QuoteThe Mirror Lake, where persons forget their sorrows ∫ Under the Unending Rains ∫ The Dancing Hall, where it seems everybody is enjoying themselves ∫ The Outer Zone, where a girl is lost
QuoteThe Crystal Mask, where nothing is as it looks like ∫ The Stone Forest, whose inhabitant disregard each other
QuoteThe Sun Court, after the Slaying of the Queen ∫ The Moon Court, waiting for his King ∫ The Eclipse Court, mourning his Prince
QuoteHow to create a special ability that will help in social interactions without allowing a die roll to simply settle the matter? Players can take such special abilities or leave them as they see appropriate, and since there are several character builds in the game system that do focus on dialogue it would seem appropriate to enable those characters to be more effective in dialogue.What's the overall objective of play, as you've decided it? Is it about the player trying to win? If it isn't about trying to win, does the character need to be more effective? I mean, it'll have nothing to do with the game as it's not about winning?
Quote from: Eero Tuovinen on May 27, 2010, 01:19:55 AM
You remind me of something with these great NPCs - it might be worthwhile to make some colorful NPCs with interesting crunch for TSoY at some point as a collection of sorts. The nature of the game is such that the largest bit of scenario-prep is actually in creating NPCs, and even that is relatively arbitrary as long as the NPC cast has strong convictions about whatever it is they do. I could see running a campaign off a "thousand faces" type collection of these people of Near myself. I'll have to remember this if I have some spare time for TSoY at some point...
Quote from: MikeF on May 26, 2010, 09:16:21 AM
Maybe I'm misunderstanding your point, but I don't see it this way. Why does the mechanical difficulty of a challenge mean that overcoming it is more or less creative? The system doesn't automatically penalise - or reward - you for coming up with creative solutions to problems. That's up to the GM, who can arbitrarily make your chances of succeeding more or less likely using tokens. You could have your PC take the most circuitously "difficult" approach to a problem within the fiction and still have the GM make it "easy" by assigning a low number of tokens. So how you approach the problem and whether or not you succeed seem to me to be entirely independent of each other, mechanically speaking.
That's not to say the GM should be acting entirely independently of the player's creativity - I would hope that they would use their tokens wisely to pace the story, and invest the most tokens in those bits of the story that the players seem most interested in and respond to most. But fundamentally that's a GM technique, it's not forced by the mechanics (though I guess you could tweak the rules so that GM's received their tokens in installments, to force the pacing a little: so the GM gets, say, 20 tokens to use over the first three scenes, 20 tokens for the next three, and then fifty tokens to use in the climactic endgame).