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Author Topic: EP (Empty Palm ~ No Pain No Gain)  (Read 521 times)
Seth M. Drebitko
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« on: March 02, 2009, 08:06:49 AM »

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Luke
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« Reply #1 on: March 02, 2009, 12:15:49 PM »

Why not scale the refresh to the amount of risk incurred by the player?

If no risk, then no refresh.
If low risk, then low refresh.
If high risk, then high refresh?

You need to balance risk and reward here. Some endeavors have to be unrewarded. Some endeavors must be rewarded. The exact result of an endeavor -- either the outcome or the reward -- must be uncertain. Uncertainty will encourage the players to gamble for the reward.

-L
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dindenver
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« Reply #2 on: March 02, 2009, 12:27:09 PM »

Seth,
  Cool idea.
  First, I would suggest "Insight" instead of enlightenment. Seeing as Enlightment is like pregnancy, you can't be partly enlightened, lol

  OK, back to serious matters:
1) I like the diminishing resources idea.
2) Personally, I would not get too hung up on refreshing pool. It seems to me that if you penalize players for refreshing often, then players will disengage from the system so as not to deplete their critical resources too early. In others words, if you make a resource too scarce, players will hoard instead of spend.
3) I like the idea that you just get 10 cards back when you run out of cards. Maybe to prevent min/maxing, make every card throw a win/lose situation. Right now, you leave the impression that every time you throw down a card, you win or lose, never both. But, what if you always got both. The difference being who gets to decide what you win or lose. Like maybe if you beat your target, you get to decide what you gain or lose and the other player/GM gets to decide what's left. And vice versa, if you lose, the other player get5s to pick what you win or lose first, and you get to pick what's left.
4) For instance, I am on a country road and a lone bandit demands my food (he can see I have no money).
I have a 2 and an 8, my skill or whatever is only 3. I need 6 or higher to make my target.
If I throw a 8, I can either decide how I defeat him or decide what it costs me to defeat him.
If I throw an 2, the GM gets to decide first what the bandit gets from you or what you get from the encounter and you can decide the other.

  Just a thought, good luck with your game.
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Dave M
Author of Legends of Lanasia RPG (Still in beta)
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Seth M. Drebitko
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« Reply #3 on: March 02, 2009, 12:58:42 PM »

Actual I really like the idea of split narration! One of my concerns was in players encounter a big conflict and then having some other big thing they knew they wanted to succeed at so in turn going to another player and for example asking to play a couple games of checkers, and darts in game to blow through all their cards to refresh so they could wallop the next task ahead.
I was thinking since the players get insight/enlightenment when their character takes pain, why not have pain be the resource that allows them to refresh when they hit zero cards. As an example:

1 insight can be used to add an extra card to the task (if you really want to win) and discard both.
2 insight could be used to draw a previously used card in an emergency situation
(note to draw an old card and add it to a second card in your hand would be 3 insight)
1 insight could be used to refresh your hand when you hit zero.

Players not willing to grow from their painful experiences and simply blow through insight to win at everything might find themselves unable to refresh their hands and some serious pain to get insight back.

Opinions?

Regards, Seth
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Callan S.
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« Reply #4 on: March 02, 2009, 07:16:42 PM »

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Seth M. Drebitko
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« Reply #5 on: March 03, 2009, 05:06:26 AM »

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dindenver
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« Reply #6 on: March 03, 2009, 08:13:11 AM »

Seth,
  I like your idea of spending insight for bonuses and refresh. One thing I wonder is, what else is Insight good for? Maybe build in something in the game that benefits you to keep it? Like maybe you current Insight pool is the target number to affect you with chi or magic-based attacks.

  Also, ditv does this well, say yes or roll the dice. What that means is, unless it matters to you, then the character succeeds. A dog wants to jump a high fence, say "yes" unless somehow it matters to you. A player wants to convince a shopkeeper to donate some supplies to "the cause" say yes, unless it matters to you for some reason. It doesn't really depend on "realism" or skill levels as much as it depends on a sort of cost/benefit analysis on the part of the GM. In other words, how much time or effort will it burn to roll for it, and what do you get if you decuide to roll for it. If it seems more fun to roll for it, you do, otherwise, they succeed.
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Dave M
Author of Legends of Lanasia RPG (Still in beta)
My blog
Free Demo
Callan S.
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« Reply #7 on: March 03, 2009, 04:15:47 PM »

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Philosopher Gamer
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