Home | Forum | Unread | Sign in | Sign in | Beta? | Wiki
The Phoenyx
your roleplaying community

discussion > gamers > main

GAMERS is about roleplaying games (including sims) and almost anything of interest to the average roleplayer.
Subscribe | Unread | Recent | Group options | Topic options | Post
KarenCravens
Karen Cravens

Mon

Mar 27
2006

23:25

Gavilan

On Mon, 27 Mar 2006, Roger Burton West wrote:

RBW>I like a fairly heavily structured system, in part because I like to be
RBW>able to define a character quite closely. Even looking through a
RBW>system's list of powers and abilities often gives me ideas.

Oh, I'm not by *any* means discouraging having a structured system.  I'm 
just saying when you're building your character with that structured 
system, I'm thinking you ought to be able to put everything that's really 
*important* to your character into one of the points.

Points might, like my EVAR example, sum up a whole batch of skills and 
disads and all that sort of stuff.  It means you *can* gloss them, 
especially if you're the sort who goes "Oh, I forgot my character would 
obviously have this skill!" later in the game, but it doesn't necessarily 
mean you ought to.

RBW>The descriptive idea that Karen suggests later, though, isn't purely
RBW>narrative. I'm going to call it instead a "four important things" or

Is that "GNS narrative" or "Forge narrative"?  (Not that I think anybody's 
established what the latter term actually means...)

RBW>"FIT" system, since that seems to be the usual sort of number and
RBW>matches Karen's "three to five". Another, somewhat more complex, example
RBW>would be Chad Underkoffler's PDQ system
RBW>(http://www.atomicsockmonkey.com/freebies/di/pdq-core.pdf for the free
RBW>core rules).

I think I've looked it over.

I like odd numbers better, though.  It's a visual-artist thang.

RBW>To me, that not only drags things out, it throws me _more_ out of
RBW>suspension of disbelief than simply rolling the dice would. I as the
RBW>player am negotiating the reality of the game world with the GM, which
RBW>kills the immersion; it may just be that I've done an awful lot of
RBW>wargaming and whatnot, but saying "I'll try to sneak up on him to hit
RBW>him with a bottle, my Stealth is 11, his Perception is 14, -2 because
RBW>there's a lot of distraction, (roll) (roll) OK I made it" just doesn't
RBW>kill the mood for me in the same way.

Nah, in my games you don't get to negotiate reality.  I get to roll all 
the dice (imaginary or otherwise) is all...

RBW>As a secondary problem, this sort of system gives an advantage to glib
RBW>players, of whom I am usually not one. :-)

That's why I like PBeM.

RBW>In the PBEM games I've run, I've usually gone for a fairly complex
RBW>character generation system (first Dark Conspiracy heavily modified,
RBW>then later Rolemaster and currently GURPS), because I find a detailed
RBW>character sheet serves as an aide-memoire. "What can I do in this
RBW>situation?" (Looks through sheet, spies a skill that he's forgotten
RBW>about.) "Hey, I'm sure I remember something about lock-picking. Remember
RBW>when that spy showed me the basics?" That one point in a never-used
RBW>skill would be such a small part of the character that it would fall
RBW>through the cracks of a FIT-based description, but rather than the
RBW>player having to say "oh, um, I have Hangs Out In Low Dives, and maybe I
RBW>could have learned it there" it's right there on the sheet...

Some of that is more of a problem with design-at-start vs. develop-in-play 
(if I recall the terminology correctly).  Only with my, it's a clearly 
developed character (often, anyway) that I can't quite get out of my head 
onto the paper.  I can't list off all the skills and whatnot, but when the 
time comes I have a solid gut feeling about whether the character should 
be good at something or not.  "Oh, that fits," or "No, that doesn't fit."  
No, it really doesn't make sense, but that's how my brane werkz.  
Sometimes.  Other times yeah, the character sheet IS the character, right 
from the get-go, and I'm fine.

RBW>I _don't_ necessarily use detailed _play_ mechanics in those PBEM games.
RBW>I certainly don't set up full GURPS tactical combats. I do make skill
RBW>rolls for the PCs and generally abide by the random results, but I don't
RBW>think the stories have been wrecked by unexpected criticals or fumbles.

That's because you haven't had Carl and his Curse Of The Green Pickle in 
your games.

-- 
Karen J. Cravens  silver@phoenyx.net

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

Subject (required)




 
Refresh