Forum changes: Editing of posts has been turned off until further notice.
Started by Ben Miller, May 15, 2003, 06:52:21 AM
Quote from: Mike HolmesJason, he knows he can't publish this, so perhaps it's for internal use only? If that's the case, then maybe he doesn't have to make the case for "why anyone else would play".
Quote from: Mike Holmes* Characters are often based on archetypes (e.g. Ranger, Hobbit, I'm not fussy!). I can't strongly enough disagree here. At the time nobody had ever heard of hobbits or rangers (other than park rangers, etc). These were completely original inventions of Tolkien. Instead of having knights in shining armor, which you'd expect, he has something more akin to a cowboy in his romantic fantasy setting. That's original. Ironically it's RPGs that have taken these characters and made them into archetypes.
Quote from: Mike Holmes* The abilities of a person can belie their physical appearance (does Gandalf look like he could take on a Balrog? Does Aragorn look like a king?) . OTOH, creatures like a Balrog, Dragons, Trolls, and ents all display their power in very easy to see forms. Yes, for a couple of characters hidden power is a theme. But this is not a theme that's particularly central to ME. More coincidental.
Quote from: Mike Holmes* Despair. Despair and resolve against it are key. Pertains to determination above. And makes me think that you've played the recent board game. :-)
Quote from: Mike Holmes* Character ancestry is important and has an impact on character destiny (not sure about the word 'destiny'). I'd say it's definitely destiny, but another theme is that things are not predestined. That our actions have power. Destiny is an interesting thing when seen in that light. See The Riddle of Steel RPG for how to do Destiny right.
Quote from: hatheg-klaCool. I'll take look at that. The reason I'm not sure about calling it destiny is because I'd like to work some sort of meta-game that rewards players for heading towards their goals/destinies by making tasks that do that more easy to succeed at. I was thinking of each character having one or more Destiny Paths or something, but perhaps what I really mean is Goals (since, as you say, people in ME can change their destiny).I'm also toying with some kind of system along the lines of the Taglines in The Dying Earth RPG (from which I've also taken some ideas which form the key dice mechanism for the game)
Quote from: hatheg-klaI got so frustrated that I've almost scrapped my original ideas! To summarise where I'd got, I wanted to describe a character with a number of Traits such as "Keen of Eye", "Light of Foot", "Cool Demeanor", etc. This would appear pretty much as a list on the char sheet and would give a nice overview of the character (most of these Traits would probably be inherent/racial abilities). On top of this a training level with various skills or archetypes would be listed, also as Traits. Then, when resolving an action each Trait (of any type) that a character can usefully apply to the activity improves the chance of success. The Traits could also define negative aspects of a character too, but not sure I really need this.