Difference between revisions of "Talk:Dogs in the Vineyard"

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Why is it that a less numeric system makes it difficult to make a compelling character, Jason?  I always find myself limited by Hero, because I have to think ahead-of-time about all the places a particular trait would be used or not.  To me, at least, I come up with a concept, then try to cram it into a numerical representation, which inevitably shears off some of what made the concept appealing to me in the first place.
 
Why is it that a less numeric system makes it difficult to make a compelling character, Jason?  I always find myself limited by Hero, because I have to think ahead-of-time about all the places a particular trait would be used or not.  To me, at least, I come up with a concept, then try to cram it into a numerical representation, which inevitably shears off some of what made the concept appealing to me in the first place.
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--[[User:Jason|Jason]] 17:34, 12 February 2007 (MST)When the rules are too freeform nothing is defined.  This lends itself to a lot more 'playing favorites' in game.  One guy who decides he wants to dominate all facets of game can do so by constantly finding ways to manipulate their dice pools with sketchy explainations that might be conceived as creative roleplaying.  Inevitably this also leads to long drawn out discussions of why or why not some maneuver should be viable.
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One aspect of abstracting the character into Hero is you are given a finite amount of points and a description of how certain rules mechanics work, and then given this framework you have to find a way to make a concept viable.  Thinking about new and interesting ways to use the powers available forces players to really think about what their character can do, rather than just showing up to a session and deciding off the cuff that his dude should be able to do nifty trick A.

Revision as of 19:34, 12 February 2007

--Jason 16:26, 12 February 2007 (MST)I think this is an interesting system idea, and Id like to try it out, but I dont want to commit to a campaign with it. For one thing, when ideas get too free form, I find it really difficult to make a compelling character.

--Edmiao 17:00, 12 February 2007 (MST) this sounds like an interesting concept (for a board game you might play with your grandmother or little cousin).

--Jason 17:04, 12 February 2007 (MST)Somehow Eds comment reminds me of Triumph, the Insult Comic Dog. This is an interesting concept FOR ME TO POOP ON. I loves me some Triumph.


--Matts 17:25, 12 February 2007 (MST)The thing I really like about it is that it puts more emphasis on creating a compelling story than on the ins and outs of what your character can do. I'd argue that your grandmother or little cousin wouldn't need any rules at all.

I'd like to try it for a one shot.

Why is it that a less numeric system makes it difficult to make a compelling character, Jason? I always find myself limited by Hero, because I have to think ahead-of-time about all the places a particular trait would be used or not. To me, at least, I come up with a concept, then try to cram it into a numerical representation, which inevitably shears off some of what made the concept appealing to me in the first place.

--Jason 17:34, 12 February 2007 (MST)When the rules are too freeform nothing is defined. This lends itself to a lot more 'playing favorites' in game. One guy who decides he wants to dominate all facets of game can do so by constantly finding ways to manipulate their dice pools with sketchy explainations that might be conceived as creative roleplaying. Inevitably this also leads to long drawn out discussions of why or why not some maneuver should be viable.

One aspect of abstracting the character into Hero is you are given a finite amount of points and a description of how certain rules mechanics work, and then given this framework you have to find a way to make a concept viable. Thinking about new and interesting ways to use the powers available forces players to really think about what their character can do, rather than just showing up to a session and deciding off the cuff that his dude should be able to do nifty trick A.