Forum changes: Editing of posts has been turned off until further notice.
Started by Emily Care, November 04, 2002, 01:39:50 PM
Quote from: talysmanjust a few quick comments and ideas:
Quote from: Kester PelagiusGreetings All,There are so many interesting and workable ideas being discussed, it really is an amazing thing to see. So, to borrow from...Quote from: talysmanjust a few quick comments and ideas:In the last thread there was discussion of hammering out, formatting, and codefiying a CharGen system. How goes it? What sort of progress has been made toward providing a basic organized reference rules sheet, which all these wonderful ideas can be used to build upon?Apologies if I missed the post with the basic outline in which the basic rules were thumbnailed.I know, there was *so much* information spread out in *so many* posts in that last thread that it probably is taking time to edit all that source material together into a essential reference outline. Just thought I'd pop in and ask how things were going. Let you all know that, yes, those of us not actively participating at the moment are still following your efforts and wishing you the best.Hope it all works out!Kind Regards,Kester Pelagius
Quoteplay is thus somewhat like Aria: there is a sequence during which the monastery and its surroundings are described collaboratively, folowed by a sequence of narration of scenes affecting individual characters. in a sense, the individual monk scenes flesh out the description of the game world.
Quote from: Bob McNameeI like the two idea that the conflicting conflicting parties would play out a Mentor - Student scene together discussing the conflicting traits in the guise of Saintly examples and studious questioning... not sure how to decide 'winner'.I'm not a big fan of a first to complete trait pair in an example from the past, but maybe I'm not understanding it right.
Quote from: talysmanI'm envisioning it more as morality plays:you see the saint divided, forced to choose which is the nobler path.
Quoteall it boils down to is: the players vote with actual role-playing decisions.
Quote from: talysmanone thing we are trying to decide at this point is how many facts to develop for every character. we so far have two suggestions:[list=1][*]one fact for every point in a Passion;[*]two facts for every Passion/Virtue pair, one highlighting the Passion, the other highlighting the Virtue.[/list:o]there is also a hybrid suggestion: one fact for every point in the Worldly stat, plus one pair of facts for each Passion/Virtue pair. this option might be the best, since the pure form of option #1 requires perhaps too much work (about 13-16 facts for every neophyte) while the pure form of option #2 is perhaps too sparse (about six facts for a neophyte.)
Quote from: talysmanI'd handle injury and death based on the fact system as well. this is not a combat Sim, so I suggest we need only three wound levels: Hurt, Badly Hurt, Incapacitated.
Quote from: talysman1.hagiography (lives of the saints,) or dogma generation; 2.foundation of the order; 3.building the community; 4.initiation into the order; 5.facing challenges to spiritual growth.