Talk:Effect Based Gaming
--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.