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<blockquote data-quote="mmadsen" data-source="post: 3311838" data-attributes="member: 1645"><p>A number of games introduce a cool mechanic (or meta-mechanic) that can be used in other games without too much work.</p><p></p><p>For instance, <em>Ars Magica</em> introduced the notion of <strong>troupe play</strong>, where each player has multiple characters of different power levels and plays one of them each session.</p><p></p><p><em>Buffy the Vampire Slayer</em> took the idea of <strong>drama points</strong> and added a twist: weaker, "supporting cast" characters get more drama points than powerful characters like the Slayer.</p><p></p><p><em>Pendragon</em> introduced stats for personality traits, in opposed <strong>trait pairs</strong>: <p style="margin-left: 20px">Chaste / Lustful</p> <p style="margin-left: 20px">Energetic / Lazy</p> <p style="margin-left: 20px">Forgiving / Vengeful</p> <p style="margin-left: 20px">Generous / Selfish</p> <p style="margin-left: 20px">Honest / Deceitful</p> <p style="margin-left: 20px">Just / Arbitrary</p> <p style="margin-left: 20px">Merciful / Cruel</p> <p style="margin-left: 20px">Modest / Proud</p> <p style="margin-left: 20px">Pious / Worldly</p> <p style="margin-left: 20px">Prudent / Reckless</p> <p style="margin-left: 20px">Temperate / Indulgent</p> <p style="margin-left: 20px">Trusting / Suspicious</p> <p style="margin-left: 20px">Valorous / Cowardly</p><p>These stats can be used <em>descriptively</em>, to reflect how a character has acted, or <em>prescriptive</em>, to determine how a character should act. Characters with high (or low) enough scores in the right traits can gain bonuses for being, for instance, a good Christian knight.</p><p></p><p>Also, between adventures, <em>Pendragon</em> characters go through a <strong>winter phase</strong>, during which they age, advance their personal lives (court a lady, marry, sire heirs), maintain their lands, etc.</p><p></p><p><em>Champions</em> introduced the idea of separating <strong>special effects</strong> from game mechanics. It doesn't matter what kind of <em>energy blast</em> your superhero uses -- fire, mutant eye beams, magical bolts -- under the hood, the game relies on the same basic mechanics.</p><p></p><p><em>Feng Shui</em> espouses the notion that the game should encourage, rather than discourage, "cool" actions, so <strong>stunts</strong> suffer no penalties for difficulty.</p><p></p><p><em>Feng Shui</em> also suggests plotting your game to include <strong>three action sequences</strong> in "awesome" locales and to think up a short list of <strong>cool things that could happen</strong> at each location -- bits of the scenery that might explode, good spots for people to fall down from, stuff that can be picked up and thrown, etc.</p><p></p><p><em>Sorcerer</em> recommends that every character start with a <strong>kicker</strong>, something that just happened (before the start of play) to kick the character into action.</p><p></p><p>In <em>The Shadow of Yesterday</em>, characters have <strong>keys</strong> -- motivations, problems, connections, duties, and loyalties -- and are rewarded (with experience points) for acting on them. Further, a character can earn a particularly large one-time reward with a <strong>buyoff</strong> -- acting opposite the key and giving it up forever.</p><p></p><p>In <em>D&D</em>, a player can <strong>Take 10</strong> on a d20 roll, automatically succeeding at easy enough tasks without risking a die roll. Also, a player can <strong>Take 20</strong> on a d20 roll for an action with no negative consequences, rather than rolling the die repeated until a natural 20 occurs.</p><p></p><p>In <em>Stormbringer</em>, each character begins play with a single <strong>trinket of personal significance</strong>.</p><p></p><p><em>Unknown Armies</em> introduces multiple <strong>madness meters</strong> -- Violence, Unnatural, Helplessness, Isolation, and Self -- for different kinds of mental trauma. Failing a <em>stress check</em> forces a character to <em>fight</em>, <em>fly</em>, or <em>freeze</em> while accumulating a <em>failed</em> point on that meter; 5 failed points means temporary insanity. Succeeding at a stress check forces a character to accumulate a <em>hardened</em> point; 10 hardened points mean the character has become a cold-blooded sociopath.</p><p></p><p>In <em>7th Sea</em>, disadvantages grant bonuses only when triggered, not at character creation.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 3311838, member: 1645"] A number of games introduce a cool mechanic (or meta-mechanic) that can be used in other games without too much work. For instance, [i]Ars Magica[/i] introduced the notion of [b]troupe play[/b], where each player has multiple characters of different power levels and plays one of them each session. [i]Buffy the Vampire Slayer[/i] took the idea of [b]drama points[/b] and added a twist: weaker, "supporting cast" characters get more drama points than powerful characters like the Slayer. [i]Pendragon[/i] introduced stats for personality traits, in opposed [b]trait pairs[/b]: [Indent]Chaste / Lustful Energetic / Lazy Forgiving / Vengeful Generous / Selfish Honest / Deceitful Just / Arbitrary Merciful / Cruel Modest / Proud Pious / Worldly Prudent / Reckless Temperate / Indulgent Trusting / Suspicious Valorous / Cowardly[/Indent]These stats can be used [i]descriptively[/i], to reflect how a character has acted, or [i]prescriptive[/i], to determine how a character should act. Characters with high (or low) enough scores in the right traits can gain bonuses for being, for instance, a good Christian knight. Also, between adventures, [i]Pendragon[/i] characters go through a [b]winter phase[/b], during which they age, advance their personal lives (court a lady, marry, sire heirs), maintain their lands, etc. [i]Champions[/i] introduced the idea of separating [b]special effects[/b] from game mechanics. It doesn't matter what kind of [i]energy blast[/i] your superhero uses -- fire, mutant eye beams, magical bolts -- under the hood, the game relies on the same basic mechanics. [i]Feng Shui[/i] espouses the notion that the game should encourage, rather than discourage, "cool" actions, so [b]stunts[/b] suffer no penalties for difficulty. [i]Feng Shui[/i] also suggests plotting your game to include [b]three action sequences[/b] in "awesome" locales and to think up a short list of [B]cool things that could happen[/B] at each location -- bits of the scenery that might explode, good spots for people to fall down from, stuff that can be picked up and thrown, etc. [i]Sorcerer[/i] recommends that every character start with a [b]kicker[/b], something that just happened (before the start of play) to kick the character into action. In [i]The Shadow of Yesterday[/i], characters have [b]keys[/b] -- motivations, problems, connections, duties, and loyalties -- and are rewarded (with experience points) for acting on them. Further, a character can earn a particularly large one-time reward with a [b]buyoff[/b] -- acting opposite the key and giving it up forever. In [i]D&D[/i], a player can [b]Take 10[/b] on a d20 roll, automatically succeeding at easy enough tasks without risking a die roll. Also, a player can [b]Take 20[/b] on a d20 roll for an action with no negative consequences, rather than rolling the die repeated until a natural 20 occurs. In [i]Stormbringer[/i], each character begins play with a single [b]trinket of personal significance[/b]. [i]Unknown Armies[/i] introduces multiple [b]madness meters[/b] -- Violence, Unnatural, Helplessness, Isolation, and Self -- for different kinds of mental trauma. Failing a [i]stress check[/i] forces a character to [i]fight[/i], [i]fly[/i], or [i]freeze[/i] while accumulating a [i]failed[/i] point on that meter; 5 failed points means temporary insanity. Succeeding at a stress check forces a character to accumulate a [i]hardened[/i] point; 10 hardened points mean the character has become a cold-blooded sociopath. In [i]7th Sea[/i], disadvantages grant bonuses only when triggered, not at character creation. [/QUOTE]
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