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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [DNAwesome] Grit  (Read 845 times)
dindenver
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Posts: 928

Don't Panic!


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« on: June 22, 2008, 05:47:04 PM »

Hi!
  OK, the regular resolution mechanics are kind of straight forward. So, I wanted to "kick it up a notch!"
  So,I came up with Grit. This is a stat generated at chargen. This combined with the Pool that the GM gets at the start of the game creates a fixed economy of tokens. Whenever you spend one, it goes to the player on the other side of the Challenge. Tokens cannot be added or removed from the economy without a character being added or removed.
  Tokens can be spent to gain one of the following effects:
 - Double one Trait (yours or theirs)
 - Cancel one Trait (yours or theirs)
 - Bring in a Trait that does not apply to this Arena (yours or theirs)
 - Re-roll the Scope die (yours or theirs)
 - Increase the Scope die size
 - Decrease the Scope die size
 - Bring in a NPC to one side or the other of this Challenge

  The idea is that this represents a second wind, rise in effort or determination or a rise in dramatic tension that is the mainstay of the Supers genre.

  So, what do you think, is it catching that feel or is it too abstract?
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Dave M
Author of Legends of Lanasia RPG (Still in beta)
My blog
Free Demo
Will
Member

Posts: 50


« Reply #1 on: June 23, 2008, 10:15:07 AM »

I like it, this takes the game in some interesting directions as far as the players being able to mask big maneuvers inside small ones.

For example: Dr Nasty has taken a politicians family and is demanding money for their release. This is a pretty small target and the hero might not put too much effort into it, or may even be distracted by a larger problem. Now Dr Nasty tosses in some grit and the scope changes, the kidnapping was a cover, these innocents are to be sacrificed to raise a demon army to take over the city! Now instead of a minor plot against a few people we have a pretty darned big one on our heroes hands.

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dindenver
Member

Posts: 928

Don't Panic!


WWW
« Reply #2 on: June 23, 2008, 12:54:38 PM »

Wil,
  I like that, maybe I'll use a variation in that section of the manual.
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Dave M
Author of Legends of Lanasia RPG (Still in beta)
My blog
Free Demo
Will
Member

Posts: 50


« Reply #3 on: June 23, 2008, 03:05:59 PM »

It kind of opens up the question "who are the players playing?"

The whole system kind of begs for player villains, but it's a game about superheroes. How about if each player has a nemesis whos actions are played out by other players? Maybe not even the same player every time for that disjointed villain plot feel?
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dindenver
Member

Posts: 928

Don't Panic!


WWW
« Reply #4 on: June 23, 2008, 03:48:42 PM »

Will,
  I want the focus to be playing heroes. But I want to avoid the pitfall where heroes use one set of rules and villains use another. So, that is why the rules seems to fit villains.
  What do you think will push it more heroic? Maybe change the name from Grit to DNAwesomeness? Or is this idea coming from somewhere else?

PS
  I added a mini-mock AP over in the mechanics thread, FYI
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Dave M
Author of Legends of Lanasia RPG (Still in beta)
My blog
Free Demo
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