Difference between revisions of "Talk:Effect Based Gaming"

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--[[User:Dieterthebold|Dieter the Bold]] 14:20, 30 November 2009 (MST) Very interesting idea. I do get caught up in (but also really enjoy) the detail kind of gaming. Not so much lootz, but keeping track of the little things. This is my way of creating more 'realism' for the character and situation, but I'm very interested in the way you put forth. Could it be combined with a Deadlands-style chip system? Rolling to see if you have what you need, with chips that can be cashed in after failed rolls (and you can get chips when you find 'lootz' situations)? It makes you keep track of chips, but that seems more fun and tangible than other things. Plus it can create another kind of economy, and a very tangible one for the players. Chip trading between each other, with NPCs, etc. For something with rolls for game effects, I could see something like video game achievements being a fun addition. Like if you make some statistically impossible string of rolls to always have ammo you get some kind of reputation, or your weapon starts dealing extra damage. And if you always fail your rolls, you get a negative reputation ('We call 'im Dud, 'cause he can't never get it up! Haw, haw, haw, haw!!!) but are also the last one to get shot at ('Don't waste yer' bullets. He ain't got none hisself!). Interesting thoughts. Keep them coming.
 
--[[User:Dieterthebold|Dieter the Bold]] 14:20, 30 November 2009 (MST) Very interesting idea. I do get caught up in (but also really enjoy) the detail kind of gaming. Not so much lootz, but keeping track of the little things. This is my way of creating more 'realism' for the character and situation, but I'm very interested in the way you put forth. Could it be combined with a Deadlands-style chip system? Rolling to see if you have what you need, with chips that can be cashed in after failed rolls (and you can get chips when you find 'lootz' situations)? It makes you keep track of chips, but that seems more fun and tangible than other things. Plus it can create another kind of economy, and a very tangible one for the players. Chip trading between each other, with NPCs, etc. For something with rolls for game effects, I could see something like video game achievements being a fun addition. Like if you make some statistically impossible string of rolls to always have ammo you get some kind of reputation, or your weapon starts dealing extra damage. And if you always fail your rolls, you get a negative reputation ('We call 'im Dud, 'cause he can't never get it up! Haw, haw, haw, haw!!!) but are also the last one to get shot at ('Don't waste yer' bullets. He ain't got none hisself!). Interesting thoughts. Keep them coming.
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JASON: I hear you Dieter, I kind of like that myself.  When we played in the iconic Space Opera game 12 years ago or so we had two ships with 90 marines on them, and I named every one!  I kept tidy accounting of ship expenses and doled out pay to the crew etc.  It was enjoyable, but I dont know how it helped the game or if it did.  Im just brainstorming new approaches.  These arent universal, they are good for some groups using some systems to play some settings.  As I think more, Ill add to this.
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BEN: I agree, this all sounds like some fun mechanics.

Latest revision as of 19:45, 30 November 2009

--Gdaze 12:15, 30 November 2009 (MST) Interesting points, and very clear on the PA game. I have to admit, I love hoard gaming. Loots! Although you still could give loots, but like an ammo roll. (You discovered a hunter's outpost, you gain +2 to all ammo rolls.) Or, even give these bonuses a charge (You have 3 charges of +2 to your ammo rolls). I realize this still gives something to "keep track of".

One problem though is that this method is slave to the dice. While in a movie moments that you stated are written out. This could make the characters feel like they have little to no control, an example would be someone failing every ammo roll. It is a low chance of happening, but it could. I think this could be avoided with special "powers", like you can get one bullet or something. I think it could be a lot of fun.

JASON: Youre totally right. Scripting in movies allows the director and writer to create artificially exactly the situation they want. In gaming its a lot more difficult. We need to balance dice vs control, fun vs realism. I dont think you need to make ammo rolls every time you shoot. I had this idea of having a complications deck, and certain numbers on skill rolls make you draw from it.

Tracking one simple thing like an increase in ammo rolls is fine. I dont want to throw character sheets out the window. I just want to streamline the gaming experience. In a way this can make hoard gaming better as well. Ammo and mundane supplies can be found and easily notated on the sheet, but even though they are important, they dont need to be a big reward like they sometimes end up being.

Another possibility is maybe the rolls decrease over time, and you are out of bullets when they become zero. So, it starts at 4, then goes to 3, 2, 1 and 0. Then you have an idea how its going. I dont know how much this actually helps, since we are still decrementing a number, but it might be better.

--Gdaze 14:04, 30 November 2009 (MST) Totally on most points there. I think it could be a fun system.

--Dieter the Bold 14:20, 30 November 2009 (MST) Very interesting idea. I do get caught up in (but also really enjoy) the detail kind of gaming. Not so much lootz, but keeping track of the little things. This is my way of creating more 'realism' for the character and situation, but I'm very interested in the way you put forth. Could it be combined with a Deadlands-style chip system? Rolling to see if you have what you need, with chips that can be cashed in after failed rolls (and you can get chips when you find 'lootz' situations)? It makes you keep track of chips, but that seems more fun and tangible than other things. Plus it can create another kind of economy, and a very tangible one for the players. Chip trading between each other, with NPCs, etc. For something with rolls for game effects, I could see something like video game achievements being a fun addition. Like if you make some statistically impossible string of rolls to always have ammo you get some kind of reputation, or your weapon starts dealing extra damage. And if you always fail your rolls, you get a negative reputation ('We call 'im Dud, 'cause he can't never get it up! Haw, haw, haw, haw!!!) but are also the last one to get shot at ('Don't waste yer' bullets. He ain't got none hisself!). Interesting thoughts. Keep them coming.

JASON: I hear you Dieter, I kind of like that myself. When we played in the iconic Space Opera game 12 years ago or so we had two ships with 90 marines on them, and I named every one! I kept tidy accounting of ship expenses and doled out pay to the crew etc. It was enjoyable, but I dont know how it helped the game or if it did. Im just brainstorming new approaches. These arent universal, they are good for some groups using some systems to play some settings. As I think more, Ill add to this.

BEN: I agree, this all sounds like some fun mechanics.