Topic: [Dead Inside] Damage Abstraction Mechanic
Started by: chadu
Started on: 2/11/2004
Board: Indie Game Design
On 2/11/2004 at 8:21pm, chadu wrote:
[Dead Inside] Damage Abstraction Mechanic
Hidey-ho.
I'm wondering what thoughts, opinions, or comments anyone has on the following damage mechanic from Dead Inside, since there has been some discussion about it:
(from http://www.rpg.net/reviews/archive/10/10091.phtml ):
However, I'm not completely convinced about the damage mechanic (I find counter-intuitive that a Master(+6) "Strong" Quality should help a character to resist damage in a social situation, or a "Computer Programming" Quality in a combat one), but I've not played yet, so I can't be sure until I test it.
(from the book -- http://www.atomicsockmonkey.com/products/di.asp ):
Damage (be it physical, mental, emotional, social) is the loss of capability. As a character takes damage, he is less likely to be able to perform at peak efficiency. This is embodied by a temporary Downshift applied to the character’s listed Qualities called either a Failure Rank or a Damage Rank, depending upon the nature of the conflict.
In mental, social, and some physical conflicts, loss of capability is usually temporary, and is represented by Failure Ranks. Examples include a chess match, witty repartee, or running a race.
In many physical conflicts (and even some physical complicated situations), loss of capability is more enduring, and is represented by Damage Ranks. Examples here include combat, running through fire, or falling off of a wall.
NB: Failure Ranks come back fairly quickly compared to Damage Ranks. Also, when one of a character's Qualities drops below Poor [-2], they're out of the conflict -- knocked unconscious or just loses the contest.
(and)
THE KEY TO UNDERSTANDING CONFLICT ABSTRACTION (textbox)Basically, in any conflict, some of a character’s Qualities can be thought of as useful for either “attack,” “defense,” or “absorption.”
As an example, say a character has Good [+2] Rank in the Qualities of Kung Fu, Debating, and Accountant. In combat (a physical conflict), the character will probably opt to keep Kung Fu at Good [+2], and apply Damage Ranks to Debating and Accountant. In an argument (a social conflict), the character will want to keep Debating high for as long as possible, and take Failure Ranks on Kung Fu and Accountant first. If being audited by the IRS (could be a mental, a social, or even a professional conflict, depending on how the GM spins the situation), the character would protect Accountant, try to keep Debating at Good [+2] as long as he could, and sacrifice Kung Fu.
This abstraction of how Failure or Damage Ranks are applied isn’t meant to be a one-to-one relation (“Hey, why does getting punched in the face lower my Florist Quality?”), but amusing justifications can be made up anyway (“Well, your black eye makes it hard to arrange peonies...”).
I'd just like to get a feel for what other folks think about it. I like it -- especially the "resource management" aspect of it -- and I think it's a handy game-mechanic without being simulationist.
Thoughts?
CU
On 2/11/2004 at 8:23pm, chadu wrote:
RE: [Dead Inside] Damage Abstraction Mechanic
Quick self-reply:
I should note that I ask this because I'm refining the system -- and the presentation of this resource-management-based damage/hit points idea -- for later PDQ System games that I wish to bring out from Atomic Sock Monkey.
Thanks!
CU
On 2/11/2004 at 9:15pm, Clinton R. Nixon wrote:
RE: [Dead Inside] Damage Abstraction Mechanic
Chad,
I dig this a lot. The way damage is defined is very similar to the way it is in my new game, The Shadow of Yesterday, in that it's an abstract notion of capability (or, as I define it, ability to contribute to the story.) The outcome is very different, in that you allow the damage to be applied to any ability, though.
Like I said, I dig it. I have questions, though. (Note: I very much despise people who ask or answer questions who haven't read the game. This happens even here on the Forge. My copy of Dead Inside is in the mail, and I'm breaking my own rule here because I'm just so excited.)
1) Who is the final arbiter of what qualities can be used to absorb damage?
2) Does it take as long of a time to go out of a contest as it looks like? This question really depends on the number of qualities: if there are few, the question is moot. If there's five or more than could be used to take damage in a situation, though, it seems like you could keep spreading them around a while.
---
Lastly, the difference between Failure Ranks and Damage Ranks is neat. I can definitely see some resource management where you'd let your Accounting skill take Failure ranks, but not Damage ranks, as you know you'll need to use it again soon.
On 2/11/2004 at 10:06pm, chadu wrote:
RE: [Dead Inside] Damage Abstraction Mechanic
Clinton R. Nixon wrote: I dig this a lot. The way damage is defined is very similar to the way it is in my new game, The Shadow of Yesterday,
Dude, let me know when that one's out, and you've got a copy sold. I'll be perusing that site avidly from what I just shift-clicked over to look at.
in that it's an abstract notion of capability (or, as I define it, ability to contribute to the story.)
Right -- you have it exactly.
Like I said, I dig it. I have questions, though. (snip)
1) Who is the final arbiter of what qualities can be used to absorb damage?
Let me preface my answer with "the book goes into further detail on this." Okay.
Any Quality can be reduced by Failure or Damage Ranks, and the player picks where to apply them.
However, specific highly-relevant Qualities to a conflict situation (say, Iron Will in a mind control contest) can be used to absorb multiple ranks all at once, if the GM agrees that the Quality is particularly relevant.
So, in all cases, all Qualities are used and the player selects; in specific cases, the player can ask for more defense capability, and the GM can agree that the player can do that.
2) Does it take as long of a time to go out of a contest as it looks like? This question really depends on the number of qualities: if there are few, the question is moot. If there's five or more than could be used to take damage in a situation, though, it seems like you could keep spreading them around a while.
Since conflict situations are rolled, there's some randomness in here -- number of F/D Ranks applied is related to the margin between character A's 2d6+Modifier roll and character B's 2d6+Modifier roll.
So, depending upon:
* Starting Quality Rank of opponents;
* Dice roll randomness; and
* Method defender decides to spread out the damage taken;
Conflicts can be fast or fairly slow (maybe 6 minutes, tops, for a conflict to be resolved).
Does that answer your questions?
CU