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RPGing via Billy Bragg?
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<blockquote data-quote="chaochou" data-source="post: 8801397" data-attributes="member: 99817"><p>HeroWars has a sophisticated framework. One mechanic, not frequently discussed, is that community support (or opposition) for a magical ritual provides a modifier. And why would anyone be performing a magic ritual? Usually to empower a quest or goal.</p><p></p><p>For example, a character that decided they were going to confront the broo shaman plagueing the outlying farmlands could call on the community for help - maybe they want an arming ritual, or a hunting ritual, or a warding from disease ritual. The character's rune affiliations and scores, their relationship scores with the townsfolk and communities, and their own personal strengths and weaknesses would drive what they might want and what level of support they could get.</p><p></p><p>The number of people supporting a ritual changes its power. Get 16 people supporting your ritual, you maybe get a +6, get 10,000 offering extraordinary support for your ritual, you get a +50.</p><p></p><p>So there's an interaction here between player-driven goals, clear player-facing mechanics to describe your relationships with individuals and communities, and clear player-facing mechanics describing the impact of community support on your ability to act and succeed.</p><p></p><p>The result is that characters in HeroWars can reliably describe how they want to lead, change, and be empowered by their community while the players get a clear mechanical process for how that is resolved. Heroism becomes an extension of communities - hence the HeroWars - rather than a seperate endeavour for Mary Sue, murder hobo loners.</p></blockquote><p></p>
[QUOTE="chaochou, post: 8801397, member: 99817"] HeroWars has a sophisticated framework. One mechanic, not frequently discussed, is that community support (or opposition) for a magical ritual provides a modifier. And why would anyone be performing a magic ritual? Usually to empower a quest or goal. For example, a character that decided they were going to confront the broo shaman plagueing the outlying farmlands could call on the community for help - maybe they want an arming ritual, or a hunting ritual, or a warding from disease ritual. The character's rune affiliations and scores, their relationship scores with the townsfolk and communities, and their own personal strengths and weaknesses would drive what they might want and what level of support they could get. The number of people supporting a ritual changes its power. Get 16 people supporting your ritual, you maybe get a +6, get 10,000 offering extraordinary support for your ritual, you get a +50. So there's an interaction here between player-driven goals, clear player-facing mechanics to describe your relationships with individuals and communities, and clear player-facing mechanics describing the impact of community support on your ability to act and succeed. The result is that characters in HeroWars can reliably describe how they want to lead, change, and be empowered by their community while the players get a clear mechanical process for how that is resolved. Heroism becomes an extension of communities - hence the HeroWars - rather than a seperate endeavour for Mary Sue, murder hobo loners. [/QUOTE]
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