Project[World Crash]

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Trollkin:
I have to first say that I’m really enjoying the great freed back for a game idea that I was afraid wouldn’t float.


Baxil thanks for the link, and the little run down on rethinking what I have to make it fit better into the setting I’ve chosen. Also close the simple skills were manly out of Blue Rose, but close enough. ;3

I had to laugh when I read “each character a few free skill points in something that the real-life World”, because I had written a little thing just like it when I was building the system, but I left it out of the current version to save time, so that I could start getting peoples freed back sooner.
Another rule that I’m tinkering with to make the game more focused around people trapped in a game world trying to survive is a sort of frame work for players to fill in their person’s background that would include things like where they were born, etc. When a players character dies, and they lose essence the GM takes away a piece of their background, essentially removing memories from the players “real life”, I was, also either by itself or with the frame work idea, doing some kind of insanity point system, or something similar.

Troy I’m with you I think trying to fight your way out is always the funniest the whole great adventure idea in my option never gets odd.

I think your idea of differing factions in great, and pretty close to what I was intending to base most of the background material when I finally get around to including it in the game.

Thank you both for your feedback, and wonderful input.

-Troll

Trollkin:
Its finely here, and done, not... I wish.
But I am done V0.06 will mostly lots of changes between this version, and my first.

Its taken me a lot longer then I wanted to but, that's life for ya.

I can't wait to hear what you all think.

Thanks

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B-0dMXFzdgiDOWM1NjU0ZjItYWY3NS00MzlhLTg3N2MtODc3YjIwZjVkY2Fj&hl=en_US&authkey=CPvttY4J 

Bossy:
Hi, I read it through (though I didn't read carefully combat and spell/weapon lists). I like very much the premise, it's Tron in the 21st century. I agree with some Baxil's remarks:

1) It is indeed very important you think about and write about players/characters motivations otherwise it could just become just another dungeon crawler. I have nothing against it but I feel it would be a shame to waste such a good idea. Troy_Costisick has made some good suggestions to start with. I may add that since player are trapped in a very immersive world, you could add unconscious motivations. For example a character may wish to pull out of the Crash, but in fact he is in denial and actually, unconsciously do not wanna (because his life IRW is miserable and depressing).

2) About the maths. I always do them when I devise a system. It is hard and boring but it will save you a lot of playtesting time. If you have some basic high school probability/programming skills, you can do this with some help from wikipedia. If do not feel like it, ask someone for help.

3) You will have to explain what a character can or cannot do. I thought about something, you take it if you like it. What if spells and magic were effects a character can pull off by hacking the environment source code? That would open for an original dicision of school of magics: self alteration, object alteration, area scrutiny, main loop hacking (time shifting), I/O hacking (right through the essence), etc.

Trollkin:
First thanks for taking the time to read it.

Second could you clarify about what you mean by “  you think about and write about players/characters motivations “, did you mean I should write some paragraphs that go in depth with what a characters motivations is, or did you mean I should add some form of mechanic to do this?


If you did mean mechanic solution to this problem an idea I had is to have players pick archetypes  of a type that would determine whether they wanted to return to the real world, or not, or maybe they have forgotten that they are a player at all, etc.

An example of this would like what you said lets call it the Victim archetype, and they would not want to return to the real world due to some form of abuse, or other thing.

I'm thinking maybe of treating these like a second class that is just for the players side of things like skill points for the basic, and advanced skills, etc. A problem I'm having is I don't know if I want to level this player class with the avatar class, or if I could have it gain exp by itself, that could be gained through role playing the archetype, or could be given to them by the GM for actions that are done that the reasons why the action was done was it matched the archetype the player had. Also as this archetypes level the player could cross over into different player classes, giving players the option between leveling their avatars class, or their players class.

I don't know if I'll use this, but would be nice to hear some peoples thoughts on it.


Again could you clarify what you meant by “You will have to explain what a character can or cannot do.”? Also thanks for the idea I might use it for a later level player classes, don't know, but it sounds fun.

Bossy:
Quote from: Trollkin on May 26, 2011, 02:06:58 AM

First thanks for taking the time to read it.

Second could you clarify about what you mean by “  you think about and write about players/characters motivations “, did you mean I should write some paragraphs that go in depth with what a characters motivations is, or did you mean I should add some form of mechanic to do this?

I think you pretty well caught the meaning of this, just put it on paper. I was not thinking in terms of mechanics but in terms of chargen. A GM will have to assert some premises ("the Prize is getting out", "there's no way to get out"). A good way to approach characters motivations is to answer these questions and decide which answers depend on the PC and which are shared for all characters.
[list="1"]
is a character aware he is a player avatar?is the character in denial of his virtuality?does he forget about it? if so permanently or temporarily?what remains of the player identity/personality?does the character share memories with the player?is there a tension between the character and the player? does one wants to get rid of the other?does the character want to leave the game and return to real world? why?does the character want to stay in the game? why?

Quote

Again could you clarify what you meant by “You will have to explain what a character can or cannot do.”? Also thanks for the idea I might use it for a later level player classes, don't know, but it sounds fun.

In which occasions a GM will require a Hack roll? In which situations a PC may seek to overcome an obstacle with the Hacking skill? I'm looking for concrete answers in order to get a grip of how much of a hacker you envision a hacker.

Additionally, may I suggest some terminology changes in character types?
Hacker -> Script kiddieMaster hacher -> HackerMaintenance -> Administrator, or Admin

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