Forum changes: Editing of posts has been turned off until further notice.
Started by Matt Snyder, February 06, 2003, 12:53:41 PM
Quote. In S-F or even fantasy literature, the farmboy-to-hero arc represents only one type of story, usually closely tied to LotR clones or Star Wars style hero's journeys.
Quote from: szilardDo we even need a "reward" system? What are we rewarding?
Quote from: Mike HolmesMatt, I'm really confused. Yes, it's patently obvious that the "normal" way to play, or, IOW, the way that RPGs have been previously designed, is to have Improvement reward systems. That's a simple fact. We're just agreeing that this needs to change for certain sorts of design. What's the debate about?
Quote from: Mike HolmesAs far as examples, well, since this is a new idea there have been few reward systems that exist that emulate this design principle. Sorcerer is the only one that I can think of off the top. No character improvement rewards in that system. Yet I think that getting to refactor your character is a compelling reason to play towards a resolution of a kicker. And bonus dice are a compelling reward for excellent narration. Are those sufficient?
Quote from: Mike HolmesBut let's say it doesn't exist. The question is do we want such a game? Assuming so (if not, then this whole discussion is pointless), then all we need to do is develop one. What would it look like? Perhaps something that set up destinies for the characters that had to be achieved incrementally, each taking several session to accomplish. Not improvement, just steps on the road to a final destiny. Just an example.
Quote from: Mike HolmesDo you really think that Pippin went up any "levels" in the LotR? No. The character's personality changes, his outlook changes. But he hasn't changed hardly at all in terms of "skills" or any of the sort of things that Character Improvement mechanics usually focus on. In fact, it terms of the story, the fact that he may have learned a little sword technique from Boromir is completely inconsequential. He never uses it successfully, IIRC. It's just plain not important.
Quote from: Mike HolmesA while back Walt and some others talked about a system that would have the two basic character types: the pro, and the improving character. As now, the question was how to reward the pro. One suggestion comes to mind that the pro is already rewarded with instant protagonism in the form of effectiveness that's higher than that of the rest of the characters. Boromir does not improve. He doesn't have to to be cool.
Quote from: xiombargMekton Zeta was also notable in its very Simulationist attitude toward the Anime mecha genre: Characters were either "rookie" or "experienced". Rookie characters had very low skills, but could increase them greatly through play, like Rick Hunter in Robotech. "Experienced" characters had high skill levels, but they didn't increase them much during play, like Roy Fokker in Robotech. This very much was like character "advancement" works in a lot of mecha-oriented Anime -- either a character goes from competent to incompetent rapidly or remains more or less the same throughout a given Anime series.