The Forge Reference Project

 

Topic: A mechanic swiped from Nine Worlds: Goals
Started by: Vaxalon
Started on: 6/20/2006
Board: HeroQuest


On 6/20/2006 at 8:15pm, Vaxalon wrote:
A mechanic swiped from Nine Worlds: Goals

Some people already put traits on their character sheet that are goals.  "I want to kill my brother, Gold."  "I want to become a shaman."  "I want to rule the world."

What happens to those traits when they are achieved?  Do they become worthless?

It's my contention that they should not.

Since we won't be spending HP to increase traits in my game (see http://www.indie-rpgs.com/forum/index.php?topic=19969.0 )  goal traits could be used and increased a lot by play.

In Nine Worlds, when a "Muse" (goal trait) is resolved (that is, either declared unachievable, or achieved) the character gets some points for it, that he can use to build up his character or win conflicts, much like HP.

Here's the proposed house rule:

When a conflict is resolved, a player can declare that a goal trait used as an augment in the conflict has been resolved.  It doesn't matter whether the goal was actually achieved or not.  The goal trait can immediately be turned in for another trait of equal level.  This can be a new goal, or a trait that represents the fruits of achieving the goal, or something totallyl extraneous.

For example: A player has the trait, "Rescue my sister from the plague-ridden city of Horemshar."  In the course of several adventures and many separate conflicts, it gets raised to a value of 5W.  Then, the sister dies of the plague.  The player declares the trait resolved, and takes a new goal: "Get revenge on Ybaldo, who prevented me from saving my sister's life 5W"

Later, after hounding Ybaldo for a while, the revenge trait has been raised to 15W, and Ybaldo is finally killed in a messy, painful way, and the player decides that his character finally feels vindicated, and the goal is resolved.  He takes the personality trait "Knows that revenge is empty 15W" and starts working on other goals he picked up along the way.

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Topic 19969

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On 6/21/2006 at 12:30pm, Latreya Sena wrote:
Re: A mechanic swiped from Nine Worlds: Goals

Sweet. I like the idea a lot. In your example, the goals are thematically linked:

      "Rescue my sister from the plague-ridden city of Horemshar."
      "Get revenge on Ybaldo, who prevented me from saving my sister's life 5W"
      "Knows that revenge is empty 15W"

It’s this that makes me wonder:

This can be a new goal, or a trait that represents the fruits of achieving the goal, or something totally extraneous.


Totally extraneous? Would you allow a Character to pick up any new Ability at the 15W rating?

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On 6/21/2006 at 1:37pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

I have a fairly laissez-faire attitude towards character development.  If a player says that resolving the goal "Become Queen of Terre d'Ange 15W2" should result in the attribute "Hole in my head 15W2" then who am i to argue?

I might ask them to narrate it, for entertainment value...

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On 6/21/2006 at 6:04pm, Mike Holmes wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

It's already by the book to allow the nature of relationships to change (though there's some question as to what the intended lattitude is there). It's not a huge extension to see goals as a sort of relationship (with oneself or the world in some cases), and not much further a stretch to say that these abilities can morph into other sorts of abilities.

Generally I think it's a good idea.

The big question I can think of is...does this apply to any ability you want to aim it at, or is there some limit on how many abilities are covered by this? Is there a way to start up a goal that doesn't require ending another? What if I transform all of my goal abilities into non-goals...no more play like this for me?

Mike

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On 6/21/2006 at 7:22pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Currently there are some abilities that are only available when the PC has access to certain sources of knowledge.  If you aren't studying with a wizard, you can't get Assemble Crystal Apparatus.  This applies here too.

There is a way to start up a new goal without ending another; you simply take it as a new trait when you win or lose a conflict.

Let's say Lukirawa loses the conflict where the stakes are "Prevent the mortals from stealing the crystal pylon."  He could immediately take the trait, "Recover the crystal pylon (goal) 17" and get +2 on any conflicts where he's working on that goal.

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On 6/21/2006 at 7:40pm, Mike Holmes wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

So you can have as many goals as you like, right? See, one of two problems occurs, then. Either players try to wedge every new ability into some goal statement (Strong becomes "Push harder" or something). Or you're basically saying that any ability can be changed to any other when appropriate.

The latter works, actually. In fact you can just make switching the name of an ability one of the options that one selects from the list.

If you want to keep it limited, however, and give people a reason to have non-goal abilities, then you could simply cap it at three abilities at most at a time, or something. Otherwise I can see characters becoming tottering piles of goal statements.

Mike

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On 6/21/2006 at 8:07pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Nine Worlds had a limit of nine muses total.  Noone ever got past five in the game we played.

If you limit goal statements to things  that can concievably be achieved, then I don't think you're right, but as anywhere else, eventually the "Don't be a dick" rule applies.

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On 6/22/2006 at 9:11am, nichughes wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Vaxalon wrote:
Some people already put traits on their character sheet that are goals.  "I want to kill my brother, Gold."  "I want to become a shaman."  "I want to rule the world."

What happens to those traits when they are achieved?  Do they become worthless?

It's my contention that they should not.



I agree and I like the way you allow a lot of leeway in deciding what should happen to goals when they are resolved one way or another.

Another idea is to have ratings for things which the story drives a character towards even though the character would not particularly want it - which the one time I used this with a character I wrote up as "Fated to ...". I then also had a goal for the character (although not as clearly marked out as you do here) which was at odds with fate just to make things interesting.

--
Nic

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On 6/22/2006 at 8:21pm, Mike Holmes wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

The rule about dicks in question is at the social level. It says that one should not abuse the rules, etc. I'm personally of the belief, however, that it's not a closure for actual rules loopholes. That is, if you put a loophole in the game, and I exploit it, I'm not a dick, I'm actually playing by the rules as presented.

"Yeah, the rules don't really limit you, but you should just find a limit anyhow" is, to me, the height of negligent design.

That said, it's very simple to create limits. If you don't like a hard limit on numbers, then a very simple rule is just to say that the narrator gets to veto any such idea he doesn't like. I don't prefer that method myself, because I don't like to have to make any such judgments when they come up if I'm narrator, but it is effective.

And since, in this practical case, you are the narrator, if you don't mind it then we're fine.

"But the GM always has the right to say no" is not correct, if you're tempted to say that this is what you meant all along. That's a RPG tradition, but narrow construction of rules says that any power not expressly given is not had. There's more than one way to skin this cat, and if the answer is that it's GM fiat, then that should be made clear.

It could even be "all players agree" or "the player chooses whatever he likes" and we hope that it doesn't get out of hand. Lots of choices, each with their own benefits and drawbacks. But the purpose of RPG systems is to determine who has authority when.

Mike

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On 6/23/2006 at 12:11pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

I disagree that any rule that is left to the social level is negligent design.  You can't make a rule for everything!  The "Don't be a dick" rule is ALWAYS in force.  At ANY point, even when a player is acting fully within the rules, another participant can say, "Dude... don't be a dick."  The game designer HAS to leave BROAD swathes of play to the social level, because to attempt otherwise leads to Waiting/Tea or KKKKK.... or Clue.

The "don't be a dick" rule essentially devolves to the following explicit rule:

"Any participant may veto the action of any other participant.  If they cannot come to a compromise, then the participant making the veto must either leave the game or withdraw his veto."

I would argue that this rule is ALWAYS in force, whether it's in the rule text or not, and to leave it out is not negligent design.

But that's all really beside the point.

I think the best limit on goal attributes is to make them things which can concievably be achieved.  "Push harder" isn't a goal.  It's ... kind of a statement of style.

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On 6/23/2006 at 2:33pm, Mike Holmes wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

You're entirely missing my point Fred. Of course the basic social contract is always in play. It's simply that conflicts of opinion can occur when neither party is being a dick. For instance:

I think the best limit on goal attributes is to make them things which can concievably be achieved.  "Push harder" isn't a goal.  It's ... kind of a statement of style.
OK, who decides that? You put the limit out there like it's obvious what constitutes an "achievable goal" and what is not. But I put out the example you shot down as an honest example of something I might do in play using this sort of criteria.

If I did say that I had a goal of "Push Harder" and felt that it was a goal, and you felt it wasn't, would it be best if your only recourse were to leave the game (or kick me out)? Wouldn't it be better if you as narrator had the right to simply say, "That's not a goal."

Let's give another example of this. There is always a question as to how well any ability pertains to any contest. It's the narrator's duty to send a message to the player to say, "I don't think that's quite completely appropriate" by assigning an improv penalty when he feels it's merited. Should that, too, be left instead to the "dickhead" rule? Why, if it's the right thing for the narrator to enforce community standards in the case of appropriateness of ability use in contests, isn't it the right thing to do in this case?

I do understand the reticence to have Narrator judgement - hence why I think a numerical limit might be superior and we can let the player be the judge. But, sans that, I think that giving this duty to the narrator is the soundest thing to do.

It's best if there's some court of appeal that happens with simple disagreements before we have to resort to the dickhead rule to resolve disagreements between reasonable people.

Mike

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On 6/23/2006 at 5:08pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

As a narrator, I almost never say, "That's not a goal."

Too dead-endy.  One or the other of us has to be wrong.

I'm much more likely to say:

"Hm, that doesn't sound much like a goal.  Can you describe how that would be achieved?"
or
"Hm, that doesn't sound much like a goal.  How about 'Prove that I'm stronger than <character>'?"
or
"Isn't that more like a personality trait?"

A player who's completely and totally unwilling to compromise in every situation... I probably shouldn't be gaming with him.

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On 6/27/2006 at 2:01pm, Web_Weaver wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Hi,
Just trying to intervene and pull this interesting discussion back on track.

Mike is not trying to judge your style of play

Vaxalon wrote:
As a narrator, I almost never say, "That's not a goal."


He is trying to help you define your idea.

It is a given that your rules idea works for you, but in order to make it a workable proposition that other people can playtest it may need a tighter definition. Hence Mike's concerns.

----
Jamie

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On 6/27/2006 at 4:26pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Ah, I see what you mean, Jamie.

Evaluating whether or not a particular instance of play follows the rules isn't usually something that RPG rules cover.  Generally, it's assumed to be a role given over to the gamemaster.

In Dungeons and Dragons, if you have a +3 to hit, and you're trying to hit an armor class of 14, and you roll a seven and say, "Ten, I hit!" whose responsibility is it to tell you that no, you didn't?  The rules don't really tell you.

Are you saying that for this rule, I need to not only list the rule, but also its method of enforcement?

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On 6/27/2006 at 5:13pm, Web_Weaver wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Sorry I know nothing about D&D

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On 6/27/2006 at 5:21pm, Web_Weaver wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

It might help if you explained how Nine Worlds defined a "Muse", and what limitations there are.

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On 6/28/2006 at 1:13pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Okay, Nine Worlds has a pretty simple system.  When you are in a conflict, you draw cards from your deck equal to the power you are wielding, plus the values of any muses you are pursuing. The more cards you draw, the more likely you are to succeed.

Muses must be things that are demonstrably achievable, and involve people, places, or things in the gameworld.
"Become the Champion of Apollo"
"Kill Doctor Lucky"
"Get the brain from Zombie Five"

When you achieve the muse, you cash it in for points you can use to boost your stats.

You can only have a maximum of nine muses, and they can have a maximum value of nine.  in practice, people regularly ran into the point ceiling but never had anywhere close to nine muses at a time.

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On 6/28/2006 at 1:46pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals


In Dungeons and Dragons, if you have a +3 to hit, and you're trying to hit an armor class of 14, and you roll a seven and say, "Ten, I hit!" whose responsibility is it to tell you that no, you didn't?  The rules don't really tell you.

Web_Weaver wrote:
Sorry I know nothing about D&D


In DnD, if you're rolling to hit, you add 1d20 to the bonus and compare to the armor class of the target.  If the total is equal or higher than the armor class of the target, you hit and can then roll for damage.

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On 6/29/2006 at 8:43am, Tim Ellis wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Vaxalon wrote:
I disagree that any rule that is left to the social level is negligent design.  You can't make a rule for everything!  The "Don't be a dick" rule is ALWAYS in force.  At ANY point, even when a player is acting fully within the rules, another participant can say, "Dude... don't be a dick."  The game designer HAS to leave BROAD swathes of play to the social level, because to attempt otherwise leads to Waiting/Tea or KKKKK.... or Clue.


I think it depends in part on the intended audience.  A commercial RPG that deals with a potential problem by saying "A good GM will not let this happen" or "An experienced GM will be able to deal with players who try this..." is ignoring the fact that the purchaser may be new to RPG's and not have the knowledge/confidence to be able to handle players who are acting within the letter, if not the spirit of the game....

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On 6/29/2006 at 10:24am, Web_Weaver wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Vaxalon wrote:
Okay, Nine Worlds has a pretty simple system.  When you are in a conflict, you draw cards from your deck equal to the power you are wielding, plus the values of any muses you are pursuing. The more cards you draw, the more likely you are to succeed.


Things are much clearer now! So, in Nine Worlds the 'goal' or 'muse' is integral to the resolution system.


Muses must be things that are demonstrably achievable, and involve people, places, or things in the gameworld.
"Become the Champion of Apollo"
"Kill Doctor Lucky"
"Get the brain from Zombie Five"


Already we have a tighter definition to your rule proposal by listing examples. The 'involve people places or things in the game world' is actually a clear limitation to the way they can be used, and referring to the examples gives guidance to a GM. With this advice it is easier for the GM to rule on other, potentially more vague goals.


When you achieve the muse, you cash it in for points you can use to boost your stats.


Is this the primary system of development and reward in Nine Worlds? Are you suggesting that this could be adapted as the primary system in HQ?


You can only have a maximum of nine muses, and they can have a maximum value of nine.  in practice, people regularly ran into the point ceiling but never had anywhere close to nine muses at a time.


I am guessing that the Nine Worlds character sheet has less things on it than HQ, is this correct?

Tim wrote:
I think it depends in part on the intended audience.  A commercial RPG that deals with a potential problem by saying "A good GM will not let this happen" or "An experienced GM will be able to deal with players who try this..." is ignoring the fact that the purchaser may be new to RPG's and not have the knowledge/confidence to be able to handle players who are acting within the letter, if not the spirit of the game....


Agreed totally. Rules have to be clear, indicative of a style of play and in a context that allows a clear interpretation when problems occur. The fact that traditionally, games have been unclear in these areas of contention and style is the reason that this forum exists at all. The GNS articles address this incoherence of rules texts head on. If we are attempting to achieve anything in the HQ forum, it is a coherent set of techniques and rules adaptations.

Jamie

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On 6/29/2006 at 10:41am, Web_Weaver wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Revisiting the potential problem with vague goals, there is little incentive to resolve them.

e.g. a player with "Be the Best" as a goal has no predefined end point to that part of his story. While that is good in terms of open ended usage and adaptability, the player may be reluctant to let go of the increasing skill and play a game of 'find the pea' with the GM over defining its resolution.

Have you observed this in play, or is there a warning against this in the game text?

The rule as quoted gets around this problem by being specific and also by being changeable, so I would see little reason to allow vague goals. The Nine Worlds playtesters may have encountered this in playtesting and decided on how specific they should be.

Of course, with co-operation the problem is lessened, but without a specific clause that defines who gets to decide when goals are achieved the potential is there for dysfunctional behaviour on either side.

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On 6/29/2006 at 4:03pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Web_Weaver wrote:
Is this the primary system of development and reward in Nine Worlds? Are you suggesting that this could be adapted as the primary system in HQ?
...
I am guessing that the Nine Worlds character sheet has less things on it than HQ, is this correct?


Yes, and not exactly.

Yes.

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On 6/29/2006 at 4:07pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Web_Weaver wrote:

e.g. a player with "Be the Best" as a goal has no predefined end point to that part of his story. While that is good in terms of open ended usage and adaptability, the player may be reluctant to let go of the increasing skill and play a game of 'find the pea' with the GM over defining its resolution.

Have you observed this in play, or is there a warning against this in the game text?

The rule as quoted gets around this problem by being specific and also by being changeable, so I would see little reason to allow vague goals. The Nine Worlds playtesters may have encountered this in playtesting and decided on how specific they should be.

Of course, with co-operation the problem is lessened, but without a specific clause that defines who gets to decide when goals are achieved the potential is there for dysfunctional behaviour on either side.


Ideally, the GM and Player would agree when the goal was taken, what would be required for resolution.

The goal you posit would not be allowed.  That's a personality trait, not a goal.

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On 6/29/2006 at 6:04pm, Web_Weaver wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Cool, I think this resolves Mike's concerns earlier, (although I can't speak for him obviously). By discussing what the resloved goal would look like you are loosely predefining it, and so it should be easy to recognise and agree on when it occurs.

I find this idea very interesting so please remain patient with my questioning.

The other issue that comes to mind is the change of emphasis in the mechanics. You are importing a mechanic that is entwined with the resolution system in its origional context, and to some extent this would either replace the current augmentation system or dovetail with it.

I suppose you could just treat it like any other augment, but it would appear that Nine Worlds holds the idea far more centrally than this. So my questions are:

Do you envisage this goal based mechanic as a fundamental shift in emphasis from standard HQ, or just another tool in the box?

Would standard augmentation be de-emphasised to make room?

Essentially, you would be changing the nature of HQ toward one of character progression through goal resolution, this could act as a motivation towards a more narrativist style, but how centally would it need to be placed to have the desired effect? i.e. Could it be ignored if just shoehorned in?

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On 6/30/2006 at 12:54pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

I see it as another tool in the box.  It would not replace the existing system.

Goal abilities would be no different than any other, and would have to be bought alongside skills and personality traits and the rest, so I don't think it's very much of a shift.

To be honest, the only thing that really changes is the trade-in.  After all, you can already have a personality trait that says, "Wants to become King of Galatea" and get the augment whenever he's working in that direction, right?

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On 6/30/2006 at 1:43pm, Web_Weaver wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals


Absolutely, I see your point and its valid, I am actually tending towards a more extreme position. If you are going to focus on goals why not go the whole way and bring it into the heart of the system, just as it appears to be in Nine Worlds.

My main thrust here is to promote the narrativist agenda in HQ, so if that is not your explicit aim then your proposition is fine as it stands.

If you just introduce it as an extra tool it becomes a single aspect of the game, and only a subtle change to the current rules. The text already suggests HP be given for achieving goals, your method would just act as a way of using the goals as active or augmenting skills in the mean time.

Currently the character advancement system has very little in it to aid a narrativist agenda, apart from blandly flagging to the GM what skills are important to you. Changing the focus towards resolution of goals forces a profound change upon everyone round the table. Games then, have to be focused upon getting to loosely defined end-points for characters to advance. The players would demand resolution and actively seek out those situations and the GM would have better flags to latch onto. Goals could act as a temporary storage tank for all HP gained until the goals are achieved, and only then be used to increase other stats.

My only concern is that it may push out of joint the augmentation mechanic, but, at present, if the group is commited to a narrativist creative agenda then augmentation merely provides an opportunity for character colour.

It would even be possible to do away with HP pools, and just reduce goals by one point when you require a change in resolution. In this way it would emphasise that forcing a change in fortune is actually contrary to achieving wider goals. It is a focus on "now" not the future.

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On 6/30/2006 at 7:09pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Yeah, I'm fairly happy with the way HQ works, so I don't want to make major changes.  This is an incremental change that may lead to more drastic changes in the future.

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On 7/7/2006 at 1:37pm, Mike Holmes wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

At the risk of belaboring a tangent, I should clarify my position.

In the case of the D&D rule, there is very little ambiguity. So it's not likely to be a problem. But, that said, there are two enforcement rules in play in D&D. First, as this is a rule if any player sees it being broken, he can complain about it. That is, for things as concrete as a die mechanic, every player becomes a judge as to whether the rules are being followed. And every player will step forward at times to correct mistakes.

But, let's say that the player in question maintained that he was correct for some bizarre reason. There is a step that's taken before you "dickhead" the player out of the game. The D&D rules, in most editions at least, say that the DM is the final arbiter of all rules clarifications. It's not just tradition, the text says so in most cases.

So, yes, even in the case of the modifier in question, there is an "enforcement rule" that exists.

But the important thing here is that, while you have narrowed the criteria down somewhat, in having the goal statements have an infinite number of permutations, there must be some grey area. No matter how you slice it, you'll never get such an open-ended idea down to the point where there can never be a case that's borderline. You might be able to get it to the point where you can probably ignore the case, and get away with it.

But why?

Saying that the Narrator is the final arbiter on this is simply not as big a deal as you're making it out to be. If the definition is as clear as you say it is, the Narrator will probably not have to use the power often or at all. Further, being last arbiter does not mean that you can't negotiate first. In your example above, you can still do that while being final arbiter of things...you see me do it every time we play.

The final arbiter power comes into play when there are irreconcilable differences of opinion. I think it's a goal by the definition, you think it's not. We can't continue to play until the decision is made. All making the narrator final arbiter here does is to ensure that, if it ever gets to that point, and hopefully it never will, that the narrator gets to decide if he can have the goal or not.

Note, again, again, again, I personally dislike being in this position as well, and seek to find ways to make the criteria "hard" so that we don't ever need to go to a final arbiter - basically where saying "no" could be done by any player and is seen as just enforcing a clear rule,and not making a judgement. This is why I'd prefer something like a set limit on the number of goals. Such a limit is exactly the sort of thing that's not open to subjectivity at all.

The HQ text does have some vague "final arbiter" type clauses, and actually you could probably invoke them here. But generally I think HQ does a good job of avoiding these, and instead delineating responsibilities directly (Narrator selects improv mods, for instance). So I prefer the individiual rules to have a clause that's direct about it. Otherwise you open the door to final arbiter power getting expanded into things like "I can choose to ignore the rules if I want" and such (but that's another topic).

Anyhow, again, this is a tangent that probably belongs more in a design or theory forum. The general rule is a good one, and, as written now, will probably require little enforcement. I assume that you're thinking of this rule in conjunction with the "character advancement" rules you're currently using, right Fred? Not with the original system?

Mike

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On 7/7/2006 at 5:23pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Yes, I'm planning on using both.

I'll post a completed rule on the game site.

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On 7/7/2006 at 9:41pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

http://www.thesmerf.com/vaxalon/RegainTheStars.html#Goals

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On 7/10/2006 at 6:40pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Here's the rule text:

Goals are very important traits for heroes. They are what drive him to action. They are a specific form of personality trait, that can be used as an augment any time he is acting in furtherance of that goal.

Whenever you add a trait to your character sheet, you can declare that trait a "goal". Add (goal) to the end of the trait. In order to qualify as a goal, there must be a particular circumstance under which that goal could be fulfilled.

Goal traits can be used for augments, but only become the primary trait in a contest when someone is trying to convince the character to abandon, put off, or otherwise deprecate the goal itself.

A character cannot have goals that add up to more than 100 points (20W4) in all, and cannot have more goals than he has keywords. (A beginning character has three keywords - occupation, attunement, and home domain.)

When a goal is fulfilled, you must convert it, point for point, into another trait. "Become King of Jaalban (goal)" might become the relationship trait "King of Jaalban" when it's fulfilled.

When a goal becomes unfulfillable, it can also be converted. If Jaalbanwere to fall into ruin, then "Wants to become King of Jaalban" might become "Wants to avenge the fall of Jaalban"

Thus, goals become banks for points that can be used to buy large traits all at once when they are fulfilled.


I put limits on goals, both in terms of total value and how many can be taken.

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On 7/11/2006 at 2:34pm, Mike Holmes wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Do you see the total limit as a dial? That is, if you had a game with more advanced characters, would you up the limit? The keyword limit suggests that this stuff alters if you have more advanced characters.

In any case, for starting characters, who can't have abilities over 27 anyhow, the limit is going to be by number of keywords to start. It'll take 19 points added to these before anyone will have to worry about the total limit. Is the idea at that point to push players to get goals done so that they can stack up larger, more focused goals (fewer in number)?

Just trying to discern what you were going for with these particular limits.

Mike

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On 7/11/2006 at 4:40pm, Vaxalon wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

I see the total limit (100 points) as a way of balancing the dilettante with the monomaniac.  The more different things you care about, the less you can care about any one of them.  Yes, I don't intend beginning characters to hit this limit immediately.

There's no reason that a player can't start with just one goal.  I expect some people will try to manage lots of smaller goals, building them up and cashing them in quickly, and some will create monomaniacs with one goal that they use for augment after augment, driving their character forward until that track loses interest for them.  The intention is to be flexible with the various directions that players want to take their characters, including conflicting goals, but limit the number enough that only goals which are actually intended to be the focus of play are included.

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On 7/11/2006 at 9:46pm, Mike Holmes wrote:
RE: Re: A mechanic swiped from Nine Worlds: Goals

Cool. I'll come up with some goal abilities for my character tonight!

Mike

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