posted by [identity profile] benlehman.livejournal.com at 01:50am on 07/01/2005
A large chunk of that is world-building, setting-building, or situation building in some manner. Uhm... have you ever read Sorcerer? The relationship map, the kickers, and the funky little character sheet diagram are all this sort of system.

In Amber, the character quiz is exactly this sort of mechanic.

When I talk about the movement abilities, well...

The ability to fly has a certain value in terms of conflicts (combat or otherwise). But it also has a basic non-combat value. If you can fly, you can do things which you couldn't otherwise, no contest (conflict resolution rules are not invoked). In a point based system, it should be worth more points because of this.

There are other abilities like this. Not just movement. The same way that being blind is a worse flaw than how much it penalizes your resolution effectiveness, because it takes away basic functionality.

So really what it is is the addition and removal of "basic" functions. Whatever they may be.

yrs--
--Ben
 
posted by [identity profile] wirednavi.livejournal.com at 01:22pm on 07/01/2005
Pardon me, I haven't been keeping up with the Forge lately, so maybe this is a rehash:

What perhaps we should focus on is that system is holistic even if we don't intend for it to be. The presented system of resolution mechanics (of all sorts) interacts with the game world, and more importantly the unfolding of events in the SIS, at every level. There are certain assumptions which are made but rarely announced about how that will be taken into account. For instance, if you play an orc in a traditional D&D setting, your character will generally suffer some social stigma. It is generally assumed that the player who makes the choice to play such a character A: knows what they're getting into and B: wants it that way. As such, there is a perception that it's not worth points because it's strictly a 'roleplaying restriction' and otherwise. This may be a reaction to things like the absurd characters one sometimes ends up with in GURPS, who have too many social restrictions to shake a stick at but get enormous amounts of points for them.

The problem is that often those assumptions are different on different peoples' parts - what may seem like a painful restriction to one person may be an actual boon to another's experience. 7th Sea did a pretty good job of working around that. They explicitly stated that the game was supposed to be about heroic characters and thus, if you wanted a flaw, you could take them but you would only get a benefit from taking a flaw which was in theme (many of which were laid out in the book).

One of the things I like best about HeroQuest is that it takes this into account somewhat - the basic assumption is that if you care about a particular aspect of your character, or their interaction with the world, you'll put it on your character sheet. The corrolary is that the GM is responsible for putting _everything_ that will potentially affect your character specifically into the system somewhere, either on your character sheet or the sheets of the entities you're interacting with. Everything becomes integrated into the system.
 
posted by [identity profile] nikotesla.livejournal.com at 06:32pm on 08/02/2005
In terms of character traits, Dogs has this sewn up pretty good. If you want to play an Orc (or a Mountain Person, more coloquially), you take Complicated History as your basis and probably have things like 'I'm a damned halfbreed - 2d4' on your sheet.

It's so much better than the GURPS system (which I loved for so long, and still love provisionally) at creating characters with built-in hooks that I've bailed on GURPS completely.

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