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(November 03, 2007, 04:35:43 AM)
The Forge Archives
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First Thoughts
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Party creation that favors specialization
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Topic: Party creation that favors specialization (Read 2230 times)
Simons
Member
Posts: 38
Re: Party creation that favors specialization
«
Reply #15 on:
August 29, 2007, 09:50:43 PM »
/i]
Or, am I missing something here?
And, I guess another thing I have been reconsidering, do all of these specialization rules actually add to the game (by adding variety or some such thing), or do they just add confusion?
Simon
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Vulpinoid
Member
Posts: 803
Kitsune Trickster
Re: Party creation that favors specialization
«
Reply #16 on:
August 30, 2007, 12:11:45 AM »
I've been toying with a generic wargame system for a few years, that's why I've got plenty to add to this topic. I've even lined up a few independant miniatures manufacturers and have offered to write specific supplements for my generic wargame which would specifically incorporate their product ranges...
...but that's an entirely different topic.
Since this is getting a bit further than the first thoughts point, I'll send you a private message about how I'd set up a few base game mechanics.
Maybe this topic can be further in a different part of the forum once you've laid out a few basics.
I'm not trying to shut down the topic, but neither am I wanting to get into complex discussions of inter-character dynamics in something that's meant to be "first thoughts".
Give me a day or two and I'll PM you some thoughts.
V
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Monkeys
Member
Posts: 67
Re: Party creation that favors specialization
«
Reply #17 on:
August 30, 2007, 03:15:08 AM »
In terms of how complex individual characters should be:
if one player is controlling an entire team, then creating a team should take about as much time, be about as complicated, and have about as many options, as creating a single character in a normal RPG. The team as a whole is their 'character'.
Obviously there's a lot of range in how long it takes to create a character in a normal RPG.
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Monkeys
Member
Posts: 67
Re: Party creation that favors specialization
«
Reply #18 on:
August 31, 2007, 08:10:15 AM »
If you wanted to have the players identify with their characters, but still have lots of characters, and yet not have character creation take too long, you could have one 'leader' or 'hero' per team, who is understood to be 'your character', and who has a more complicated and customisable set of statistics. And then the rest of the team are defined in simpler ways.
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Simons
Member
Posts: 38
Re: Party creation that favors specialization
«
Reply #19 on:
August 31, 2007, 09:16:05 AM »
In terms of how long character creation takes, true, it can be a big range. I don't know, right now a game takes about 2 hours, maybe 2 1/2-ish, to play. Things might speed up eventually, once you take out the learning curve, but yeah, about that long. I'm not sure yet if there will be continuing campaigns, I hope so, but we'll see. So, there's something that seems ridiculous about spending more than 30 minutes creating your party. Although, yeah, thinking that party creation should take the same about of time and creative energy as character creation is probably a good way of looking at it (although less wouldn't be bad either).
And I have pondered a system like what you suggested, where the game is about a shining hero and her lackies. I guess the worry with that though, is that the game would be about the heroes fighting, and too many battles would reduce down to everyone's dead except the two heroes. Maybe this wouldn't happen, but my worry is that it would change the dynamics of my game in a direction I wouldn't like (not that it's a bad option, just that I'm envisioning something different). I guess it's like, well, when you are playing Final Fantasy (or some computer rpg), and wandering through a dungeon, rats and muck-beasts are there, and fighting them provides some entertainment for you, but to a large degree they are just filler, and really what the game is about is fighting Sephiroth at the end. Fine for that medium, but I want my game to be just as much about the rats as the final boss.
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Monkeys
Member
Posts: 67
Re: Party creation that favors specialization
«
Reply #20 on:
August 31, 2007, 10:50:52 PM »
Quote from: Simons on August 31, 2007, 09:16:05 AM
In terms of how long character creation takes, true, it can be a big range. I don't know, right now a game takes about 2 hours, maybe 2 1/2-ish, to play. Things might speed up eventually, once you take out the learning curve, but yeah, about that long. I'm not sure yet if there will be continuing campaigns, I hope so, but we'll see. So, there's something that seems ridiculous about spending more than 30 minutes creating your party. Although, yeah, thinking that party creation should take the same about of time and creative energy as character creation is probably a good way of looking at it (although less wouldn't be bad either).
And I have pondered a system like what you suggested, where the game is about a shining hero and her lackies. I guess the worry with that though, is that the game would be about the heroes fighting, and too many battles would reduce down to everyone's dead except the two heroes. Maybe this wouldn't happen, but my worry is that it would change the dynamics of my game in a direction I wouldn't like (not that it's a bad option, just that I'm envisioning something different). I guess it's like, well, when you are playing Final Fantasy (or some computer rpg), and wandering through a dungeon, rats and muck-beasts are there, and fighting them provides some entertainment for you, but to a large degree they are just filler, and really what the game is about is fighting Sephiroth at the end. Fine for that medium, but I want my game to be just as much about the rats as the final boss.
Ah, but the 'leader' or doesn't have to be more powerful than their 'hirelings' - they could be like the king in chess.
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Monkeys
Member
Posts: 67
Re: Party creation that favors specialization
«
Reply #21 on:
August 31, 2007, 10:52:31 PM »
Another couple of thoughts for campaigns -
you could benefit from capturing enemies more than from killing them; perhaps like medieval battles where the 'object' was to capture nobles so you could ransom them, or like the Aztecs(?) who sacrificed captives taken in battle.
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