anyway.



thread: 2009-12-08 : Your 3 Insights

On 2011-07-20, Gerald C wrote:

Thanks for the reply David!

Yes! and, I did check out that newer thread you mentioned. I think I get what you're saying. It was very useful for me to shape the entirety of my idea with these 3 insights, but I also fully intend to use something similar to shape each game mechanic, while linking them back to these three. If you like, you can look at what I wrote before as referencing the, 1)Setting, 2)Crunch, and 3)Theme. 1 is a little vague if we go in this direction, but that's because this game still has no setting (and may never, I haven't decided yet. I'm still digesting Vincent's post on seed material.)

From here we can get into things like subsystems, linking back to 2 (which would encompass the core mechanic), while remaining true to 1 and 3.

I recognize that this post is equally as vague as my last one, so here I go attempting an example:

You create a character whose motivations are Wrath and Faith. Say now that in the middle of the night someone breaks into his home and starts stealing his things. If he decides to beat the living hell out of the thief, obviously his player would roll dice based on his Wrath stat. Or, if he tried to reason with this person, to use a conversation to try to convert or bring around his way of thinking, then his player would roll based on his Faith. In either case, the GM (or perhaps GM and player?) would list what's to be gained and what's the cost of such an action, in concrete game-world terms. This is the core mechanic.

From here we can develop subsystems like, every time you roll based on your vice or virtue, put a mark next to it. When you get 10 marks, erase them and increase that stat by 1. However, if either stat is ever more than (1? 2?) higher than the other, your character will begin to suffer in a way respective to that particular stat (and getting worse the greater the disparity becomes), thus staying true to my original number 3. This would also be tagged with a new number 2 that might read something like, creating a lopsided character comes with its own risks, or something.

Hopefully this gives you more of an idea of the direction I'm headed in.



 

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