Forum changes: Editing of posts has been turned off until further notice.
Started by Jason Lee, February 22, 2003, 07:48:52 PM
Quote from: Ron Edwards[The] assumption is that a game can have a chassis or foundation of "realistic" mechanics in the first place.
Quote from: Ron EdwardsGiven that assumption, then one might imagine a set of game mechanics that could add onto or otherwise expand the "bounds of realism," which is to say, unrealistic or Foo Foo.But I don't think that assumption holds. I think that game design operates on a much different chassis, or specifically, a much different range of them.
Quote from: Ron EdwardsAnd furthermore, [those] efforts to make a game 'realistic' represent a modification of its existing chassis, not a stripping-away....In other words, I think that making a point-blank bullet wound capable of killing a character is an addition to an existing set of agreements about 'what play is about,' not a fundamental feature of the game design.
Quote from: crucielRob,My original thinking was that if you wanted a single mechanic for a FooFoo factor dial it'd need to be low level - at the core of the damage/combat system. Example: Heal 1 Health per day equal to FooFoo Factor.DC heroes makes me think it can all be accomplished at a high level, by simply using a well designed token system. Scale the game down to gritty, use the tokens to invalidate things, and allow the cinematic-worth/refresh-rate of the tokens to be adjustable as the FooFoo Factor. Example: Health 1 Health per day. Low: 1 token heals 0 Health per day, High: 1 token heals all Health in one day.I didn't see the Reality Rules in the TMW:COTEC posts...is this big secret work in development or did I miss it?Barring any brillant insight I'll probably work off the token approach (if I can figure out how to work in knockback).
Quote from: crucielI couldn't find too much about the Jovian Chronicles rules (don't have the book either) other than they were called the 'Reality Distortion Level' and had something to do with ammunition, armor penetration, dice rolling, script immunity, and existential angst. Can you give me the skinny?
Quote from: crucielMy question is:What game systems, or components thereof, use some sort of adjustable sliding scale for how heroic the system is?
Quote from: Ron EdwardsWhat, bluntly, is realistic about that? Equally bluntly, the answer is "nothing." Best,Ron
QuoteI wonder if the reverse of the assumption might be true; can a game have a chassis that the players 'restrict' to function to their satisfaction of 'realistic?' I think that's what I attempt with Scattershot; it's a somewhat 'looser' set of rules that explicitly asks the consumer to interpret them along lines suiting their interests (including, in some cases, 'realistic'). But will that work?