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RPG Design - Resolution system
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<blockquote data-quote="Quickleaf" data-source="post: 8783643" data-attributes="member: 20323"><p>There's a concept that Shawn Merwin & James Haeck discuss called "unity of effect" - they're borrowing from Edgar Allen Poe, and translating the idea that all the narrative, all the writing, the layout, and the game system should serve your design intent around the experience you want players to have.</p><p></p><p>For instance, I wrote a fun little one-page RPG called "Nine Whiskers in Juarez" about deputized cats facing off against villains in the Old West. Originally I had it as a dice pool d6 system, but then I realized that I could achieve better unity of effect by having the central mechanic be dice poker. Because that feels more "Old West", which is the tone I wanted to evoke, and creates a bit more tension in the bidding process where there's the risk of "busting" which feels more like cats pushing their luck.</p><p></p><p>For your purposes – whether resource management is a big gritty deal – a depleting dice pool or a d6 ammunition/resource depletion mechanic would serve you well.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8783643, member: 20323"] There's a concept that Shawn Merwin & James Haeck discuss called "unity of effect" - they're borrowing from Edgar Allen Poe, and translating the idea that all the narrative, all the writing, the layout, and the game system should serve your design intent around the experience you want players to have. For instance, I wrote a fun little one-page RPG called "Nine Whiskers in Juarez" about deputized cats facing off against villains in the Old West. Originally I had it as a dice pool d6 system, but then I realized that I could achieve better unity of effect by having the central mechanic be dice poker. Because that feels more "Old West", which is the tone I wanted to evoke, and creates a bit more tension in the bidding process where there's the risk of "busting" which feels more like cats pushing their luck. For your purposes – whether resource management is a big gritty deal – a depleting dice pool or a d6 ammunition/resource depletion mechanic would serve you well. [/QUOTE]
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