Forum changes: Editing of posts has been turned off until further notice.
Started by reaction, February 18, 2006, 06:00:07 PM
QuoteDuring a campaign, each player starts every session by rolling a die type, and losing that many points from their time pool. The die size starts at, say d12, and can be reduced, say to a d10, then to a d6, by roleplaying to the heroic themes of the game.
QuoteAs far as the countdown being predictable, I think I'll wait until I can playtest it to see how it actually works out. Also, the amount of points lost each session is variable
QuoteOther than not being able to play the same character again, are there any downsides in the game mechanics to characters running out of time?
Quote from: joepub on February 19, 2006, 12:25:24 AMFor some reason, this really rubs me the wrong way.The randomization bit of it.
Quote from: joepub on February 19, 2006, 12:25:24 AMPersonally, I like the second suggestion better. If I stay with 3-5% less points each time, staying in means a damn lot more... and it becomes more strategic and less min/maxing.
Quote from: knicknevin on February 19, 2006, 08:01:15 AM2. A player can spend Time points for guaranteed (?) successes. Given that I don't know the ins & outs of your system, I can't be too specific here, but say that 1 Time point can be spent to give you the maximum possible result you could roll on your die.
Quotewould it be better for me to start, for instance, [Burn (working title)] - Teamwork and Grief mechanics, and continue discussion/feedback in there