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[Oxygen] Non-physical conflicts
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Topic: [Oxygen] Non-physical conflicts (Read 791 times)
Lance D. Allen
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Posts: 1962
Re: [Oxygen] Non-physical conflicts
«
Reply #15 on:
July 29, 2009, 11:57:24 AM »
Brian,
It does seem a little complicated.
Complicated is largely in how well something is explained though.
It seems you have an idea that allows for "Giving" ala Dogs in the Vineyard. This is good.
It seems you're a little wishy-washy on the mechanical effects of changing the terms. Tighten that up.
Write it up, read it over, then corner a friend and try it out a few times.
Definitely consider how it might handle physical combat. Elegance is a worthy goal. If it doesn't handle physical combat as well as your current rules, though, then keep them the way they are.
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~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls
brianbloodaxe
Member
Posts: 34
Re: [Oxygen] Non-physical conflicts
«
Reply #16 on:
July 29, 2009, 12:11:58 PM »
Cheers Lance.
I'll take "It looks complicated," over "I don't think that will work," any day!
I think most of the complexity comes from the fact that I want this to cover any type of negotiation and allow for players to affect the conflict in many different ways. If I start it off simple and then add in the complicating options as required it should keep things flowing. Even then though, I don't mind it being complicated if it works!
I am thinking that using this system (if it works) for Oxygen's physical combat will help the game. It will mean that Shock damage only really lasts the for the duration of the conflict (perhaps longer if you lose) which is fine as that means less book keeping. Lethal damage could then simply be tracked as accumulated Traits just like everything else: KnockOnTheHead-2D, ShotInTheLeg-3D, etc. The only thing that I would lose would be my funky initiative system which Oxygen really doesn't need anyway!
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chance.thirteen
Member
Posts: 210
Re: [Oxygen] Non-physical conflicts
«
Reply #17 on:
July 29, 2009, 02:17:29 PM »
You could throw in some basic conflict resolution, then compare the margin of victory to the value of a goal, and whatever the negative difference is, that has to be made up by negotiations, trades, compromises.
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