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Started by Kester Pelagius, November 03, 2002, 05:02:45 AM
Quote from: GwenWhat I have trouble understanding is what would make these lunatics work as a team? My group has tried playing escaped mental patients using various systems. I played a young girl who thought she was a Civil War general and other characters were just as crazy.
Quote from: GwenSo when we go out, everyone wants to accomplish their own goals. I'm out to kill Confederate spies, other people are off robbing supermarkets of all their carrots and even others are stealing car tires for the nazi gold hidden inside.
Quote from: GwenNo one felt any desire to work together for a simple reason. We're too crazy to care what anyone else wants. My partners wanted to rob stores for carrots? Fine. I'll go over here and run counter-espionage for president Lincoln. We're all insane, so discussing a plan of action is sort of right out the window.I guess you could try to keep the characters together despite the realistic drive to accomplish your own goals, but then you'd be running the movie Dream Team and staying in the van all the time.
Quote from: Mike HolmesHmmm. Gwen has a point. I assume that the idea is that the PCs stay together because they fear the government and feel that the PCs are the only ones they can trust. This can work for a while, the PCs going on "missions" (the challenges drawn from the hat), and relying on each other to get that done.But at some point, somebody is going to betray the rest of the group for their own reasons. And at that point, since they are a self-selecting group, what's to keep them from splitting up?
Quote from: Kester PelagiusFor a game I put together ostensibly *just* to test a game mechanic the questions that have been posed thus far makes one pause and think.
Quote from: Mike HolmesQuote from: Kester PelagiusFor a game I put together ostensibly *just* to test a game mechanic the questions that have been posed thus far makes one pause and think.I think this is a problem. There is an oft cited principle here at The Forge which I will hypocritically recite (hypcritically because I don't adhere to it much). That is, a game's mechanics should be built to support the setting (includes situation, character, and color). As opposed to the other way 'round.
Quote from: Mike HolmesThe point is, that, unless you are trying to come up with a "Generic" game (and that has problems all it's own), then trying to develop mechanics in a vacuum is unlikely to produce mechanics that are particularly good for anything. Worse, it makes it hard for people to comment because we can't see if the mechanics support the setting or not. So, is this a serious "setting" that you want commentary on? Do you want commentary on how the rules do or do not support the setting? Or are they to be considered only separately?