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Suns May Perish Core Rules!
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Topic: Suns May Perish Core Rules! (Read 713 times)
Klaus Graziade
Member
Posts: 19
Suns May Perish Core Rules!
«
on:
March 27, 2008, 10:22:24 AM »
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Klaus Graziade
Member
Posts: 19
Re: Suns May Perish Core Rules!
«
Reply #1 on:
March 27, 2008, 10:23:58 AM »
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Filip Luszczyk
Member
Posts: 746
roll-player
Re: Suns May Perish Core Rules!
«
Reply #2 on:
March 27, 2008, 05:04:23 PM »
First of all, what are your reasons for choosing Neuroshima's dice mechanic? I did play the game a couple of years ago, and I must say it was one of the most clunky and cumbersome systems I've ever had contact with, as far as traditional role-playing games go. I'm not sure how close to the original mechanic you want to stay, but percentile difficulties, skills subtracted from dice results and the way damage and armor worked were major pains in the ass. It was all really distracting in play (and at the time, I used to enjoy much more complex games than I do today).
Second, it seems the role of the Narrator is very strong in your game. If this is the case, what are your reasons for using random resolution method in the first place? It seems to me like it might go in the way of this "conducting" thing you describe. What sort of random elements you want the dice to generate, specifically? It's possible there might be a more effective way to achieve the same result.
For instance, instead of typical dice checks and stuff, you could have a system that would allow for some randomness and provided the connected suspense, but without it being completely out of the Narrator's control? What if there was a deck of cards (maybe a standard deck of cards, or possibly a special, themed deck), with different suits and values mapping to certain in-fiction results, but only a chosen set of cards was available in each scene? Those results could be somehow affected by the characteristics of the protagonists, obviously. The GM could craft a "scene deck" by picking a few cards, only tied to the results he deems proper for a given scene, and let the players draw from those. Or, alternatively, he could remove cards that would produce inappropriate results (e.g. if you wanted to ascertain nobody dies in a scene, you'd simply have to remove all cards tied with the risk of death - like, all spades, or whatever). Obviously, the players wouldn't know the contents of the deck at any given time. That way, a certain level of randomness, suspense and variety would be maintained, but there would be absolutely no chance for the occurence of a result that could spoil the story (as is the case with most open resolution methods, which often invite the GMs to fudge rolls to jury-rig that weakness).
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Awesome Bunny Games
Skype Gaming Center
FrankBrunner
Member
Posts: 26
Re: Suns May Perish Core Rules!
«
Reply #3 on:
April 10, 2008, 08:14:14 PM »
I like the title! Also, describing the narrator as a conductor in an edge-of-the-solar-system sci-fi story reminded me of the character Ames from Tony Daniel's _Metaplanetary_. It may be worth a read for inspiration, depending on where you're going with the game.
I like Filip's suggestion of a themed deck for each scene according to the overall story arc (or story symphony?). And I share Filip's concerns about the dice-rolling techniques you mention. I have not played Neuroshima, but they sound cumbersome.
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Frank Brunner
Spellbound Kingdoms
Klaus Graziade
Member
Posts: 19
Re: Suns May Perish Core Rules!
«
Reply #4 on:
April 11, 2008, 03:12:59 PM »
Thanks for the advice, all, I really appreciate it. It prompted me to do some dice testing, and it turns out the system is a little on the clunky side. Though I don't really want to go the deck of cards root (my friends and I generally prefer dice), I'm gonna try to come up with a smoother system, and I'll post it as soon as I get it written up!
Thanks again!
~Klaus
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