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[Forked Thread: How Important is Magic..?] 5 things you need to know
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<blockquote data-quote="Keefe the Thief" data-source="post: 4778310" data-attributes="member: 49552"><p>And to show what i really wanted to achieve with the thread, i´ll use an example. </p><p></p><p><u>What D&D could steal from Persona</u></p><p></p><p>Stolen from Wikpedia:</p><p><em>Shin Megami Tensei is a console role-playing game developed and published by Atlus for Sony's PlayStation 2, and chronologically the sixth installment in the Persona series. </em></p><p><em></em></p><p><em>Persona 4's gameplay melds traditional console role-playing game and dating simulation elements. The game is played over the course of a school year for the Protagonist. Outside of key events, the Protagonist will attend school, then has the option of either interacting with other students or characters to improve Social Links, spend time at a part-time job or other activities to improve their basic statistics and earn money, or join with other characters to enter the "Midnight Channel", an alternate reality that the Protagonist and other characters can access by passing through television screens and where the game's combat occurs. The player can only perform one or two of these activities each day. Persona 4's timeline is driven by the disappearance of characters from the real world into the Midnight Channel; the player must watch the weather forecast and plan on saving these missing people by the end of a string of rainy days, otherwise the game will be over. Thus, the player must balance the various tasks to improve their strength in combat to be able to rescue the missing character by that time.</em></p><p><em></em></p><p><em>While in the Midnight Channel, the player explores randomly generated dungeons each dungeon's theme based on the latest victim's fear or secret encountering Shadows and finding treasure while he searches for the missing persons. Combat is based on traditional turn-based combat. The player has the option of assigning tactics for the other party but can also control these characters. </em></p><p></p><p>What could be stolen for D&D:</p><p></p><p>- Setting the campaign in a city would be good, then depicting one social environment in which the core gameplay takes place. This kind of play depends heavily on NPCs, so you need a lot of them. Didn´t one of the Waterdeep book have a fully-detailed adventurers quarter with many NPCs? </p><p></p><p>- Using Personas: your PCs physical body doesn´t get stronger in the conventional sense. XP is used to increase the power of your Persona, which does the brute of your fighting in the dungeon reality. Basically, every PC has two "sides": a socializing side for using in relationship-building and for recrouting NPCs to your cause. And a mystical Persona you summon to do battle. </p><p>Getting people with strong Personas, merging Personas with others to create new Personas is a core part of the game. This is why socializing is so important: find people that help you along in your quest, find people with strong Personas to recruit. </p><p>There are many ways how you could represent the Personas mechanically - i think i would use "culture packages" (race + stats/skills for socializing) and "class packages" (your Persona & its powers). </p><p></p><p>- This would also neatly separate two parts of play: RP-heavy play in "the city" and combat-heavy play in "the dungeon". This would allow for two kinds of XP-System: RP-XP and Combat-XP are used to increase two separate sets of stats. </p><p>Perhaps you could use D&Ds stats and cut them in two: Physical are "Persona-" Stats, Mental are "Socializing-" Stats?</p><p></p><p>- Dungeons are "out there": Dungeons exist, but they are situated in a realm beyond the normal world. Perhaps its a City-of-doors-solution, perhaps you send your soul & persona into the Abyss while sleeping. Treasure-hunting and experience-gainging is happening as usual.</p><p></p><p>- In the City, the party creates their own network of relationships, dependencies, finding allies and enemies. Much here is roleplay, but this part of the game is supported with a full rulesystem which is not more nor less complex than the combat side of the game. </p><p></p><p></p><p>Etc. pp. </p><p></p><p>Btw, i hope i didn´t come over rude or impatient. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Keefe the Thief, post: 4778310, member: 49552"] And to show what i really wanted to achieve with the thread, i´ll use an example. [U]What D&D could steal from Persona[/U] Stolen from Wikpedia: [I]Shin Megami Tensei is a console role-playing game developed and published by Atlus for Sony's PlayStation 2, and chronologically the sixth installment in the Persona series. Persona 4's gameplay melds traditional console role-playing game and dating simulation elements. The game is played over the course of a school year for the Protagonist. Outside of key events, the Protagonist will attend school, then has the option of either interacting with other students or characters to improve Social Links, spend time at a part-time job or other activities to improve their basic statistics and earn money, or join with other characters to enter the "Midnight Channel", an alternate reality that the Protagonist and other characters can access by passing through television screens and where the game's combat occurs. The player can only perform one or two of these activities each day. Persona 4's timeline is driven by the disappearance of characters from the real world into the Midnight Channel; the player must watch the weather forecast and plan on saving these missing people by the end of a string of rainy days, otherwise the game will be over. Thus, the player must balance the various tasks to improve their strength in combat to be able to rescue the missing character by that time. While in the Midnight Channel, the player explores randomly generated dungeons each dungeon's theme based on the latest victim's fear or secret encountering Shadows and finding treasure while he searches for the missing persons. Combat is based on traditional turn-based combat. The player has the option of assigning tactics for the other party but can also control these characters. [/I] What could be stolen for D&D: - Setting the campaign in a city would be good, then depicting one social environment in which the core gameplay takes place. This kind of play depends heavily on NPCs, so you need a lot of them. Didn´t one of the Waterdeep book have a fully-detailed adventurers quarter with many NPCs? - Using Personas: your PCs physical body doesn´t get stronger in the conventional sense. XP is used to increase the power of your Persona, which does the brute of your fighting in the dungeon reality. Basically, every PC has two "sides": a socializing side for using in relationship-building and for recrouting NPCs to your cause. And a mystical Persona you summon to do battle. Getting people with strong Personas, merging Personas with others to create new Personas is a core part of the game. This is why socializing is so important: find people that help you along in your quest, find people with strong Personas to recruit. There are many ways how you could represent the Personas mechanically - i think i would use "culture packages" (race + stats/skills for socializing) and "class packages" (your Persona & its powers). - This would also neatly separate two parts of play: RP-heavy play in "the city" and combat-heavy play in "the dungeon". This would allow for two kinds of XP-System: RP-XP and Combat-XP are used to increase two separate sets of stats. Perhaps you could use D&Ds stats and cut them in two: Physical are "Persona-" Stats, Mental are "Socializing-" Stats? - Dungeons are "out there": Dungeons exist, but they are situated in a realm beyond the normal world. Perhaps its a City-of-doors-solution, perhaps you send your soul & persona into the Abyss while sleeping. Treasure-hunting and experience-gainging is happening as usual. - In the City, the party creates their own network of relationships, dependencies, finding allies and enemies. Much here is roleplay, but this part of the game is supported with a full rulesystem which is not more nor less complex than the combat side of the game. Etc. pp. Btw, i hope i didn´t come over rude or impatient. :) [/QUOTE]
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