The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 10:07:22 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
56
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
Indie Game Design
(Moderator:
Ron Edwards
)
[Active Exploits] Scene-framing and resource-management
Pages: [
1
]
« previous
next »
Author
Topic: [Active Exploits] Scene-framing and resource-management (Read 414 times)
DevP
Member
Posts: 576
[Active Exploits] Scene-framing and resource-management
«
on:
December 10, 2003, 09:41:33 PM »
This post is mainly to ask for recommendations about modifying this system, but it may prove some greater value. To quickly summarize the system (while leaving out Extraneous System Detail):
Quote
Active Exploits is diceless; statistics are fairly course (usually no more than three levels; characters exert "effort" to do better at tasks; the only limits to how much is exerted is (a) pools of effort only refresh in between "rounds", and (b) over-exertion (but it only comes into play) will result in fatigue. Actions break down into "rounds" primarily for combat situations (or analagous situations where initiative/timing is important). This slow-motion is called "Focus".
It is seen that "holding back your effort" gives some resource-management/uncertainty to resolution, which can be interesting. However, the limits come into play only in terms of "the maximum effort you can put in
this round
". While combat has several discrete rounds, it seems commonsensical that individual actions otherwise taking up their own round, or otherwise don't take place in this "slow motion" mode. Some GMs wanted players to vary their degrees of exertion, but roleplaying reasons alone would not do so.
Then seizing upon my new-favorite technique - aggressive scene framing! - and saw an (obvious?) answer: make EVERYTHING a Focus situation (just without formal Initiative in most cases). Specifically and consciously play each "scene" as its own "round", where effort spent is not refreshed until the next scene cut. Of course, the "cut" be a scene-change, a cut-away, a simple shift of "camera focus", or a sudden dip into a monologue before going back to the action.
In part, the GM will react to the players' desire for fairness (i.e. not-too-long scenes), and this will help keep a GM from letting this lag too much (as I sometimes do). Moreover, this might not encourage varying their effort, but moreover could help them get to the real point: understanding the role of this increased effort in the stylized context of the scene, and playing it appropriately.
I think this can be a powerful boon to play, and look forward to trying it out.
Logged
Dev Purkayastha |
10by10room is a tumblelog
|
Come visit StoryGames Boston!
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum