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<blockquote data-quote="Asmor" data-source="post: 5020280" data-attributes="member: 1154"><p>With all due respect, the two of you have a particularly narrow definition of games, and it's a definition I would not personally agree with.</p><p></p><p>Games of chance are not only very much games, they're the most common games in the world and also the most economically-significant. Just take a trip to Las Vegas, Monte Carlo, or any convenience store in America (I don't think I've ever seen one without a full complement of scratch tickets and a lottery machine), not to mention restaurants and bars (Keno is popular at them, at least in Massacusetts).</p><p></p><p>Now let me be clear, I'm not a fan of gambling precisely because I find most of it to be particularly bland and uninteresting. But that doesn't mean keno, roulette, slot machines, craps, or even the children's card game War are not games.</p><p></p><p>Back on topic, my aim here was basically to replace skill checks with something more evocative. They still need to fulfill the basic function of skill checks, however, that of enforcing the character's "skill" rather than the players. There's certainly plenty of controversy on the topic of social skills, for example, but I'm of the camp that no matter how beautiful and eloquent a speech a player might give, if their character sucks at diplomacy he'd better make a hell of a roll to influence the king.</p><p></p><p>I also think that perhaps my first two ideas might not have been the best illustrations of the concept. Something else I'm working on is an idea for a lockpicking minigame, where the DM creates a random "code" and the player has a certain number of tries to arrange cards to match the code.</p><p></p><p>Back on the topic of the system in general, I've also been thinking about how I'd do characters. What I'd end up doing is having skills based solely on more general attributes (e.g. stealth based only on dexterity), and if a player trains in a skill then the game is fundamentally altered some way. A player trained in searching, for example, would add an extra success into the deck, or a player trained in lockpicking might get a free wildcard so they only need to match all but one of the cards in the code.</p><p></p><p>Finally, I do really like Mustrum_Ridcully's idea of adding in a resource for the players to manage, though I'm not really sure how I'd go about that.</p></blockquote><p></p>
[QUOTE="Asmor, post: 5020280, member: 1154"] With all due respect, the two of you have a particularly narrow definition of games, and it's a definition I would not personally agree with. Games of chance are not only very much games, they're the most common games in the world and also the most economically-significant. Just take a trip to Las Vegas, Monte Carlo, or any convenience store in America (I don't think I've ever seen one without a full complement of scratch tickets and a lottery machine), not to mention restaurants and bars (Keno is popular at them, at least in Massacusetts). Now let me be clear, I'm not a fan of gambling precisely because I find most of it to be particularly bland and uninteresting. But that doesn't mean keno, roulette, slot machines, craps, or even the children's card game War are not games. Back on topic, my aim here was basically to replace skill checks with something more evocative. They still need to fulfill the basic function of skill checks, however, that of enforcing the character's "skill" rather than the players. There's certainly plenty of controversy on the topic of social skills, for example, but I'm of the camp that no matter how beautiful and eloquent a speech a player might give, if their character sucks at diplomacy he'd better make a hell of a roll to influence the king. I also think that perhaps my first two ideas might not have been the best illustrations of the concept. Something else I'm working on is an idea for a lockpicking minigame, where the DM creates a random "code" and the player has a certain number of tries to arrange cards to match the code. Back on the topic of the system in general, I've also been thinking about how I'd do characters. What I'd end up doing is having skills based solely on more general attributes (e.g. stealth based only on dexterity), and if a player trains in a skill then the game is fundamentally altered some way. A player trained in searching, for example, would add an extra success into the deck, or a player trained in lockpicking might get a free wildcard so they only need to match all but one of the cards in the code. Finally, I do really like Mustrum_Ridcully's idea of adding in a resource for the players to manage, though I'm not really sure how I'd go about that. [/QUOTE]
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