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[Game Design] Do the Stats in Your Fave "Hang Together"
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<blockquote data-quote="Shallown" data-source="post: 1694677" data-attributes="member: 1368"><p>Mythus</p><p></p><p>To clarify, is there a scheme behind your stats? Are they part of a coherent whole, or were they included because it looked right? Is there a method to the madness?</p><p></p><p></p><p>A scheme in the sense that I tried to provide stats that in general would define most anyone/thing. They weren't designed with any sense of symmetry since most designs like that tend to be forced and artificial. I think DC heroes/MEGS is one of the few that comes to mind as working with that symmetry. To be honest this system has evolved and changed over the years and therefore has some more archaic ideas, as far as system design goes, in it. I designed it to define a fantasy world closer to novels I have read than high fantasy. </p><p></p><p>They are coherent and part of the system and also Look right. It really becomes a matter of opinion in games as to what should be a stat. </p><p></p><p>I wanted stats to do a few things.</p><p></p><p>Not replace role playing. So that is why there is Willpower and not wisdom. Common sense level in a character is more roleplaying than numerical. Interaction is defined as how your character acts when your not roleplaying them. It is your day to day every minute being. So you can roleplay brilliantly for a little while but you can't always be "on" if you have a low interaction. </p><p></p><p>Be broad enough not to have a million of them. I didn't want 10-15 stats as I have seen in some games. Sometimes simplicity is its own reward. I tried to pair them down to what I needed defined in the game to make it as realistic as I needed it. This is one reason interaction is present. I needed a stat to define things in the game about the character and even though you can forgoe having it if you are a charismatic player how do you create a charismatic character for a non charismatic player. I needed interaction for that. You could say I did the same with intelligence which also served to explain/define what the character knows about his world that the player does not know about the characters world. </p><p></p><p>If I designed a system from the ground up or for a different genre then I would use different stats. I have systems with 4 stats and some with 12. depends on what the genre needs defined and measurable about the characters and their world.</p><p></p><p>Okay did I ramble or actually answer your question? <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><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1694677, member: 1368"] Mythus To clarify, is there a scheme behind your stats? Are they part of a coherent whole, or were they included because it looked right? Is there a method to the madness? A scheme in the sense that I tried to provide stats that in general would define most anyone/thing. They weren't designed with any sense of symmetry since most designs like that tend to be forced and artificial. I think DC heroes/MEGS is one of the few that comes to mind as working with that symmetry. To be honest this system has evolved and changed over the years and therefore has some more archaic ideas, as far as system design goes, in it. I designed it to define a fantasy world closer to novels I have read than high fantasy. They are coherent and part of the system and also Look right. It really becomes a matter of opinion in games as to what should be a stat. I wanted stats to do a few things. Not replace role playing. So that is why there is Willpower and not wisdom. Common sense level in a character is more roleplaying than numerical. Interaction is defined as how your character acts when your not roleplaying them. It is your day to day every minute being. So you can roleplay brilliantly for a little while but you can't always be "on" if you have a low interaction. Be broad enough not to have a million of them. I didn't want 10-15 stats as I have seen in some games. Sometimes simplicity is its own reward. I tried to pair them down to what I needed defined in the game to make it as realistic as I needed it. This is one reason interaction is present. I needed a stat to define things in the game about the character and even though you can forgoe having it if you are a charismatic player how do you create a charismatic character for a non charismatic player. I needed interaction for that. You could say I did the same with intelligence which also served to explain/define what the character knows about his world that the player does not know about the characters world. If I designed a system from the ground up or for a different genre then I would use different stats. I have systems with 4 stats and some with 12. depends on what the genre needs defined and measurable about the characters and their world. Okay did I ramble or actually answer your question? :) later [/QUOTE]
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