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Roleplaying Mechanics - The Value Test [Mechanics for Roleplaying instead of no mechanics]
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<blockquote data-quote="PerfectPathways" data-source="post: 9460334" data-attributes="member: 7046040"><p>Thank you very much for the feedback! </p><p></p><p>0. Yes - it is intended primarily as a "dilemma engine" that will shape your Character through their choices and actions - it doesn't really matter if you go left or right, but in a moment of crisis, if your Character chooses to save the princess or save the king, that's an interesting choice, and a moment where your Character should go towards whatever they've done so far in their lives.</p><p></p><p></p><p>1. Okay, that's great feedback - is there anything specifically that stands out as hard to parse, or is it the entire document itself? </p><p>1.1 Primarily, Characters going against the grain represents them losing out on a bonus that they previously would have gotten, so they're not as 'strong' as if they had aligned - it's designed to push the Character towards staying true to who they are, but not overtly punish them if they stray too far, or try to change their ways. </p><p></p><p>3.1 This is intentionally designed for a smaller, more focused group - I think more than 4 players is stretching it, but with 5 players who are all locked in on the idea and game could probably make it work. I'll note your feedback on the more examples, I wasn't sure if adding more would essentially "wall-in" possible ways to interpret the different Values.</p><p></p><p>3.2 So, that's sort of my goal: If players see the numbers, and start metagaming, isn't it simple to say that they're roleplaying (be it cardboard cut outs), but they're roleplaying none the less? And shouldn't that be rewarded? I think so, that's what I'm trying to do here. Reward Characters for being Characters. </p><p></p><p>Thank you so much! I'll try to focus in more on that, it was something I wasn't the most sure how to write it out without seeming super restrictive, or too vague. Those are great guidelines, thank you so much!</p></blockquote><p></p>
[QUOTE="PerfectPathways, post: 9460334, member: 7046040"] Thank you very much for the feedback! 0. Yes - it is intended primarily as a "dilemma engine" that will shape your Character through their choices and actions - it doesn't really matter if you go left or right, but in a moment of crisis, if your Character chooses to save the princess or save the king, that's an interesting choice, and a moment where your Character should go towards whatever they've done so far in their lives. 1. Okay, that's great feedback - is there anything specifically that stands out as hard to parse, or is it the entire document itself? 1.1 Primarily, Characters going against the grain represents them losing out on a bonus that they previously would have gotten, so they're not as 'strong' as if they had aligned - it's designed to push the Character towards staying true to who they are, but not overtly punish them if they stray too far, or try to change their ways. 3.1 This is intentionally designed for a smaller, more focused group - I think more than 4 players is stretching it, but with 5 players who are all locked in on the idea and game could probably make it work. I'll note your feedback on the more examples, I wasn't sure if adding more would essentially "wall-in" possible ways to interpret the different Values. 3.2 So, that's sort of my goal: If players see the numbers, and start metagaming, isn't it simple to say that they're roleplaying (be it cardboard cut outs), but they're roleplaying none the less? And shouldn't that be rewarded? I think so, that's what I'm trying to do here. Reward Characters for being Characters. Thank you so much! I'll try to focus in more on that, it was something I wasn't the most sure how to write it out without seeming super restrictive, or too vague. Those are great guidelines, thank you so much! [/QUOTE]
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