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Indie Game Design
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All's quiet... second draft pdf
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Topic: All's quiet... second draft pdf (Read 438 times)
JSDiamond
Member
Posts: 276
All's quiet... second draft pdf
«
on:
September 28, 2005, 05:20:38 PM »
Here is the second draft with the suggestions by Ron and Callan. I've yet to work out the modifier value tweaks.
http://www.orbit-rpg.com/alls_quiet2.pdf
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JSDiamond
JSDiamond
Member
Posts: 276
Re: All's quiet... second draft pdf
«
Reply #1 on:
September 28, 2005, 05:30:53 PM »
Here's two, sample player-reward cards.
http://www.orbit-rpg.com/merciful_veteran.JPG
http://www.orbit-rpg.com/melee_break2.JPG
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JSDiamond
Selene Tan
Member
Posts: 167
Re: All's quiet... second draft pdf
«
Reply #2 on:
September 29, 2005, 01:42:39 AM »
I kept meaning to respond to your first draft, but now you've posted a second!
I want to say: very cool. Yay thieves! I like the rules for sneaking. I also really like how they're basically the same rules as those used for combat. It emphasizes how important sneaking is. :)
I know this is still a draft, but I'm wondering about rules for related-but-non-sneaking situations, like fencing goods or gathering information. Are those just meant to be role-played out?
I think it would be neat if "gathering information" were done retroactively... e.g. the thief is desperately looking for more bonuses, so he makes a gather information roll to see if he can introduce some element to his advantage. I'm imagining setting a base target number for the level of advantage desired (a lower number for a greater advantage), modifying it as appropriate, and then rolling. Success means the element is in place, failure means that an element is in place that gives a corresponding *disadvantage*, tie means nothing happens. I would interpret the roll as the target trying not to reveal anything useful. Of course, this might not fit with your goals for the game.
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RPG Theory Wiki
UeberDice
- Dice rolls and distribution statistics with pretty graphs
JSDiamond
Member
Posts: 276
Re: All's quiet... second draft pdf
«
Reply #3 on:
September 29, 2005, 08:23:24 AM »
Quote
I want to say: very cool. Yay thieves! I like the rules for sneaking. I also really like how they're basically the same rules as those used for combat. It emphasizes how important sneaking is. :)
Me too. I like the emphasis on the "point of view" --for lack of a better term, of the die-rolling.
Quote
I'm wondering about rules for related-but-non-sneaking situations, like
fencing goods
or
gathering information
. Are those just meant to be role-played out?
Good questions. I will expand the list of Ranks/Talents to include those very things.
To answer your second question, it isn't role-played out. You still use a base roll. The continuing 'rough draft' nature of this game is me figuring out some smoother transition between the thief action die-rolls and the non-sneaking situations, and also the opportunity for players to try things even when their character doesn't have the ability. Characters should be able to at least
try
, after all.
This is related: Technically, at the beginning, the characters are simple thieves without any abilities beyond what we might agree is the basic thief's repetoire of skills: Sneaking, hiding, climbing, subduing (knock-out attack), picking locks, pick-pocketing, etc. Those specific abilites woud be added as rewards through the Rank & Talent system. Which could be added to further by the player reward Status cards.
Still some work to do there! : )
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JSDiamond
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