anyway.



thread: 2006-02-27 : Unpopular Ideas for 2006 #1

On 2006-02-27, Vincent wrote:

J: "1a: No, I don't see why that's better. You're making the player figure out what they need to know in order to play effectively instead of giving it to them and letting them spend their energies making a story."

Figure out, how? It's no mystery which stats make your character a better fighter. There's no guesswork or investigation or figuring out involved. Instead, in Dogs' design I'm saying that your character's development as a fighter must have implications in other parts of your character's story.

So no figuring out, just an additional interesting decision: "I want my character to be a better fighter. Do I also want her to be a better athelete, or a better gunfighter?"

And of course, the praxis scales in Shock: are stats.



 

This makes NinJ go "Oh, dig..."
Yeah, every stat decision you make effects two other realms (except for those two combinations that don't happen except in your hypothetical example below). Neat.

What I like about stats are that they give you stuff that your character is built out of; Traits, Skills, Features, whatever, they refine, but states define. Those are the parts that say, "In this game, this is what makes a person."

This makes NinJ go "... and by "figure out"..."
... I meant it took me a long time to figure out that that's how they worked. Not everyone else is as rules-thick as I am, though.

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