The Forge Reference Project

 

Topic: All's quiet... second draft pdf
Started by: JSDiamond
Started on: 9/29/2005
Board: Indie Game Design


On 9/29/2005 at 1:20am, JSDiamond wrote:
All's quiet... second draft pdf

Here is the second draft with the suggestions by Ron and Callan.  I've yet to work out the modifier value tweaks.

http://www.orbit-rpg.com/alls_quiet2.pdf

 

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On 9/29/2005 at 1:30am, JSDiamond wrote:
Re: All's quiet... second draft pdf

Here's two, sample player-reward cards.

http://www.orbit-rpg.com/merciful_veteran.JPG

http://www.orbit-rpg.com/melee_break2.JPG 

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On 9/29/2005 at 9:42am, Selene Tan wrote:
RE: Re: All's quiet... second draft pdf

I kept meaning to respond to your first draft, but now you've posted a second!

I want to say: very cool. Yay thieves! I like the rules for sneaking. I also really like how they're basically the same rules as those used for combat. It emphasizes how important sneaking is. :)

I know this is still a draft, but I'm wondering about rules for related-but-non-sneaking situations, like fencing goods or gathering information. Are those just meant to be role-played out?
I think it would be neat if "gathering information" were done retroactively... e.g. the thief is desperately looking for more bonuses, so he makes a gather information roll to see if he can introduce some element to his advantage. I'm imagining setting a base target number for the level of advantage desired (a lower number for a greater advantage), modifying it as appropriate, and then rolling. Success means the element is in place, failure means that an element is in place that gives a corresponding *disadvantage*, tie means nothing happens. I would interpret the roll as the target trying not to reveal anything useful. Of course, this might not fit with your goals for the game.

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On 9/29/2005 at 4:23pm, JSDiamond wrote:
RE: Re: All's quiet... second draft pdf

I want to say: very cool. Yay thieves! I like the rules for sneaking. I also really like how they're basically the same rules as those used for combat. It emphasizes how important sneaking is. :)

Me too.  I like the emphasis on the "point of view" --for lack of a better term, of the die-rolling. 

I'm wondering about rules for related-but-non-sneaking situations, like fencing goods or gathering information. Are those just meant to be role-played out?


Good questions.  I will expand the list of Ranks/Talents to include those very things. 

To answer your second question, it isn't role-played out.  You still use a base roll.  The continuing 'rough draft' nature of this game is me figuring out some smoother transition between the thief action die-rolls and the non-sneaking situations, and also the opportunity for players to try things even when their character doesn't have the ability.  Characters should be able to at least try, after all.

This is related: Technically, at the beginning, the characters are simple thieves without any abilities beyond what we might agree is the basic thief's repetoire of skills: Sneaking, hiding, climbing, subduing (knock-out attack), picking locks, pick-pocketing, etc.  Those specific abilites woud be added as rewards through the Rank & Talent system.  Which could be added to further by the player reward Status cards. 

Still some work to do there!  : )   

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