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Do you have a "litmus test" setting for generic rule sets?
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<blockquote data-quote="soviet" data-source="post: 9888558" data-attributes="member: 6925338"><p>What an open-input conflict resolution system lets you do is give weight to the factors you're interested in. So, if you want to run a sort of hard scrabble post apocalypse game where scarcity of resources is a Big Deal, then you can make the securing of those things a goal of conflicts, failure to secure those things a stake of defeat, and lack of those things an impediment to other actions. </p><p></p><p>So, conflicts in the game world are about trying to find more bullets and food, or how to divide up the bullets and food that are available. If you lose a conflict around shooting, we might say that you ran out of bullets, or you are on your last two bullets (better make 'em count). If you lose a conflict around travel, or around maintenance of the group's shelter, we might say that the food has run out, or gone bad. People will also try to steal your food and bullets, directly or indirectly. If you have no bullets, you can't shoot anyone, so you can't win any firefight conflicts. If you have no food, you will start to get penalties to physical activities in general, and unrest in your community, and eventually sickness and death. </p><p></p><p>None of this needs a defined subsystem around Magazine Capacity and Bullets Found, or Food Resources and the Effects of Starvation. It just needs players to use the tools the system already gives you. </p><p></p><p>Here's something I wrote in another forum about how to represent metaphysical factors like the Dark Side, Sanity in CoC, Humanity in Vampire, etc using conflict resolution games like the infamous Other Worlds:</p></blockquote><p></p>
[QUOTE="soviet, post: 9888558, member: 6925338"] What an open-input conflict resolution system lets you do is give weight to the factors you're interested in. So, if you want to run a sort of hard scrabble post apocalypse game where scarcity of resources is a Big Deal, then you can make the securing of those things a goal of conflicts, failure to secure those things a stake of defeat, and lack of those things an impediment to other actions. So, conflicts in the game world are about trying to find more bullets and food, or how to divide up the bullets and food that are available. If you lose a conflict around shooting, we might say that you ran out of bullets, or you are on your last two bullets (better make 'em count). If you lose a conflict around travel, or around maintenance of the group's shelter, we might say that the food has run out, or gone bad. People will also try to steal your food and bullets, directly or indirectly. If you have no bullets, you can't shoot anyone, so you can't win any firefight conflicts. If you have no food, you will start to get penalties to physical activities in general, and unrest in your community, and eventually sickness and death. None of this needs a defined subsystem around Magazine Capacity and Bullets Found, or Food Resources and the Effects of Starvation. It just needs players to use the tools the system already gives you. Here's something I wrote in another forum about how to represent metaphysical factors like the Dark Side, Sanity in CoC, Humanity in Vampire, etc using conflict resolution games like the infamous Other Worlds: [/QUOTE]
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Community
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Do you have a "litmus test" setting for generic rule sets?
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