*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 11:38:12 AM

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: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: [Maw of Hell] The Totem Mechanic  (Read 538 times)
joepub
Acts of Evil Playtesters
Member

Posts: 569

Joe Thomas McDonald


« on: January 05, 2006, 02:03:31 PM »

So, I'm slowly developing the character attributes for Maw of Hell,
but I wanted to also toss around some ideas as to mechanics seen in gameplay.

To provide a bit of background, http://www.indie-rpgs.com/forum/index.php?topic=18237.0



So, a concept I've come up with for Maw of Hell is The Totem Mechanic.

The "totem" is a measurement of how important priorities or objectives are for characters.
It is a 5-rung ladder.

Most of the game is played out on the battlefield, and as such players are fighting for what I'm currently calling Mission Objectives. As each mission is started, players declare 5 mission objectives.
For Imperial "top-down" missions, some of the objectives are handed to them. There might be three imperial objectives, and then two that the squad itself adds (because of imperial oversight, better understanding of their conditions, or their own values...)

The 5 objectives get +2, +1, 0, -1, and -2 respectively.

The reason I'm doing this idea: I want to capture the idea that you have to make some sacrifices, and that sometimes you can't accomplish everything. You have to choose what's more important.

Does this Totem Mechanic fit well with the game?
Do you think this system is a logical, easily grasped one?
Are there any suggestions to improve this mechanic?
Do you like the mechanic?


I'm going to post later about tying this mechanic in to card drawing, but must run for now.
Logged

Starblade
Member

Posts: 48


« Reply #1 on: January 05, 2006, 06:10:40 PM »

Is this a mechanic about how one would roleplay, or does this dictate which orders one would have to follow?

I don't know exactly to what the totel mechanic applies. Would it interfere with roleplay, or would it assist it?

I, personally, like the idea of there being an order of priorities. It fits in with the whole soldier idea.
Logged
joepub
Acts of Evil Playtesters
Member

Posts: 569

Joe Thomas McDonald


« Reply #2 on: January 05, 2006, 06:26:52 PM »

Quote
I, personally, like the idea of there being an order of priorities. It fits in with the whole soldier idea.

Perfect. The other reason I have it is to stress that you need to really think about what's important out there.

Quote
Is this a mechanic about how one would roleplay, or does this dictate which orders one would have to follow?

I don't know exactly to what the totel mechanic applies. Would it interfere with roleplay, or would it assist it?

It is set up to further roleplaying in a few ways:
1.) Have players develop their own goals and priorities (akin to setting story stakes?)
2.) To have players outline their stance, frame of mind and objectives.. in a way that's applicable to both story and mechanics.
3.) Because the character sheet is going to be limited (4-5 stats), I thought this would be a good way to provide mechanical bonuses to really specific actions.
4.) I think it creates a different roleplaying dynamic. One that I'm trying to stress.


Does it do these things effectively?          At all?
Logged

dindenver
Member

Posts: 928

Don't Panic!


WWW
« Reply #3 on: January 06, 2006, 01:22:38 PM »

Hi!
  I don't think it captures what you are going for. Maybe rename viciousness to so mething positive like Humanity or Self Control and spend that like luck or fate points? And then you can use the remaining viciousneess value for some kind of mechanic, maybe interpersonal.
  And regarding the economic stats, I only thought of it because you said some soldiers can buy their way off of the planet...
  Sounds like you are erally zeroing in on the game you want!
Logged

Dave M
Author of Legends of Lanasia RPG (Still in beta)
My blog
Free Demo
joepub
Acts of Evil Playtesters
Member

Posts: 569

Joe Thomas McDonald


« Reply #4 on: January 06, 2006, 02:16:01 PM »

Quote
Hi!
  I don't think it captures what you are going for. Maybe rename viciousness to so mething positive like Humanity or Self Control and spend that like luck or fate points? And then you can use the remaining viciousneess value for some kind of mechanic, maybe interpersonal.
  And regarding the economic stats, I only thought of it because you said some soldiers can buy their way off of the planet...
  Sounds like you are erally zeroing in on the game you want!

Hey, dindenver. I had this thread set up for The Totem Mechanic.
Can you repost this post to Character Attributes thread?

I think it'd be better if I responded to it there.
Logged

Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!