Forum changes: Editing of posts has been turned off until further notice.
Started by ethan_greer, April 07, 2003, 08:51:14 PM
Quote from: Thomas TamblynNot to be a smartass but what does rules-heavy have to do with simming the hell out of it?
Quote from: Tar MarkvarI like the idea that the character's Vice might take away from the "score" of XPs the character gets from the job (if you go with the system I blabbed earlier). It would encourage players to try to remove the Vice. If you do that, though, make sure that removing Vice has some more rules support than just RPing. Some characters may just decide one day to give up the bottle, so to speak, in favor of keeping more of their score to put toward new equipment and training.
QuoteStill, it seems like the frustration between buying what you want (special items, advancement stuff, etc.) and buying what you NEEEEEED (Vice) is a major theme for the game. What if the character doesn't have what he needs to buy in order to satisfy the Vice in the first place? Do you have a system for covering that? What if the thief gets tossed in prison and comes out without most of his worldly possessions? It then becomes a tale of him "working" just to get his needs met. What happens to a Thug/Thief when he can't get his Vice?
QuoteI really like the survival aspects of this, especially the problem presented when a vice becomes as important as food and shelter. Faced with the choice between one's vice and one's food and shelter, a disturbing number of people choose the vice.
QuoteAwesome, powerful idea, Ethan.
Quote from: EthanI want to make it clear that the characters are not addicts in the traditional sense. Perhaps some word other than "vice" needs to be used to remove that connotation.
QuoteIt's becoming clear to me that a mixture of these darker and lighter themes will make the game better.
Quote from: EthanThomas: Don't know how much of your ideas I'll be able to use, but I appreciate the input.
Quote from: Thomas TamblynSorry, I kinda got carried away there.