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Meta-Mechanics Worth Stealing
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3311949" data-attributes="member: 22882"><p>The character creation system from <em>Spirit of the Century</em>; each player creates a character by coming up with some basic genre-appropriate traits (similar to Shadow of Yesterday's keys) and then fleshes out his character by coming up with the title and premise of a pulp novel the PC starred in - as well as guest-starring in other PCs' books or series prior to the start of the game.</p><p></p><p><strong>Patience</strong>, from <em>Super Console</em>, is a *brilliant* metagame mechanic. Basically, each player starts with a pool of Patience and may expend it to achieve a variety of effects (such as searching every nook and cranny of cleaned-out dungeon, fighting a no-threat mook battle, or solving a puzzle) that would otherwise take time with little gameplay component; in SC itself, it actually allows you to level up, but that's because it's a 75-level system rather than 20-level like d20. Not only does it speed up gameplay, it tells you exactly what the players are/aren't interested in!</p><p></p><p>Also, I don't really think you can call <em>Champions</em>' effects-based mechanics a 'meta-mechanic' in the same sense as these others. It's a design philosophy that has to be implemented from the ground up, not something you can bolt onto an existing system.</p><p></p><p>Another that would be hard to bolt on after the fact, though less so than the principles of the HERO system, is the way conflict is escalated in <em>Dogs in the Vineyard</em>: the player chooses how much risk he wants to put his character in/how important a given conflict is to him, but gets greater effects if he 'bids' higher consequences.</p><p></p><p>EDIT: Removed redundant bits, added more.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3311949, member: 22882"] The character creation system from [I]Spirit of the Century[/I]; each player creates a character by coming up with some basic genre-appropriate traits (similar to Shadow of Yesterday's keys) and then fleshes out his character by coming up with the title and premise of a pulp novel the PC starred in - as well as guest-starring in other PCs' books or series prior to the start of the game. [B]Patience[/B], from [I]Super Console[/I], is a *brilliant* metagame mechanic. Basically, each player starts with a pool of Patience and may expend it to achieve a variety of effects (such as searching every nook and cranny of cleaned-out dungeon, fighting a no-threat mook battle, or solving a puzzle) that would otherwise take time with little gameplay component; in SC itself, it actually allows you to level up, but that's because it's a 75-level system rather than 20-level like d20. Not only does it speed up gameplay, it tells you exactly what the players are/aren't interested in! Also, I don't really think you can call [I]Champions[/I]' effects-based mechanics a 'meta-mechanic' in the same sense as these others. It's a design philosophy that has to be implemented from the ground up, not something you can bolt onto an existing system. Another that would be hard to bolt on after the fact, though less so than the principles of the HERO system, is the way conflict is escalated in [I]Dogs in the Vineyard[/I]: the player chooses how much risk he wants to put his character in/how important a given conflict is to him, but gets greater effects if he 'bids' higher consequences. EDIT: Removed redundant bits, added more. [/QUOTE]
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