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Worlds of Design: Why Would Anyone Write a RPG?
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<blockquote data-quote="Blue" data-source="post: 7778292" data-attributes="member: 20564"><p>I've been working on-and-off on two RPG systems. Here's just one facet of one of them, I'd be glad to play this if it's already out there. Can you let me know where?</p><p></p><p>Resolution system of variable levels of granularity based on the players interest in a scene. So with the same rough resolution something very interesting might be in-depth (like D&D combat), mid depth (like a 4e skill challenge if they had reasonable mechanics) or light (a few rolls tops).</p><p></p><p>Mind you that player interest and character importance are NOT always in sync. Some thing of lower importance are things the player want to focus on, and sometimes things like "another combat" may have real risks but isn't something the players want to spend a lot of time on.</p><p></p><p>(I'm dealing with player interest with an escalation system that starts at the lowest level of detail and allows growth.)</p><p></p><p>That resolution system can map to differing challenge types, be it fisticuffs, seduction, aerial dogfighting, politicians dueling with rhetoric and showmanship for a crowd, navigating Indiana Jones style traps at a dead run, learning to pilot an alien skyship, or multiple success/failure tracks at once (that may be partially mutually exclusive).</p><p></p><p>It can also handle longer-than-a-scene challenges, such as wooing the prince's hand in marriage, and longer-than-a-scene impacts. Pissing off the crime boss in one scene might make it easy to make him play on "tilt" in a poker scene later, or might have some less happy consequences if he catches you cheating.</p></blockquote><p></p>
[QUOTE="Blue, post: 7778292, member: 20564"] I've been working on-and-off on two RPG systems. Here's just one facet of one of them, I'd be glad to play this if it's already out there. Can you let me know where? Resolution system of variable levels of granularity based on the players interest in a scene. So with the same rough resolution something very interesting might be in-depth (like D&D combat), mid depth (like a 4e skill challenge if they had reasonable mechanics) or light (a few rolls tops). Mind you that player interest and character importance are NOT always in sync. Some thing of lower importance are things the player want to focus on, and sometimes things like "another combat" may have real risks but isn't something the players want to spend a lot of time on. (I'm dealing with player interest with an escalation system that starts at the lowest level of detail and allows growth.) That resolution system can map to differing challenge types, be it fisticuffs, seduction, aerial dogfighting, politicians dueling with rhetoric and showmanship for a crowd, navigating Indiana Jones style traps at a dead run, learning to pilot an alien skyship, or multiple success/failure tracks at once (that may be partially mutually exclusive). It can also handle longer-than-a-scene challenges, such as wooing the prince's hand in marriage, and longer-than-a-scene impacts. Pissing off the crime boss in one scene might make it easy to make him play on "tilt" in a poker scene later, or might have some less happy consequences if he catches you cheating. [/QUOTE]
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