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RPG Theory
Fortune in the Middle vs Stunt Rewards
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Topic: Fortune in the Middle vs Stunt Rewards (Read 3992 times)
Garbanzo
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Posts: 108
Fortune in the Middle vs Stunt Rewards
«
Reply #30 on:
December 27, 2001, 02:51:00 PM »
Tor-
I don't know if I've got it or not, but I *think* I do. Let's see.
Ok, let's stick with the Robin Hood example, and let's say the game mechanic is that one rolls a dice pool, beating a given difficulty. Let's further say that the max successes is 6.
Option 1: Hong Kong Action Cinema - up to 6 physical successes.
0 Successes - failure - arrow narrowly misses target
1 Success - minimal hit - arrow nicks the baddie
2 Successes - moderate hit - arrow hits him in the leg
3 Successes - substantial hit - arrow nails him solidly in the leg
4 Successes - great hit - arrow hits baddie in knee, he falls to ground
5 Successes - superb hit - arrow skewers baddie to tree
6 Successes - absolutely ludicrous hit - arrow blows through baddie's knee, then hits his pal, skewering *him* to the tree
Option 2: Historical Realism - max 3 physical successes
0 Successes - the whiff!
1 Success - minimal hit - arrow nicks the baddie
2 Successes - moderate hit - arrow hits him in the leg
3 Successes - substantial hit - arrow nails him solidly in the leg
4 Successes - as 3 + some - with the hit, he spills his quiver
5 Successes - as 3 + lots - with the hit, he yells for help, using his pals' names (important clue for party)
6 Successes - as 3 + abagachips - as 5, + everyone who saw is impressed as hell at the PC's shooting. Deference from allies, enemies quail.
I was expecting the difference to be gamism vs narrativism, but it's not really. In example 2, the player can use explicit game mechanics to find a rich way to surmount in-game obstacles.
And it's not really a change of Director Stance either, because a player could (or not) describe for each the way the external environment responds to his/her actions.
It seems more a change of "tone" - describing the way reality behaves. Scaling the game mechanics to suit the desired *feel* of the game.
Back to Tor, in my take, if a player falls below the limit, no big deal. That's just a regular success, or a failure, or whatnot.
Low or high limits don't change the magnitude of the act, but determine how the benefits work out. High limit = split the Goblin King in half with a mighty swing. Low limit = deal "realistic" damage, with good news raining from above.
Comments?
Fang, is my interpretation about right?
-Matt
Logged
Le Joueur
Member
Posts: 1367
Fortune in the Middle vs Stunt Rewards
«
Reply #31 on:
December 27, 2001, 11:14:00 PM »
Quote
Garbanzo wrote:
Comments?
Fang, is my interpretation about right?
Actually, I took this over to
Indie Game Design
in the thread
[SCATTERSHOT:] Transitioning to Gamism (to answer a question)
, as I will with this response.
Fang Langford
p. s. Who's not looking for trouble for hijacking another thread.
[ This Message was edited by: Le Joueur on 2001-12-28 02:14 ]
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Fang Langford is the creator of
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