Started by Alex Abate Biral, January 02, 2009, 01:30:03 PM
QuoteI will try to create a game where many kinds of situation (not only looting and fighting) present themselves to the characters. These situations can have many different resolutions; depending on the abilities of the PCs. The way they are resolved will create consequences in character and setting. These two elements, in turn, will be focused in providing these consequences. I am thinking of using color to draw attention away from the fact setting and characters are subservient to situation, but I am not very sure how to do it.
Quote from: Chris_Chinn on January 02, 2009, 02:07:23 PMHi Alex,First recommendation- whatever games you play, I'd worry about the Big Model theory stuff after the fact. It sounds like you might be confused about some aspects ("consequences = gamism", etc.), but really it's better to play first, then see how it applies rather than build a construct in your head then try to apply it to play. Play first, analyze later.
Quote from: Chris_Chinn on January 02, 2009, 02:07:23 PMThe biggest, biggest, biggest thing that's going to affect your game is whether the group is on the same page or not. Not just "Conan-like", but literally their understanding of how play works for this game, this time. Are some of the players expecting a map and some encounters, and outside of that, no nudging or pushing on your part? Are some players expecting a pre-written story which you will guide them through? Something else?Does playing D&D of any type mean they're expecting you to follow the rules? Are they expecting you to fiat and fudge at will? Are PCs supposed to work as a team? Are they supposed to backstab each other?Does Conan mean the original stories, the knock-offs, the movies, the comics, or the videogames? Does it just mean half-naked people kicking ass or running into driven people trying to use you as a tool?These are just some very outlying questions that the group -has- to get on board with - some groups find it naturally, some do not. Part of the reason AD&D in general leads towards incoherent play is that many of these questions are unanswered and little or no tools are given to help a group even realize how crucial they are to playing.
Quote from: Chris_Chinn on January 02, 2009, 02:07:23 PMAD&D 2E adds an additional feature that also causes problems- the experience system. Older versions of D&D rewarded experience for gold acquired, which made a simple reward system and you can see why stuff like encumberance, etc. is included. AD&D 2E has a neat system where the characters are rewarded for doing actions along their class - Fighters for fighting, Wizards for magic, etc. which is "realistic" (loosely speaking), but also tends to reward not working as a team or even fighting monsters. This -could- be a fun idea, but it's also layered on top of legacy rules designed specifically with the ideas that the party sticks together and that xp is gained primarily by dungeon delving and not combat.
Quote from: Rustin on January 02, 2009, 04:45:55 PMAlex, I'm going through almost the exact thing (d20 3.5 Sim Pirate/Swashbuckling). Maybe we can help each other.
Quote from: Rustin on January 02, 2009, 04:45:55 PMThe terms I've focused in on are Color and Reward, on the assumption that if everyone aims at the same color and reward, things should go ok. I'm about to send out an email to this group talking about Color and Exploration, specifically detailing my understanding of our shared priority. Then I talk about how fair fights and literary narrative exploration will take a second seat to exploration, where the test is plausibility in relationship to the color and setting we've agreed upon. I'm just starting a part where I examine the rules we've agreed upon, and I'm trying to point out where they might trip us up in our Sim priority, and then offer some tweaks and suggestions. What specifically I want to tweak, however, I'm still not sure.
Quote from: Rustin on January 02, 2009, 04:45:55 PMIn the forefront, I see that high level characters strain my sense of plausibility given the genre. So I'm thinking maybe using the Epic 8 or epic 6 rules (where they level up to 6th or 8th level, then after that they can get feats, but only if they have the correct pre-req). I'm a bit worried about Mechanical reward (e.g., Exp, magic etc...) as the d20 system has reward fueled into more tactical battle ability balance mechanic. Also, I'm not sure I want to lock sim-approriate sword fighty actions up in a feat box. I look through the Swashbuckling rules and many maneuvers are unavailable until really high levels. Not sure I like that.
Quote from: Rustin on January 02, 2009, 04:45:55 PMNext I want to address Situation, because often Situation in sim can mimic Nar like priorities. I don't think many Nar elements are mutually exclusive from Sim, just that the approach and emphasis is different. There is no discovery of character through moral testing, per se, rather we experience a character archetype in moralistic like situation, and maybe the experience makes the archetype experience more immersive. I think it is a subtle difference. I noted in your postQuoteI will try to create a game where many kinds of situation (not only looting and fighting) present themselves to the characters. These situations can have many different resolutions; depending on the abilities of the PCs. The way they are resolved will create consequences in character and setting. These two elements, in turn, will be focused in providing these consequences. I am thinking of using color to draw attention away from the fact setting and characters are subservient to situation, but I am not very sure how to do it.Which looks like you're even planning on walking closer to that Sim line than I. From reading that paragraph, are you sure you won't be happier with Narrativism?
QuoteI haven't yet decided all these questions, though I think it is coming along. Still, I don't know how to best bring everyone to the same page.
QuoteI tried to use a lot of color to make them buy in, trying to describe the situations and way of playing.