*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 02:47:24 PM

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: Similarities of two characters (“brothers”) on two different worlds  (Read 1024 times)
Alex-01
Member

Posts: 8


« on: July 19, 2006, 05:39:33 AM »

The situation:
- There are two characters. They live on two different worlds (maybe with two different tech-levels). These two characters are “brothers” and “connected” together. The two brothers can only communicate mentally (not with cordless devices or via mail …).
- The two worlds are fully separated from each other. The characters can’t travel between the two worlds.
- Therefore every player has two characters – two brothers.
- These two brothers are fighting the same enemy. This enemy can switch between the two worlds and can appear in different manifestations. Sometimes the character at world A had to solve a problem, before character at world B can continue.

The problem:
At the moment the only existing connection between the two brothers is the communication. The brothers are “talking” to each other, if they had to fight an enemy.

What I want:
I need an element of connection, which have immediate effects to the game.

My idea so far:
Some RPG´s use e.g. Drama Dice (7th Sea) or Karmapools (Shadowrun). The two brothers have a shared pool of these special-points, which allow them to make some “special moves”:
- “Borrow” an ability from his brother
- Classic use: repeat a dice roll, increase skill or attribute
- learn something special like Infravision

I´m not satisfied with this idea, but I don’t want to make too hard. E.g. character A is breaking his leg, therefore character B is breaking is leg too.
Logged
lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #1 on: July 19, 2006, 07:04:52 AM »

I once proposed a mechanism ... let's see ...

Quote
You can declare that your PC's fate and another PC's fate are "married." The PCs don't have to have any particular relationship or even know one another at all. Once per scene, you can pull a die from the other player's pool and include it in your roll. If your roll's a win, return the die to the other player's pool; if it's a loss, throw the die away!

That die-borrowing scheme might work for your game. I like it, in principle, never having seen it in action.

-Vincent
Logged
matthijs
Member

Posts: 462


WWW
« Reply #2 on: July 19, 2006, 01:05:42 PM »

In this setup you have the opportunity to introduce some heart-breaking sacrifice mechanics. What if when brother A really needs to do something, he can succeed - but brother B has to suffer some ill effects?

For example (bearing in mind that I don't know anything about the setting): Brother A is being attacked by a giant cyborg. He's down to his last dice in his Defending Against Cyborgs pool. He gets 3 extra dice, provided brother B's farm burns down.

This doesn't necessarily need to be justified in the fictional world - it can seem coincidental, or unrelated. The point is to give the player some hard choices.
Logged

Josh Roby
Member

Posts: 1055

Category Three Forgite


WWW
« Reply #3 on: July 19, 2006, 01:42:34 PM »

This becomes a lot more interesting if I'm playing a down-time character connected to Vincent's up-time character, and Vincent's down-time character is connected to matthijs's up-time character, and matthij's down-time character is connected to my up-time character.  So I share dice and consequences with both Vincent and matthijs.
Logged

Alex-01
Member

Posts: 8


« Reply #4 on: July 24, 2006, 11:32:30 PM »

Thank you for your ideas.

I will introduce a shareable dice pool. It allows:
- Sharing a ability or a attribute for one proof / dice roll
- Having the opportunity to repeat a proof / dice roll

I don`t have more ideas for the shareable dice pool but it is a good beginning.
Logged
lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #5 on: July 25, 2006, 08:00:24 AM »

Do think very hard and very carefully about the rules for adding dice to the shared pool and discarding dice from the shared pool. Those will be the rules that determine what the die pool really means.

-Vincent
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!