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Roleplaying Mechanics - The Value Test [Mechanics for Roleplaying instead of no mechanics]
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<blockquote data-quote="payn" data-source="post: 9460364" data-attributes="member: 90374"><p>That 9.5 font makes my old man eyes sad. Though, I think the design goals section is great and wish the rest of the document was more "chunked" as we communicators like to say. Any time you can get away with bullet points or single sentences, you should do so. Im not saying the entire thing should read like a sushi menu, but its pretty dense in the body as is.</p><p></p><p>Hmm, I see a bit about keeping characters consistent, but what about characters who are not consistent? Im not sure why reinforcing and staying true are things to be rewarded any more than changing with the wind? This was one of the the things folks hate about alignment so much is that mechanical penalties took effect if you didnt stay "true". I understand you are trying to lay a more structured foundation here, but this is where it feels restrictive. </p><p></p><p>I like the Mass Effect video games and how they had the paragon and renegade system. Leaning one way or another opens up interesting options and pathways to follow. Though, its entirely up to the player to choose. Not sure how to translate that into what you are doing, but I think the answer to agency lies somewhere in that example.</p><p></p><p>Thats the rub with a system like this. Folks are going to be begging for the walls to guide them. Its also the big debate D&D has been waging for decades. Hands off the social pillar, or add mechanics to aid roleplaying? Seems you are trying to bridge the gap. Speaking of which, is this sytem meant to be largely narrative? Is this values system the be all of it? Or will there be a detailed section on combat and equipment, etc..?</p><p></p><p>Well, I think there is a difference between a caricature and a character. Latter is nuanced and complex, the former is simple and predictable. Though, that philosophy and debate is an old one. For example, I dont like experience points. I feel like they dictate behavior and decision making to the point the game becomes purely mechanical and meta. So, I prefer a more ambiguous free flowing system. For example, having rules on how to pick locks and sneak around tell me what the rogue tool kit is. I dont need the mechanics to tell me to do those things to achieve advancement of my character. I leave that up to resolving the adventure itself as my milestone. </p><p></p><p>That is to say I know folks who cant enjoy the game as a player without those mechanical guiderails. So, its a matter of taste, and definitely something to highlight in your document. I think a designer revealing the concepts nakedly is one of the top priorities they should have.</p></blockquote><p></p>
[QUOTE="payn, post: 9460364, member: 90374"] That 9.5 font makes my old man eyes sad. Though, I think the design goals section is great and wish the rest of the document was more "chunked" as we communicators like to say. Any time you can get away with bullet points or single sentences, you should do so. Im not saying the entire thing should read like a sushi menu, but its pretty dense in the body as is. Hmm, I see a bit about keeping characters consistent, but what about characters who are not consistent? Im not sure why reinforcing and staying true are things to be rewarded any more than changing with the wind? This was one of the the things folks hate about alignment so much is that mechanical penalties took effect if you didnt stay "true". I understand you are trying to lay a more structured foundation here, but this is where it feels restrictive. I like the Mass Effect video games and how they had the paragon and renegade system. Leaning one way or another opens up interesting options and pathways to follow. Though, its entirely up to the player to choose. Not sure how to translate that into what you are doing, but I think the answer to agency lies somewhere in that example. Thats the rub with a system like this. Folks are going to be begging for the walls to guide them. Its also the big debate D&D has been waging for decades. Hands off the social pillar, or add mechanics to aid roleplaying? Seems you are trying to bridge the gap. Speaking of which, is this sytem meant to be largely narrative? Is this values system the be all of it? Or will there be a detailed section on combat and equipment, etc..? Well, I think there is a difference between a caricature and a character. Latter is nuanced and complex, the former is simple and predictable. Though, that philosophy and debate is an old one. For example, I dont like experience points. I feel like they dictate behavior and decision making to the point the game becomes purely mechanical and meta. So, I prefer a more ambiguous free flowing system. For example, having rules on how to pick locks and sneak around tell me what the rogue tool kit is. I dont need the mechanics to tell me to do those things to achieve advancement of my character. I leave that up to resolving the adventure itself as my milestone. That is to say I know folks who cant enjoy the game as a player without those mechanical guiderails. So, its a matter of taste, and definitely something to highlight in your document. I think a designer revealing the concepts nakedly is one of the top priorities they should have. [/QUOTE]
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