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New Game Mechanics for Custom RPG (is it Lame?)
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<blockquote data-quote="Kuld" data-source="post: 7630224" data-attributes="member: 28351"><p>Thank you very much. That was exactly what I was looking for. </p><p></p><p>The ambiguity of the stats did stem from my trying to make everything symmetrical, and make all three tiers of attributes equal in importance, i.e. valuable and vulnerable (necessary and at risk). The idea for this system is pretty much equal parts Star Trek, Ancient Aliens, New-Age Mysticism, intrigue and espionage, and contemporary extraterrestrial conspiracy theories (and all this pretty much because my son unequivocally refuses to play Star Trek Adventures). </p><p></p><p>Physical attributes need little consideration due to how common-sense and ubiquitous they tend to be. But I was trying to create similar mental capacities and of course spiritual ones (difficult to even define, let alone quantify). But I do now see the difficulty with acuity and intuition. I do personally see them as different, based on my experience, but it may be too difficult for me to articulate, let alone expect others to be able to distinguish between them in a game. </p><p>The same goes for what qualifies as a 'spiritual' attribute. I definitely agree that presence and will, and even empathy are often considered mental capacities, often directly associated with agency, and can also be both learned and unlearned to a degree.. So, it definitely makes sense to see them that way (and as you said, I think they are also identifiable morph. regions of the brain). </p><p></p><p>But if you did want to somehow distinguish between mental and spiritual capacities--mainly because of story or narrative reasons--how would you accomplish it? The best I could come up with, I guess, was distinguishing them essentially between the "smarts" and the "feels." This does seem to be a convention of the "new-age" thought (which I was actually trying to capture) at least how it is largely presented. The difference between intellect and personality, between rationality and psychology, are perhaps impossible to quantify in any meaningful way for the purposes of a game mechanic. But what is acceptable? If it rarely results in fun, then I will definitely need to avoid it. <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>I did "intuitively' know that something was wrong with these mechanics. ;-) </p><p></p><p>They just didn't feel quite right. Thank you much for your reply. I have a lot to think about!</p></blockquote><p></p>
[QUOTE="Kuld, post: 7630224, member: 28351"] Thank you very much. That was exactly what I was looking for. The ambiguity of the stats did stem from my trying to make everything symmetrical, and make all three tiers of attributes equal in importance, i.e. valuable and vulnerable (necessary and at risk). The idea for this system is pretty much equal parts Star Trek, Ancient Aliens, New-Age Mysticism, intrigue and espionage, and contemporary extraterrestrial conspiracy theories (and all this pretty much because my son unequivocally refuses to play Star Trek Adventures). Physical attributes need little consideration due to how common-sense and ubiquitous they tend to be. But I was trying to create similar mental capacities and of course spiritual ones (difficult to even define, let alone quantify). But I do now see the difficulty with acuity and intuition. I do personally see them as different, based on my experience, but it may be too difficult for me to articulate, let alone expect others to be able to distinguish between them in a game. The same goes for what qualifies as a 'spiritual' attribute. I definitely agree that presence and will, and even empathy are often considered mental capacities, often directly associated with agency, and can also be both learned and unlearned to a degree.. So, it definitely makes sense to see them that way (and as you said, I think they are also identifiable morph. regions of the brain). But if you did want to somehow distinguish between mental and spiritual capacities--mainly because of story or narrative reasons--how would you accomplish it? The best I could come up with, I guess, was distinguishing them essentially between the "smarts" and the "feels." This does seem to be a convention of the "new-age" thought (which I was actually trying to capture) at least how it is largely presented. The difference between intellect and personality, between rationality and psychology, are perhaps impossible to quantify in any meaningful way for the purposes of a game mechanic. But what is acceptable? If it rarely results in fun, then I will definitely need to avoid it. :-) I did "intuitively' know that something was wrong with these mechanics. ;-) They just didn't feel quite right. Thank you much for your reply. I have a lot to think about! [/QUOTE]
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