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Indie Game Design
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A generic system for playing everywhere
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Topic: A generic system for playing everywhere (Read 1460 times)
apeiron
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Posts: 135
[ MAKE YOUR FUTURE PERFECT ]
Re: Hmm
«
Reply #15 on:
November 09, 2003, 11:48:41 AM »
Quote from: John Kim
Something that was pounded home from my Vampire LARP experience is that RPS really isn't random. It is a game of psych-out and to some degree perception and hand movement. That is, with any two players, one may be able to consistently beat the other in RPS. Personally, I found this very annoying.
@ Wow, that would never have occured to me. i take it as a measure of intergrity to not cheat. i think LARP would encourage this kind of dishonesty because the players are all against each (at least in the LARPs i've seen, which i did not like). In a standard "X players and a GM" the urge to cheat might no be such an issue. Aside from the one slug who bothers to try to cheat.
@ i also have a coin mechanic, but at the moment i don't trust tripod to let ppl access it. Coins are efficient in terms of availiblity and portability, as randomizers they have some issues. While working on Xc (my coin mx) i found out that coins are heavily weighted to the average. 6 coins will hit 3 heads most of the time, almost all the time. Whereas a die has an even spread.
@ Cards would be cool.
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