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Started by Andy Kitkowski, November 07, 2003, 07:02:03 PM
Quote from: Andy KitkowskiHowever, in play, there were some times when things didn't fit clearly under one role or the other. Sometimes it fell under the realm of both roles (in which case I said "role the higher score"). Whereas I thought that the ambiguity that roles create was cool... and it is cool, don't get me wrong... it just didn't work for this game, a post-apocalypse pulp game. It can work for modern, or Star Wars, or Matrix, where everyone knows clearly what a "lawyer" or "Cop" or "Jedi" should and shouldn't be able to do. But in this game, where we have characters like "Member of the Hand of Fate" or "Technically oriented savage descendent of North Carolina indians", or "Field Medic who has biofeedback abilities"... well, the world isn't defined clearly enough to have such roles and still have all the members of the group, or the GM, understand exactly what they can and can't do.Eventually, the ambiguity was stopping me us sometimes. ambiguity in setting plus ambiguity in setting-reflected character abilities were playing off each other too much and creating too much confusion. I figured it was best to start writing down in clearer terms what these roles were good at and not good at. In other words, skills.
Quote from: apeiron You almost always have the effect of people saying "Why should I take 'musical instrument' when I can take 2 more points of 'kill shit with my bare hands?' instead".@ i would bet it is not the list that bothers you, but min/maxing munchkins creating killing machines that make no sense. You can have skills without having a list at all. Common sense can be your list. Any verb or job/hobby can be an ability. i prefer the term ability (things you are able to do) over skills. Some things described as skills (in some games) are actually natural talents or academic knowledges, but i am a grammar snob so don't mind my semantics games.
QuoteBut in this game, where we have characters like "Member of the Hand of Fate" or "Technically oriented savage descendent of North Carolina indians", or "Field Medic who has biofeedback abilities"... well, the world isn't defined clearly enough to have such roles and still have all the members of the group, or the GM, understand exactly what they can and can't do.@ The three examples you give here sound like Character Concepts, rather than specific roles/jobs/classes. Hand of Fate might translate to Martial Artist. Perhaps you'll have variants of these roles. For instance: MA Student, MA Practitioner and MA Master. Hand of Fate might not be a role, but an add on that comes with *explicit* abilities. Maybe some things a role can do will have to be spelled out in detail. These add ons would be setting specific, whereas Martial Artist can be basically the same across genres and times.
QuoteIf i (being a gamist player) know that you will give me a cookie for coming up with some background event relating to the task at hand, i am going to be less worried about my skill list, and more about my story. Instead of spending 30 minutes rifling books to find the "Kill Shit" combo that will make me bad ass, i will spend a few hours telling you about what my character has done in cool prose (that will make me a bad ass).