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How would you adjudicate these?(totally writerblocked, please help)
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<blockquote data-quote="SnowDog" data-source="post: 1226636" data-attributes="member: 2225"><p>Sounds like some cool ideas going back and forth here. You'll have to let us know how it comes out, if you go anywhere with it. I think splitting up the hacking into various "schools" will give you a lot of mileage, assuming you can do the up-front work to break them up well. That way your characters will be unique. You can have someone who is really good at one kind of hacking, or someone who dabbles in all of it.</p><p></p><p>My ideas are definitely influenced by Mage: The Ascension, where using magic in obvious ways sets up situations where reality backlashes against you, but if you use it in ways that look coincidental or plausible, you can get away with more.</p><p></p><p>I think there are some cool ways to work that idea in with your hacking system. Subtle hacks are more likely to go undetected for longer, letting your players get more use out of them. A hack that makes your character one-hit-kill the toughest bosses will work once, and then incur a serious backlash.</p><p></p><p>I also think you can look to these more free-flowing magic systems for inspiration in terms of game balance and making sure your "hacking schools" are somewhat balanced with respect to each other.</p><p></p><p>I agree with the suggestion that you might have to look at the dual-persona thing -- you've got the person behind the wheel and the character in the hackable game world. You should decide early on how you want to handle that -- is this more like The Matrix where there's a strong one-to-one correspondence, or is it more video-gamey, where if my Wizard dies I can load up my alternate character, a Fighter?</p><p></p><p>Another thing you might have to worry about if you're going with the video-gamey feel is keeping it serious for your players. What's the motivation? Unless, of course, you're going for a more campy lighthearted feel. But if you want any serious emotional involvement from the players in the game you might have to make it stand for something more. There has to be a game within your game (within the game). You're not just controlling toons in a MMORPG; there's something else going on.</p></blockquote><p></p>
[QUOTE="SnowDog, post: 1226636, member: 2225"] Sounds like some cool ideas going back and forth here. You'll have to let us know how it comes out, if you go anywhere with it. I think splitting up the hacking into various "schools" will give you a lot of mileage, assuming you can do the up-front work to break them up well. That way your characters will be unique. You can have someone who is really good at one kind of hacking, or someone who dabbles in all of it. My ideas are definitely influenced by Mage: The Ascension, where using magic in obvious ways sets up situations where reality backlashes against you, but if you use it in ways that look coincidental or plausible, you can get away with more. I think there are some cool ways to work that idea in with your hacking system. Subtle hacks are more likely to go undetected for longer, letting your players get more use out of them. A hack that makes your character one-hit-kill the toughest bosses will work once, and then incur a serious backlash. I also think you can look to these more free-flowing magic systems for inspiration in terms of game balance and making sure your "hacking schools" are somewhat balanced with respect to each other. I agree with the suggestion that you might have to look at the dual-persona thing -- you've got the person behind the wheel and the character in the hackable game world. You should decide early on how you want to handle that -- is this more like The Matrix where there's a strong one-to-one correspondence, or is it more video-gamey, where if my Wizard dies I can load up my alternate character, a Fighter? Another thing you might have to worry about if you're going with the video-gamey feel is keeping it serious for your players. What's the motivation? Unless, of course, you're going for a more campy lighthearted feel. But if you want any serious emotional involvement from the players in the game you might have to make it stand for something more. There has to be a game within your game (within the game). You're not just controlling toons in a MMORPG; there's something else going on. [/QUOTE]
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How would you adjudicate these?(totally writerblocked, please help)
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