Allow flexible abilites, spells and descriptors that maintain approximate game balance but are simple to define.

2) two should help introducing colour if it's done the way I'm envisioning it. The first should help making sure that adding colour does not mean that you have to add rules to govern how effects that are (mostly-) colour works. (Sim style games often has no distinction between things that are colour and things that are actually power-balancing entities. Usually you pay the same currency for both which is sim games often lack colour despite the possibilities in theory are great)
Title: Re: More Story Please... or?
Post by: M. J. Young on October 16, 2002, 05:58:20 PM
Quote from: Pale Fire1. Efficiently manage the mechanics so that there is no need to independently write up rules for every special case (like say stats for every spell with ranges, duration and so on)

2. Allow flexible abilites, spells and descriptors that maintain approximate game balance but are simple to define.

I've been staying away from this discussion mostly because I didn't want to be saying well, this is how we do it in Multiverser; but obviously we  had to tackle something of the same problem. Our solutions were perhaps a bit more complex than you want, but there are some fundamental aspects of them that might help.

Establish a baseline for all spells, something that will provide a simple referent. Here are some ideas for what would be included: