[Starry Messengers]
Thor:
I don't see how they are all the same character. Skills inform the decisions about both applicability and difficulty in any scene.
Outcomes of scenes redistribute humors. Part of being capable requires that you can succeed in a scene and move humor points to the where you need them. It isn't that you need to be well rounded to be a Renaissance man but you need to be well rounded to allow your character to excel at whatever task awaits.
Paul Czege:
So, each player character had a different set of skills available to them?
And how did you set target/difficulty numbers?
stefoid:
Quote from: Thor on January 19, 2011, 05:42:52 AM
In the short term they represent the pools of ability your character has in that scene. One of the design goals was to have a character which was different after every scene. The benefit of this is that you develop an ecology of actions. If I am going into a fight it is better to succeed at a choleric skill like planning or fail at a sanguine skill like carousing both of which will increase my plegmatic pool for the upcoming battle.
In the longer term they are an artefact of the thinking in a clockpunk setting. I really wanted a universe which does not obey the natural laws of our universe and the four humors provided a ready made alternative.
I understand how you are using them, and I just wanted to know what they actually were, which you later answered anyway. Humours seem to me to be a kind of moody personality type thing, which seems at odds with how you are requiring players to 'game' them according to fixed mechanics. i.e. if you use humour A now it will go down and an arbitrary other humour B will go up. arbitrary in the sense that it is a rules mechanic that causes the changes to the characters humours, not the fiction.
Personally, rather than have fixed mechanics govern the changing humours, with players making fairly arbitrary meta-game decisions to push one in order to pull another, I would have the consequences of character actions feed into the humour system instead.
Like if you killed someone unfairly your character might get more melancholic.
If you were wronged your character might get more choleric.
If you fell in love you might become more sanguine.
Thor:
To my mind it seems less arbitrary than most pool refresh mechanisms.
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