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[Kathanaksaya] Encouraging use of character elements

Started by Green, October 13, 2004, 11:12:37 PM

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Green

This is a sort of split from the punitive mechanics thread I started, but since this post will go in a different direction, I think a new thread is appropriate.  In the previous thread, it was brought up that the best way to have players use the various elements of their characters is to have it be an impact beyond just saying how many SP they get.  The question I have now is this: Should using character elements help refresh SP more quickly, add to player bids, or both?  Here is how I envision these ideas working:

When invoking character elements during play, you replenish SP equal to the element invoked.  So, if a player roleplays a character quirk, he gets 1 SP back.  However, revealing and indulging in a character's passions rejuvenates 5 SP.  I'll have to rethink how frequently SP are replenished during a story.  I typically had SP renewed once per session (which, during play, was both more and less than enough).  I am reluctant at best to have formal scene-changing mechanics, but I do have to define exactly how frequently SP should be refreshed.  I may revise the game so that instead of once per session, SP are renewed once per chapter (which would correspond pretty neatly with once per session).  However, renewing SP once per act might be better so that replenishing SP becomes more central  rather than an afterthought.  This would, of course, necessitate doing a little explaining of dramatic structure, but hopefully it's time well-spent.

When invoking character elements during a bid, the amount of the bid is increased proportionate to the value of the element.  Actively involving a character's drives thus provides a significant boon to the player.  As with abstracts and concretes, you only have to pay SP in excess of that element's value plus the abstract rating and concrete bonus used.  The bonus to this is that the abstracts and concretes can truly be optional instead of required.  The downside is that this may overcomplicate things.  

As an example, let's have Sir Hero.  As one of his character elements, the code of chivalry is a huge part of his psyche (valued at 5 SP), and his lady fair is one of his most signficant relationships (valued at 4 SP).  During the course of his story, let's say that he is attacked by a fierce ogre, and his lady fair is taken captive to the ogre's dwelling.  Sir Hero's code requires that he embark upon a quest to save the damsel.  By the time he confronts the ogre, he is ready to issue his challenge.  The player opens a bid at 19 points (10 points initially; 4 points for this challenge involving his lady fair, one of his relationships; 5 points for this challenge calling upon the code of chivalry Sir Hero adheres to, which is based in his psyche).  If Sir Hero wins the bid, he only has to pay SP in excess of 9 points (minimum 1).  If I were to use abstracts and concretes, they would add to the bid as well without requiring expending SP.

If I combine the two, in addition to helping with bidding, actively invoking character elements also replenishes SP during play instead of at the start or at the end.

How do you think this would work?  Is it feasible?  Does it add anything to the game?

Shreyas Sampat

Green, not all of us are familiar with your game, so if we're to discuss it, we need some kind of rules synopsis. If this is linked in the other thread you mentioned, then providing a link to that thread would suffice.

Now what I'm seeing here is that you're trying to choose between some different mechanical options, and asking, "Will this work?" Of course it will work. Everything works. I can't answer that question in a manner that's halpful to you, without knowing more. Rather ask, "I am trying o accomplish X. I am considering mechanics Y and Z. Which of these seems to accomplish my stated goal best, within the other design restrictions I've set out for myself? Is there something I've overlooked and should reexamine?"

Green

Quote from: Shreyas SampatRather ask, "I am trying o accomplish X. I am considering mechanics Y and Z. Which of these seems to accomplish my stated goal best, within the other design restrictions I've set out for myself? Is there something I've overlooked and should reexamine?"

Will do.  Rather than repost the mechanics I'm considering, I'll rephrase the question.  Which of the above mechanics best accomplishes the goal of having players use the various character elements during play rather than just creating them and forgetting about them later?  Is there something I've overlooked or should reexamine in that context?

A brief synopsis of the rules can be found in the designer's notes.  However, let me explain abstracts and concretes a bit better.  Abstracts are broad concepts that define a character, whereas concretes are how those concepts express themselves.  For instance, a character can have the Beauty abstract, but the concretes could be expressed by being "really, really good-looking" or even creating beautiful things.

Green