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<blockquote data-quote="Campbell" data-source="post: 7012994" data-attributes="member: 16586"><p>It's hard to answer this question in lieu of any specific design goals. Since we're talking about role playing games here I'm going to assume we have character sheets that represent characters in the fiction. When resolving what happens in the game we can do one of three things:</p><p></p><ul> <li data-xf-list-type="ul">Fortune - Use a random element to decide what happens. This can be influenced by some numbers on the character sheet. Typical skill or attribute checks are the prime example here.</li> <li data-xf-list-type="ul">Value Comparison - We compare two numbers and one wins out. This is how we determine what happens in games like Amber Diceless Roleplaying. Another example is while hp are greater than 0, your character is conscious and can act,</li> <li data-xf-list-type="ul">Somebody decides what happens. The game gives a player or GM the authority to determine what happens in the fiction. Sometimes they will take into consideration some values on a character sheet. Other times they will not. </li> </ul><p></p><p>So a character sheet can include values, qualitative info and permissions. Values can be compared, or alter some randomizer. A permission is just some element that let's a player dictate something in the fiction - basically exception based rules like Feats and Spells in D&D, Charms in Exalted, or Moves in Apocalypse World. Qualitative Info is everything else on the character sheet - it may or may not interact with other rules in the game, but will reflect something in the fiction.What you want on the character sheet is going to depend on the game and what it is trying to accomplish.</p><p></p><p>I'll have more thoughts later.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7012994, member: 16586"] It's hard to answer this question in lieu of any specific design goals. Since we're talking about role playing games here I'm going to assume we have character sheets that represent characters in the fiction. When resolving what happens in the game we can do one of three things: [LIST] [*]Fortune - Use a random element to decide what happens. This can be influenced by some numbers on the character sheet. Typical skill or attribute checks are the prime example here. [*]Value Comparison - We compare two numbers and one wins out. This is how we determine what happens in games like Amber Diceless Roleplaying. Another example is while hp are greater than 0, your character is conscious and can act, [*]Somebody decides what happens. The game gives a player or GM the authority to determine what happens in the fiction. Sometimes they will take into consideration some values on a character sheet. Other times they will not. [/LIST] So a character sheet can include values, qualitative info and permissions. Values can be compared, or alter some randomizer. A permission is just some element that let's a player dictate something in the fiction - basically exception based rules like Feats and Spells in D&D, Charms in Exalted, or Moves in Apocalypse World. Qualitative Info is everything else on the character sheet - it may or may not interact with other rules in the game, but will reflect something in the fiction.What you want on the character sheet is going to depend on the game and what it is trying to accomplish. I'll have more thoughts later. [/QUOTE]
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