Talk:WHFRP Reboot

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Reboot Chat Archive

--Edmiao 12:01, 13 August 2007 (MST) Matt explained the spiritual advance thing better last friday. My current understanding is that it is a way for him to hook into characters and to try to hook the characters together. It explicitly states what kind of things the character is interested in, which allows the GM to plan events and plotlines that are of interest to the character. I'm behind this idea 100% now.

I'm also fine with 1 or 0 fate points, with most replaced by the SA specific rerolls. would also encourage the ability to use SA points as spritual advance specific gemini-esque storytelling points.

I'm 100% against using SA as a mechanism to get xp, and also against bonus xp in general.

--Gdaze 14:39, 13 August 2007 (MST) I don't like the 1 or 0 fate points. I would perfer at least 2, or give humans one more then non-humans. There needs to be some benefit to play a human.

I'm okay with use SA for rerolls but I still don't think it is that great of a system for a group that already roleplays well. Guess I don't get how you can just switch it around, also seems like a lot of work to do just so you can get a few re-rolls.

Yeah, I don't think it should be used as EXP.

--Matts 14:43, 13 August 2007 (MST)Just so you know, I'm not going to be tweaking the system as I have it planned until we try it out; if it doesn't work I'll tweak it. Feel free to discuss to your heart's content, but don't expect me to be sweating things until we actually test the system out.

--Gdaze -- Well MAYBE I'm BORED at work.

--Matts 15:31, 13 August 2007 (MST)I'm not saying don't talk, cause lord knows I will. I'm just saying that if you're expecting results you may have to switch, uh, products.

--Matts 12:16, 14 August 2007 (MST)To throw some fuel on the fire about XP:

There's really two axes for reward in an RPG like this: temporal rewards within the game (money, power, gear, etc) and experience. Personally, I think rewards should be for characters who contribute to the story and contribute to a fun session, because those are the things I personally want at my gaming sessions.

The tricky bit is that there's two things such an approach can lead to and that I want to avoid: 1) people angry because they feel left behind or indirectly punished if they don't get the reward, and 2) people gunning only for the reward at the exclusion of all else.

I like to think the SA system does a decent job of tying a gamist approach (the desire to win/advance) with a narrativist approach (because in order to win/advance you need to progress along a narrative arc). Maybe it's not the best solution, but I'm not scrapping it and going back to WFRP's Fate points and 100 xp/session because that leaves the issue totally unadressed. Whatever mechanic replaces SA (if any) needs to have a component that requires story participation.