[The Exchange / Justifiers] Great the second time around too

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SamuelRiv:
Okay. I will concede to your argument, unless further playtesting by another group exposes some impediment to roleplaying as I expressed concern about earlier. You have made a solid point.

On another issue, and I think you'll agree, I feel levelling should be more frequent. The pyramid still concerns me, because it looks as though getting that level-5 trait mechanically requires you to not remove any traits. I think this might need tweaking - maybe just, for our purposes, a GM-sanctioned "super-level" where all pyramids fill out to level-5, so that short-term deletions aren't penalized. Or maybe a super-level in which everyone gains one level-5 trait, which looks like a little "antenna" atop the pyramid. Or maybe just not allow level-5 traits altogether.

And finally, for next time, I'd want to do a lot more with creating characters out of traits, both for PCs and for injuries. Perhaps that's how the planet creates offshoot characters based on roleplay, as for the chieftan of the natives, and then once created that character can level-up individually. The planet, though, then should have a more advanced levelling system... or simply GM discretion in creating new characters.

Vox:
I'm not going to do a point by point on this as I feel the language is making things far more complex than they need to be. Also, I got bored trying to read Ron's WoT. Instead I'll just toss my opinions out there based on some of the things I read and remember.

1. Injuries are injuries. They are "mechanically" a negative. How you choose to RP your character is independent of that. If you choose to RP your character in such a manner that you feel an "injury" you've sustained is a "positive" thing for your character. Have at it. Being infatuated doesn't make you stupid. But as an injury it makes you vulnerable to manipulation. Being sympathetic is the same thing. Just because someone calls in your sympathetic to natives injury because you might get distracted doesn't mean you do, and if you do doesn't mean that you'll fail to both save the native and succeed in your goals. It just means they get a die.

2. "auto-healing"... While I have a problem with auto-healing injuries to the psyche, I am a little concerned that an injury like "bleeding profusely" could potentially last ad nauseum. If it's in the rules I missed it, but there should be something to address the fact that some injuries just don't stand out as the lasting kind. Or there should be some sort of "duration" for an injury that may be decreased over time by opposing the injury. If this has to cover mental/emotional injuries there is the element of absence does diminish infatuation. That kind of thing. However, I see this kind of thing as complicating what I appreciate as a relatively simple system. I would vastly prefer that the players/judge simply come up with injuries that aren't the kind that just "go away" like profuse bleeding and instead focus on long term effects like... "paranoid".

3. As to turning injuries into traits as "auto-healing", as has been mentioned repeatedly, you can do this already in the game. Spend your development actions or whatever they are called and create a trait. This is independent of the auto-healing and should continue to be. They are separate issues and should be treated as such.

4. Ron... much like injuries are mechanically "negative" traits are mechanically "positive". I greatly dislike the idea of using someone's positive "stubborn" trait as an injury against them. At that point why bother with traits at all? Why not simply RP and as people do things and act certain ways you can call them out for whatever seems appropriate. If you're going to have a system, have a system. If you're going to tear down the walls, then why bother with a system at all?

5. Sam... Your problem with having things about your character not necessarily reflected on the character sheet is, I think, a personal one. It's kinda like saying that I need everything that I am represented on my resume. Characters are people when they are at their best. There are always more things to people than you can see. The sheet is just stuff that you can use to manipulate the system and in good character based games that often overlaps with significant personal traits. It doesn't and shouldn't encompass them entirely. Had I been one of the grunts in the game I certainly would have engaged Timo's character in an epic discussion of good/bad traits of porn. I wouldn't have a trait on my sheet for it, but I would have played my character as having some investment and knowledge of porn without the trait.

6 Last... I had a ton of fun playing the game :) Thanks for running it Ron, and thanks for playing guys.

Vox

P.S. Please don't mind any acidity of tone in the post, it's just my natural speech patterns, no offense is intended, any condescension is purely incidental and not intended to speak to any personal opinions of anyone. I just don't feel like editing.

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