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Core requirements of a good party-based fantasy RPG
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<blockquote data-quote="GMMichael" data-source="post: 8057079" data-attributes="member: 6685730"><p><span style="font-size: 18px"><strong>Core requirements of a good party-based fantasy RPG (spitballing):</strong></span></p><ul> <li data-xf-list-type="ul">Rules allow GM to say Yes over No.</li> <li data-xf-list-type="ul">Minimal flipping through rulebooks (thanks [USER=87792]@Neonchameleon[/USER]).</li> <li data-xf-list-type="ul">"Party-based" is a loaded term, but I'm guessing it implies multiple PCs with different specialties, so each PC should be able to use its specialty as often as the rest, with comparable glitz. So, no bards. /snark</li> <li data-xf-list-type="ul">Action should keep everyone involved (thanks [USER=63]@RangerWickett[/USER]). Or if you can't be involved, at least your agent negotiates into your contract that you get as much screen time as the other actors. Er, PCs.</li> <li data-xf-list-type="ul">There are rewards for party-based behavior. This one seems like the ugly duckling. Besides the Marshal/Leader Aura from D&D's Miniatures Handbook, I can't think of a lot of examples of party-rewards in extant RPGs. A game could use party hit points instead of individual, or use classes that are inter-dependent (you cause the damage, you do the blocking, I'll do the healing). You see this latter item in MMOs, but D&D wandered away from that when wizards got more hit points and clerics, well, could do everything.</li> </ul><p></p><p></p><p></p><p>Using actions on other characters' turns doesn't slow down combat if you do it right. It gives players another reason to pay attention during other players' turns, and it adds to immersion since there's no waiting-for-my-turn during combat. There's no increase in player input if each player has a limited amount of input (actions) available in a round.</p><p>Example rules here (you'll have to play them to decide for yourself):</p><p>[URL unfurl="true"]https://modos-rpg.obsidianportal.com/wikis/extended-conflict-module[/URL]</p><p></p><p></p><p>Influence the scene: great idea! But I would abstract the scene-actions a bit more, to keep them from looking like slower, more complicated regular actions:</p><p></p><p>Complicate terrain: break a container of slippery fluid on the floor. Tip over an apple cart...</p><p>Simplify terrain: push a table out of the way. Close a gate...</p><p>Raise stakes: take a hostage. Hold the contract over a fire...</p><p>Lower stakes: release hostages. Call for a truce...</p><p>Speed outcome: set the room on fire. Fight recklessly...</p><p>Delay outcome: go defensive. Pop smoke...</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8057079, member: 6685730"] [SIZE=5][B]Core requirements of a good party-based fantasy RPG (spitballing):[/B][/SIZE] [LIST] [*]Rules allow GM to say Yes over No. [*]Minimal flipping through rulebooks (thanks [USER=87792]@Neonchameleon[/USER]). [*]"Party-based" is a loaded term, but I'm guessing it implies multiple PCs with different specialties, so each PC should be able to use its specialty as often as the rest, with comparable glitz. So, no bards. /snark [*]Action should keep everyone involved (thanks [USER=63]@RangerWickett[/USER]). Or if you can't be involved, at least your agent negotiates into your contract that you get as much screen time as the other actors. Er, PCs. [*]There are rewards for party-based behavior. This one seems like the ugly duckling. Besides the Marshal/Leader Aura from D&D's Miniatures Handbook, I can't think of a lot of examples of party-rewards in extant RPGs. A game could use party hit points instead of individual, or use classes that are inter-dependent (you cause the damage, you do the blocking, I'll do the healing). You see this latter item in MMOs, but D&D wandered away from that when wizards got more hit points and clerics, well, could do everything. [/LIST] Using actions on other characters' turns doesn't slow down combat if you do it right. It gives players another reason to pay attention during other players' turns, and it adds to immersion since there's no waiting-for-my-turn during combat. There's no increase in player input if each player has a limited amount of input (actions) available in a round. Example rules here (you'll have to play them to decide for yourself): [URL unfurl="true"]https://modos-rpg.obsidianportal.com/wikis/extended-conflict-module[/URL] Influence the scene: great idea! But I would abstract the scene-actions a bit more, to keep them from looking like slower, more complicated regular actions: Complicate terrain: break a container of slippery fluid on the floor. Tip over an apple cart... Simplify terrain: push a table out of the way. Close a gate... Raise stakes: take a hostage. Hold the contract over a fire... Lower stakes: release hostages. Call for a truce... Speed outcome: set the room on fire. Fight recklessly... Delay outcome: go defensive. Pop smoke... [/QUOTE]
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