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275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 157 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [Hell for Leather] A bit of creative help? - PC Stats  (Read 1346 times)
Sebastian K. Hickey
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Posts: 141


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« on: October 21, 2009, 05:31:36 PM »

Hi guys,

I need your help with player stats<Two Games One Name competition (http://rpgchallenge.wordpress.com/2009/10/19/the-assignments/<The Running Man<physical resolution<http://cobwebgames.com/index.php/category/two-games-one-name/

PCs are going to have three sets<Here are my pairings so far:

Defiance vs. Evasion
Empathy vs. Logic
? vs. ?


Defiance is for confrontation, Evasion is for evading, Empathy is the catch-all social bit, Logic is for ruthlessness, and also technology.  What am I missing here?  If you were playing a game about getting away, what pair of motivating stats would you expect?

Sebastian.
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Callan S.
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« Reply #1 on: October 21, 2009, 06:40:12 PM »

I reckon if your stats are about doing things in the physical realm of actions, then players will play it like a board game/in a gamist way, since the game focuses not on the inner battle, but the outer, physical conflict.

But then you've got empathy and defiance, so I'm not exactly sure what dimension your working in? I think if 80% of stats are internal qualities, like untrustworthyness, or cowardice, then play will probably 80% focus on the inner conflict. Is that what your aiming for?
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Philosopher Gamer
<meaning></meaning>
Sebastian K. Hickey
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Posts: 141


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« Reply #2 on: October 21, 2009, 06:50:22 PM »

Interesting point on the gamist perspective.  I've had a few tries at the physical rules of the game, and so far it doesn't feel like it impedes on the storytelling capacity of the game, any more than using a deck of cards would impede.  SO FAR.  In time, I'll get a better feel if that's actually fact or if it's me just hoping it works because I like it (read: bullshit).  I won't get a handle of the gamist reduction of immersion until I give it a better playtest. I think.

On your question about inner conflict, yes.  By yes, I mean, 80% internal conflict? Sweet.  I want an action game that asks you if all you're doing is worth the prize.  Is killing this gas attendant a good idea?  I know he'll ring the Network if I let him live, but really, is my life worth more than his?  Etc.  So, maybe I want to turn up the 'internal conflict' dial to 11, seeing as I'm reducing that kind of thought train by involving the physical resolution system.

Does that make any sense?
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Sebastian K. Hickey
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Posts: 141


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« Reply #3 on: October 22, 2009, 04:15:01 PM »

I'm going to keep it at the 4 stats, but maybe play around with the naming a little.  From the Story Games forum, Graham suggested

Fight vs. Flight
Head vs. Heart

I'll go with that for now.
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Callan S.
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« Reply #4 on: October 23, 2009, 04:14:38 PM »

Quote
Is killing this gas attendant a good idea?
See, I know it sounds pedantic, but I'd switch the wording of that from 'good idea' to 'morally right' just to be explicit about what your getting at.

Eg, in one of Rons tunnels and trolls games the group started considering buying a slave so as to transfer a nasty curse off of a party member (onto the slave). Was it a good idea? In a gamist sense? Oh hell yeah! Was it a morally right thing to do? Well, that's quite a question! (side point: Can you feel the kind of gear shift change that I feel, when you shift between one and the other? It's not important except it'd be nice to know)

I think how you ask the question is really important. Smiley
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Philosopher Gamer
<meaning></meaning>
Sebastian K. Hickey
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Posts: 141


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« Reply #5 on: October 23, 2009, 04:25:09 PM »

That was a poor choice of words.  Everything you said was correct.  Consider me chastised.

I'll be more careful in future. Tongue
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