The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 08:44:22 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
56
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
Indie Game Design
(Moderator:
Ron Edwards
)
[Relativity Engine] Some Concepts
Pages: [
1
]
« previous
next »
Author
Topic: [Relativity Engine] Some Concepts (Read 487 times)
Nathan P.
Member
Posts: 536
[Relativity Engine] Some Concepts
«
on:
November 09, 2004, 09:08:42 AM »
So I'm hacking out a rough copy of a mechanics core that I call the Relativity Engine. There are two things I'd like to discuss on this thread:
*Does the concept of relative stats make sense (details below)?
*Is "community-building" a valid
design
goal, or is that something that lives on a different level than system?
Relative Stats:
So the concept here is that a Relativity Engine game is concered with a group of characters who are all good enough at something to be doing it regularly or for a living, and differentiating between them based on their relative capacity at narrower area. For example, a group of mercenaries are obviously good enough at camping, fighting and getting contracts to survive as mercenaries. I'm concerned with whos better at full-on assault, whos better at strategy, whos better at horsemanship, etc.
This has two mechanical effects:
Any challenge that the party faces is scaled to the party itself - that is, mooks are going to be worse than most of the players at fighting, but the big bad boss at the end will be as good as or better than them.
Any one characters improvement knocks other characters stats down. Guy 1 was average with a sword, while guy 2 was better. Guy 1 improves, and gets better than guy 2 - now, in the group, guy 2 is average and guy 1 is better.
So does this make sense? I mean, if you got these concepts out of the rules, would it make you go "Neat" or "Huh?" (or whatever).
Community-Building As A Design Goal:
So, I have a core resolution and character-creation system. Other system in a specific game built on the Engine would be created by the use of Mods - basically packages of rules about specific things (like combat, magic, car racing, drowning, etc). Now, ideally, I want other people to come up with their own mods and games, and every so often I would collate them and publish them (with full credit and everything).
This would necessarily require a community of people to read the core and be inspired enough to "finish" on their own. I want to support this, but is this really a design goal? Are there ways to do this in the actual design outside of just including the words in the text?
As always, any other thoughts that come up are welcome.
Logged
Nathan P.
--
Find Annalise
---
My Games |
ndp design
Also |
carry. a game about war.
I think
Design Matters
daMoose_Neo
Member
Posts: 890
[Relativity Engine] Some Concepts
«
Reply #1 on:
November 09, 2004, 09:38:53 AM »
If you're looking at stats relevtive to each other, might I suggest a three teir instead of two?
Its on the tip of my tounge but I'm not too sure how to explain it. Just that the example sticks in my mind "Guy 2 might still be better than Average even though Guy 1 is Better than him..."
Might make more sense to myself I guess if there were a few other established group members...~
[Edit] Hit me just as I hit the "submit"- Average, Same, Better. Guy 1 can be Average, with some work become As Good As Guy 2, and with
more
work can be Better.
Logged
Nate Petersen / daMoose
Neo Productions Unlimited!
Publisher of Final Twilight card game, Imp Game RPG, and more titles to come!
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum