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Timmy, Johnny, & Spike - Rules for different types of players
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<blockquote data-quote="Ainamacar" data-source="post: 5617823" data-attributes="member: 70709"><p>On the contrary, my usual preference is for crunchy strategic/tactical games, where a strong narrative is an emergent property. I think the reason I'm having trouble is that I'm trying to spin ideas for the Timmy, and I'm not really one. Here's my tension:</p><p>1) It's relatively easy to think of concepts that directly manipulate the drama and narrative, but developing them is difficult for me since that is not my preferred play style. I need an "Aha!" moment to develop the idea mechanically in a way that would satisfy me. Such a thing would be much easier if I were a Timmy.</p><p>2) Writing good rules that aren't specifically narrative based but lead to strong emergent narrative outcomes is inherently difficult. (IMHO) I need an "Aha!" idea before it can be developed.</p><p>I say all this while eagerly waiting to start a FATE campaign, as you know, so perhaps my tastes are changing. I think it's more likely I just want a little diversity right now.</p><p></p><p></p><p></p><p>My question for your endurance idea is how it serves the Timmy? It's possible I'm being dense here. Does being low on endurance open up new possibilities for the player? In an earlier thread I suggested a "desperation" concept that might give players a reason to push onward even if the DM was perfectly OK with letting them rest. In short, as PCs run low on resources (say endurance/healing surges/hero points/whatever) using those or other resources actually provides greater benefits than it otherwise would. Maybe even at-will abilities are enhanced. Either way, the party is simultaneously in a more dangerous situation, but are themselves more dangerous, or at least interestingly different. I see this as a more interesting "cure" to the 15-minute adventuring day than relying solely on the DM to push them along, while also avoiding the IMHO uninteresting solution of just making pretty much every resource encounter-based. Many computer strategy games have the "just one more turn" addictive quality. I'd like to encourage a "just one more encounter before we rest" feel. The tactics of earlier encounters and later ones should change, but both need to be fun. That is the largest challenge. In any case, this is on a larger scale than the Timmy choosing to do something awesome in the middle of combat, although the Timmy may be in favor of pressing onward after each battle since it provides greater opportunity to do the most dramatic things later.</p><p></p><p>In my homebrew game we use a momentum system during encounters (combat or otherwise): the better you're doing at whatever you choose to do, the more momentum you gain to be better in the future. The math of these particular rules introduces an interesting tension: spending momentum quickly generally lets you use more of it over the course of a fight, but you also tend to have less on hand at any given moment, while the biggest effects in the system encourage or require high momentum, but you really have to exercise some restraint to get there. This really works for my style of play, and it could work for the Timmy, but I'm not totally convinced about that.</p><p></p><p>Thanks for you thoughts.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5617823, member: 70709"] On the contrary, my usual preference is for crunchy strategic/tactical games, where a strong narrative is an emergent property. I think the reason I'm having trouble is that I'm trying to spin ideas for the Timmy, and I'm not really one. Here's my tension: 1) It's relatively easy to think of concepts that directly manipulate the drama and narrative, but developing them is difficult for me since that is not my preferred play style. I need an "Aha!" moment to develop the idea mechanically in a way that would satisfy me. Such a thing would be much easier if I were a Timmy. 2) Writing good rules that aren't specifically narrative based but lead to strong emergent narrative outcomes is inherently difficult. (IMHO) I need an "Aha!" idea before it can be developed. I say all this while eagerly waiting to start a FATE campaign, as you know, so perhaps my tastes are changing. I think it's more likely I just want a little diversity right now. My question for your endurance idea is how it serves the Timmy? It's possible I'm being dense here. Does being low on endurance open up new possibilities for the player? In an earlier thread I suggested a "desperation" concept that might give players a reason to push onward even if the DM was perfectly OK with letting them rest. In short, as PCs run low on resources (say endurance/healing surges/hero points/whatever) using those or other resources actually provides greater benefits than it otherwise would. Maybe even at-will abilities are enhanced. Either way, the party is simultaneously in a more dangerous situation, but are themselves more dangerous, or at least interestingly different. I see this as a more interesting "cure" to the 15-minute adventuring day than relying solely on the DM to push them along, while also avoiding the IMHO uninteresting solution of just making pretty much every resource encounter-based. Many computer strategy games have the "just one more turn" addictive quality. I'd like to encourage a "just one more encounter before we rest" feel. The tactics of earlier encounters and later ones should change, but both need to be fun. That is the largest challenge. In any case, this is on a larger scale than the Timmy choosing to do something awesome in the middle of combat, although the Timmy may be in favor of pressing onward after each battle since it provides greater opportunity to do the most dramatic things later. In my homebrew game we use a momentum system during encounters (combat or otherwise): the better you're doing at whatever you choose to do, the more momentum you gain to be better in the future. The math of these particular rules introduces an interesting tension: spending momentum quickly generally lets you use more of it over the course of a fight, but you also tend to have less on hand at any given moment, while the biggest effects in the system encourage or require high momentum, but you really have to exercise some restraint to get there. This really works for my style of play, and it could work for the Timmy, but I'm not totally convinced about that. Thanks for you thoughts. [/QUOTE]
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