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<blockquote data-quote="doctorhook" data-source="post: 4787769" data-attributes="member: 58401"><p>Personally, I think you might have the most luck by creating your own game for this purpose. This way, you can start with something dirt-simple (and I mean SIMPLE!) and expose players/clients to progressively more complex elements as need be. Probably the last thing you want is for clients (or your dissertation) to get eff'd up by <strong>any</strong> confusing or frustrating rules.</p><p></p><p>Some suggestions as a starting point:</p><ul> <li data-xf-list-type="ul">Turn hit points into something tangible, like a stack of ten red poker chips.</li> <li data-xf-list-type="ul">(In fact, you might be able to use poker chips to represent a number of things, like a "mana" or "strength" mechanic, or as a form of action point.)</li> <li data-xf-list-type="ul">Start with very few stats to represent the most basic character types. I'm imagining three to five stats: health, strength, magic, and possibly a "miscellaneous"/action point stat.</li> <li data-xf-list-type="ul">Don't include social stats to begin with. If you want to have players use a persona separate from their own, have predesigned "personalities" for the character to have, rather than relying upon an abstraction to represent a personality. (For example, have a "brave" personality, a "loyal" personality, and a "compassionate" personality, for starters. The simpler, the better.)</li> <li data-xf-list-type="ul">Use d6s to begin with; they're common, simple to use, and familiar to everyone. When the DM is making rolls, make them in front of the players; you don't want clients to think you're being unfair.</li> <li data-xf-list-type="ul">If you're going to include magical powers, again, keep it simple. Have an "attack" power, a "defence" power, and two or three "utility" powers, each with very specific capacities. (For example, utility A can make an object that you can carry fly for one turn; utility B can make up to one man-sized object invisible.) Let the player describe the appearance of the effect. </li> <li data-xf-list-type="ul">Introduce new, more complex game elements (perhaps ripped straight from other games) as the player becomes more comfortable with the concept of roleplaying.</li> </ul><p></p><p>IMHO, by using a game with as few and as simple mechanics as possible, you'll be able to have more direct interactions with the players.</p><p></p><p>I have no idea whether or not my suggestions here are the least bit helpful to you, but hopefully they are. Best of luck to you with your dissertation!</p></blockquote><p></p>
[QUOTE="doctorhook, post: 4787769, member: 58401"] Personally, I think you might have the most luck by creating your own game for this purpose. This way, you can start with something dirt-simple (and I mean SIMPLE!) and expose players/clients to progressively more complex elements as need be. Probably the last thing you want is for clients (or your dissertation) to get eff'd up by [b]any[/b] confusing or frustrating rules. Some suggestions as a starting point: [list] [*]Turn hit points into something tangible, like a stack of ten red poker chips. [*](In fact, you might be able to use poker chips to represent a number of things, like a "mana" or "strength" mechanic, or as a form of action point.) [*]Start with very few stats to represent the most basic character types. I'm imagining three to five stats: health, strength, magic, and possibly a "miscellaneous"/action point stat. [*]Don't include social stats to begin with. If you want to have players use a persona separate from their own, have predesigned "personalities" for the character to have, rather than relying upon an abstraction to represent a personality. (For example, have a "brave" personality, a "loyal" personality, and a "compassionate" personality, for starters. The simpler, the better.) [*]Use d6s to begin with; they're common, simple to use, and familiar to everyone. When the DM is making rolls, make them in front of the players; you don't want clients to think you're being unfair. [*]If you're going to include magical powers, again, keep it simple. Have an "attack" power, a "defence" power, and two or three "utility" powers, each with very specific capacities. (For example, utility A can make an object that you can carry fly for one turn; utility B can make up to one man-sized object invisible.) Let the player describe the appearance of the effect. [*]Introduce new, more complex game elements (perhaps ripped straight from other games) as the player becomes more comfortable with the concept of roleplaying. [/list] IMHO, by using a game with as few and as simple mechanics as possible, you'll be able to have more direct interactions with the players. I have no idea whether or not my suggestions here are the least bit helpful to you, but hopefully they are. Best of luck to you with your dissertation! [/QUOTE]
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