The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 06:54:29 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
Indie Game Design
(Moderator:
Ron Edwards
)
My dilemma mechanics for Future Perfect
Pages: [
1
]
« previous
next »
Author
Topic: My dilemma mechanics for Future Perfect (Read 515 times)
mahoux
Member
Posts: 119
My dilemma mechanics for Future Perfect
«
on:
September 27, 2002, 11:29:59 AM »
Okay, in a thread about Core Premnise Trait at
http://www.indie-rpgs.com/forum/viewtopic.php?t=3613
, Mike Holmes made a great point about the use of dilemma in Narrative terms.
So, from there I present my trait at the center of my Narrativist dilemma.
Constancy.
Future Perfect is my latest project in the vein of Timecop, Minority Report and the CIA. Players are agents of a govenrment organization who have the ability to travel assisted through time (into the Future only - my core presupposition is that travel results from Einstein's theories and faster than light travel is not possible, yet). They are charged with protecting national security and keeping law and order, by whatever means necessary. They work with agents with either normal skills or psychic skills - telepathy, telekinesis and precognition.
So my core Premise is "Because we CAN change the future, SHOULD we? And to what extent should we go to protect our country and way of life?"
So on to constancy. When a player does something that could cause serious ripples in the future (shooting an innocent bystander, killing a suspect who may yet produce a child who has a positive impact on the future, fathering children throughout the timeline, just general big-picture ethics problems), then he or she generates a point of constancy. The point of constancy translates to a d6 roll, checked against the character's Will. If the roll is equal to or greater than the Will, then the Constancy becomes Permanent. A foul-up in the general Order of the Universe occurs. If a character gains enough Permanent Constancy to equal his/her Will, then the Universe becomes self-correcting. The character no longer accrues Luck, or his/her Psi powers do not work right, and Psi points no longer accrue. The Universe is looking to take out this problem. The player may continue to use the character, but situations become more lethal until the Universe Wills out.
So there is my mechanic. The class is open for discussion...
Aaron Houx
Logged
Taking the & out of AD&D
http://home.earthlink.net/~knahoux/KOTR_2.html
">Knights of the Road, Knights of the Rail has hit the rails!
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
My dilemma mechanics for Future Perfect
«
Reply #1 on:
September 27, 2002, 12:02:04 PM »
First, I should mention that in classifying the Narrativist Dilemma I was not advovcating them. Just pointing out their existence as a phenomenon. I would not want to see people abandon other ideas and just start piling on with the dilemmas.
That said, I think this one's got some potential. One question, however, that I think is crucial. Can you lose Constancy? Or is it permenant once you have it? Because if it is permenant, that's very interesting. It means that the player has to avoid it like the plague, or his career gets cut short. Which is a cool dynamic when you think about it. I can see play being all about the GM trying to set the players up in situations so bad that they have to risk it, occasionally.
Could be cool. OTOH, if things aren't balanced, players might never go for it. I mean, mechanically, there is no incentive to "break the rules". The reasons will have to be entirely in-game. I think that's risky.
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
JSDiamond
Member
Posts: 276
My dilemma mechanics for Future Perfect
«
Reply #2 on:
September 27, 2002, 12:02:20 PM »
I love it! Especially the eventual "Universe Wills out" angle. It reminds me of Michael J. Fox's character fading out of the picture in Back to the Future.
It's just so *neat* the way it solves for any timeline change in a subtle (and therefore) very playable manner. And I assume this is because a character can correct for Constancy the way Michael J. Fox did, by continuing to try to 'fix' things?
Jeff
Logged
JSDiamond
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
My dilemma mechanics for Future Perfect
«
Reply #3 on:
September 27, 2002, 12:37:17 PM »
Quote from: JSDiamond
It's just so *neat* the way it solves for any timeline change in a subtle (and therefore) very playable manner. And I assume this is because a character can correct for Constancy the way Michael J. Fox did, by continuing to try to 'fix' things?
Well, that's my question. I think they can't. I think he means it's a one way road.
Let's see what he decides to go with (the suspense is killing me).
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
mahoux
Member
Posts: 119
My dilemma mechanics for Future Perfect
«
Reply #4 on:
September 27, 2002, 12:46:32 PM »
I'm not trying to force words in your mouth Mike. Just pointing out that you seem to have just given us our classification in that other thread.
As for right now, I'm leaning for Constancy - at least Permanent Constancy - to be something that cannot be erased. Of course, not every instance of constancy from the GM or gameplay will result in Permanent Constancy. And the fun thing is that mistakes cannot be "fixed" by going backward.
In a team mechanic, the entire group may have to take some kind of responsibility for the situation, rather than acting without thinking. But, players may try to "overthink", costing them time or the mission.
I'm also thinking of giving players an opportunity to up the Will Stat to as high as 6 over the course of some (subjectively) really great gameplay. After all, these people are mucking about in time, and the sense of self can get very overblown.
Thanks so far for the comments on the game.
Aaron Houx
Logged
Taking the & out of AD&D
http://home.earthlink.net/~knahoux/KOTR_2.html
">Knights of the Road, Knights of the Rail has hit the rails!
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum