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When Your Great Idea Isn’t Being Received Like You Expected
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<blockquote data-quote="doctorbadwolf" data-source="post: 9114937" data-attributes="member: 6704184"><p>I recently started a thread in which I was way too long winded and got 1 reply lol but in it I got down some thoughts I needed to get down about my game. </p><p></p><p>My example of the thread title is this. </p><p></p><p>In my game, Crossroads: The Quest for Chevar, you start out okay at a lot of skills, and really good at maybe like 2. That’s on purpose, as it means that you have to rely on your Attributes, allies, contacts, taking complications in order to succeed, etc. </p><p></p><p>This is done by: </p><p></p><ul> <li data-xf-list-type="ul"> the primary use of Attribute Points being to Push a skill check up one step on the success ladder. </li> <li data-xf-list-type="ul">Most skills are at 1-3 ranks, which will usually put in you in the mixed results of Mitigated Failure, or Mixed Success. (MF means you fail but can mitigate it by getting soemthing else minor out of it or setting up an ally, MS means you get part of what you want buts it’s pretty bare minimum or you get what you want at a cost)</li> <li data-xf-list-type="ul">You have a good amount of AP, and you get a few back every time you rest at all, but need extended rest to guarantee full replenishment. </li> </ul><p></p><p>Then at higher levels you gain traits that cost AP to use, that are better than normal actions within a circumstance. Advanced conflict stances, special moves, codified spells, etc. and you gain more skill ranks, becoming more reliable in your skills, and thus needing AP to succeed less often. </p><p></p><p>The idea is that as you gain competence the game itself gets easier in a sense, because you just succeed more often, and get to use your resources to do bigger or more complex stuff or take more narrative control in ways you couldn’t afford to as much before. </p><p></p><p></p><p>My playtest (read: longtime play group) isn’t having an easy time with just spending the damn AP, though. I think part of it is that they all started with D&D (well one started with WEG Star Wars and didn’t D&D until after 3.5 was out IIRC) and the whole pass/fail dichotomy of those games, and older mindsets of narrative control being weird stuff. </p><p></p><p>So two questions: First, what do you think about the design goals and the dynamic I described, and have you ever had a similar problem with mechanics you were excited about that fell flat, even if you iterated and found a sweet spot that was received better?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9114937, member: 6704184"] I recently started a thread in which I was way too long winded and got 1 reply lol but in it I got down some thoughts I needed to get down about my game. My example of the thread title is this. In my game, Crossroads: The Quest for Chevar, you start out okay at a lot of skills, and really good at maybe like 2. That’s on purpose, as it means that you have to rely on your Attributes, allies, contacts, taking complications in order to succeed, etc. This is done by: [LIST] [*] the primary use of Attribute Points being to Push a skill check up one step on the success ladder. [*]Most skills are at 1-3 ranks, which will usually put in you in the mixed results of Mitigated Failure, or Mixed Success. (MF means you fail but can mitigate it by getting soemthing else minor out of it or setting up an ally, MS means you get part of what you want buts it’s pretty bare minimum or you get what you want at a cost) [*]You have a good amount of AP, and you get a few back every time you rest at all, but need extended rest to guarantee full replenishment. [/LIST] Then at higher levels you gain traits that cost AP to use, that are better than normal actions within a circumstance. Advanced conflict stances, special moves, codified spells, etc. and you gain more skill ranks, becoming more reliable in your skills, and thus needing AP to succeed less often. The idea is that as you gain competence the game itself gets easier in a sense, because you just succeed more often, and get to use your resources to do bigger or more complex stuff or take more narrative control in ways you couldn’t afford to as much before. My playtest (read: longtime play group) isn’t having an easy time with just spending the damn AP, though. I think part of it is that they all started with D&D (well one started with WEG Star Wars and didn’t D&D until after 3.5 was out IIRC) and the whole pass/fail dichotomy of those games, and older mindsets of narrative control being weird stuff. So two questions: First, what do you think about the design goals and the dynamic I described, and have you ever had a similar problem with mechanics you were excited about that fell flat, even if you iterated and found a sweet spot that was received better? [/QUOTE]
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