
Is there a pen and paper system out there that uses dynamic character creation, like actions determine what kind of character you become? I refer to the type of system used in the Dungeonsiege computer game, where the more you use a certain type of weapon, the better you get at using it. Any input on this would be appreciated... Mike ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
RuneQuest(any edition except HeroQuest) or any of the Basic Roleplaying System games (CoC, SuperWorld, et al). The character starts out as a blank slate and only advances in skills and abilities they use or are trained in. The system has no classes, levels, or other D20 detrius that people assume are required for gaming. It is the first (and best) totally skill driven system. MoonHunter Sage, Gamer, Mystic, Wit "The road less traveled is less traveled for a reason." Now posting 2000 pieces of game advice on www.openroleplaying.org OR gamecraft.rpgcitadel.com OR www.strolen.com __________________________________ Do you Yahoo!? Yahoo! Finance Tax Center - File online. File on time. http://taxes.yahoo.com/filing.html ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
> Is there a pen and paper system out there that uses dynamic character > creation, like actions determine what kind of character you become? I > refer to the type of system used in the Dungeonsiege computer game, > where the more you use a certain type of weapon, the better you get at > using it. > Any input on this would be appreciated... It sounds to me that RuneQuest/BRP would pretty easy to do this with. Just tweak how frequently you check for skill gains. -- Michael Feldhusen mike_f@io.com ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
Not yet.... I have a friend working on a system he calls TWIST (The Way I See Things), in which skills are initially based on stats, but as you use a skill based on a stat, both the skill (majorly) and the stat it is based on (minorly) improve (keeping in mind the principle of diminishing returns). When a skill rating gets fairly large, the user can take one or more of the 'techniques' involved in it and focus on that 'technique' to the extent that it becomes its own skill. All skills are related, and what's important about that is that when a skill improves beyond a certain rating, part of that improvement 'bounces' to the stat(s) and skill(s) which that original skill is directly related to - - - an epiphany! Michael Feldhusenwrote:> Is there a pen and paper system out there that uses dynamic character > creation, like actions determine what kind of character you become? I > refer to the type of system used in the Dungeonsiege computer game, > where the more you use a certain type of weapon, the better you get at > using it. > Any input on this would be appreciated... It sounds to me that RuneQuest/BRP would pretty easy to do this with. Just tweak how frequently you check for skill gains. -- Michael Feldhusen mike_f@io.com ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/ ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
From: "Merle Moss"> Not yet.... I have a friend working on a system he calls TWIST > (The Way I See Things), in which skills are initially based on stats, > but as you use a skill based on a stat, both the skill (majorly) and > the stat it is based on (minorly) improve > Cool name. I did something similar with skills, skill groups and stats and found that it gave me the benefits I was looking for in terms of having the character nature defined by the evolving activities of the character. Serious character sheet detail, but I kept the character record in a database and generated character summaries every couple of sessions so that wasn't an issue. Not that it would have to be that way. One problem I ran into was the need to rebalance the game after five years or so as powerful characters had stat levels that unbalanced the original mechanics. This, in turn, caused difficulties when a group of new characters were introduced. This happened largely because I'd underestimated the degree of stat improvement possible. On the other hand, I'm really not sure that any system can easily handle campaign evolution over a five or ten year period as the character growth does require different mechanics. A system that had an evolution to a new framework built in would be cool, but the play-testing required to prove it worked would seriously delay time-to-market :-) Chris Tutty ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
This comes from Merle Moss' message about his friend developing TWIST (The Way I See Things). My friend and I are currently planning a live MET game that we're temporarily calling TRPTDNS: The RPG that does not suck. Does anyone else have strange and unusual anacronyms (I can't spell) that they use when gaming or discussing gaming? Trouble "Of the Chief Parts of the Ruling Passion, Only This can Truly be Said: Hate has a reason for everything. But Love is Unreasonable." Anna Overseas: http://www3.telus.net/public/anna22/overseas.html --------------------------------- Do you Yahoo!? Yahoo! Finance Tax Center - File online. File on time.---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
A dynamic "improve as you do" type system needs to take into account improvement limits and atrophy. You may work hard and practice (x number of hours) to become a better weight lifter. You improve from mediocre lifting ability to fair lifting ability. It take it takes even greater effort and dedication to go from fair to good (maybe 2 to 3 times the amount of time). Even more effort to get from good to great. Most professionals would be at the great level and that is all they do. All of their available time is taken up in training one or two related skills. And if he stopped his level of dedication and training the ability will slowly atrophy and begin to slide back down to lower levels. Say the weight lifter stops lifting for six months, he probably slips from great down to good. High level skills and abilites need dedicated use and intense practice to maintain. Greg --- Chris Tuttywrote: > From: "Merle Moss" > > Not yet.... I have a friend working on a system he > calls TWIST > > (The Way I See Things), in which skills are > initially based on stats, > > but as you use a skill based on a stat, both the > skill (majorly) and > > the stat it is based on (minorly) improve > > > Cool name. I did something similar with skills, > skill groups and > stats and found that it gave me the benefits I was > looking for > in terms of having the character nature defined by > the evolving > activities of the character. Serious character > sheet detail, but > I kept the character record in a database and > generated > character summaries every couple of sessions so that > wasn't an > issue. Not that it would have to be that way. > > One problem I ran into was the need to rebalance the > game > after five years or so as powerful characters > had stat levels that unbalanced the original > mechanics. This, in > turn, caused difficulties when a group of new > characters were > introduced. This happened largely because I'd > underestimated > the degree of stat improvement possible. > > On the other hand, I'm really not sure that any > system can easily > handle campaign evolution over a five or ten year > period as the > character growth does require different mechanics. > A system > that had an evolution to a new framework built in > would be > cool, but the play-testing required to prove it > worked would > seriously delay time-to-market :-) > > Chris Tutty > ---------------------------------------------------------------- > GAMERS Home Page: http://www.phoenyx.net/gamers/ __________________________________ Do you Yahoo!? Yahoo! Finance Tax Center - File online. File on time. http://taxes.yahoo.com/filing.html ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
Exactly, and there is, in TWIST. I did mention the principle of diminishing returns, and just as skills and stats develop and improve automatically when a character devotes time, attention, and practice to them, they fade and reduce automatically when that character fails to devote time, attention, and practice to them. The rules for this exist in a couple of systems out there, but GMs rarely enforce them or even require any player attention to them, somewhat like the rules for encumbrance or material components in D&D. grogthingwrote:A dynamic "improve as you do" type system needs to take into account improvement limits and atrophy. You may work hard and practice (x number of hours) to become a better weight lifter. You improve from mediocre lifting ability to fair lifting ability. It take it takes even greater effort and dedication to go from fair to good (maybe 2 to 3 times the amount of time). Even more effort to get from good to great. Most professionals would be at the great level and that is all they do. All of their available time is taken up in training one or two related skills. And if he stopped his level of dedication and training the ability will slowly atrophy and begin to slide back down to lower levels. Say the weight lifter stops lifting for six months, he probably slips from great down to good. High level skills and abilites need dedicated use and intense practice to maintain. Greg ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
Also, the old FASA star trek game. You build your character starting with adolecent background skill choices, then you more skills as you make choices during school. Then skills for choices made in the service. Finally skill improvemnet through use during play. Very well thought out. Greg --- Michael Feldhusenwrote: > > Is there a pen and paper system out there that > uses dynamic character > > creation, like actions determine what kind of > character you become? I > > refer to the type of system used in the > Dungeonsiege computer game, > > where the more you use a certain type of weapon, > the better you get at > > using it. > > Any input on this would be appreciated... > > It sounds to me that RuneQuest/BRP would pretty easy > to do this with. > Just tweak how frequently you check for skill gains. > > -- > Michael Feldhusen > mike_f@io.com > > ---------------------------------------------------------------- > GAMERS Home Page: http://www.phoenyx.net/gamers/ __________________________________ Do you Yahoo!? Yahoo! Finance Tax Center - File online. File on time. http://taxes.yahoo.com/filing.html ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/
Well, Traveller. I still have the little black box and a bunch of modules (The Spinward Marches :-) Carl On Mon, 2004-03-29 at 15:37, grogthing wrote: > Also, the old FASA star trek game. > > You build your character starting with adolecent > background skill choices, then you more skills as you > make choices during school. Then skills for choices > made in the service. Finally skill improvemnet through > use during play. > > Very well thought out. > > Greg > ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/