Tabula Rasa
thiagoess:
Hi, first of all, sorry for any mistakes i make, i'm Brazilian, My name is Thiago, and i have one idea for a rpg that i'm starting do develop, and i would love to hear some feedback about the main idea, i think i need some people criticizing it so I can work it better, so, let me explain it:
The main idea is, some years on the future (maybe 50, maybe 100) the world suffered a collapse, it can be a lot of things (the scenario will be open to customization in a lot of points) it could be a zombie apocalypse, a nuclear war, or even cthulhu. So, the human race is probably dead (at least the great majority of it).
The story is about a military base that was operated remotely and was creating "super soldier", all with genetic engineering, so they are "born" in adult age.
The story is about what happens when these guys wakes up, and find no instruction of who they are, or what they are. They just wake up, with some mixed memories, and dont know what to do. The game will be centered most on the learning, and how the characters experience the world, as everything is new to then.
The characters would have some memories "implanted" on then, some kind of training package, that may vary from one to another, but the idea is that memories are forgotten, and they might remember it, when seeing things related to it.
About the system, right now i only thinking on the direction it should take, focusing mostly on the learning system, on dealing with the experiences of the players (as everything is new to them). Players will probably have 3 number that will measure they instincts (using to measure they natural instincts, like some genetic memory), they ability to learn (so with more of this, they will learn more easily new things) and one of remembrance (that they will use to remember the implanted memories).
So, i think this is basically the main idea, could you guys say your opinion on it?
Thanks.
Thiago Edwardo
Paul Czege:
Hi,
I like the idea. How will the Remembrance of implanted memories be a dramatic part of the game?
Paul
bosky:
I worry that people would metagame and have trouble making their character learn something the player already knows. Also I don't know how replayable it would be since once you've "learned" something as one character it'd be less interesting to learn it with subsequent characters. Interesting idea though.
thiagoess:
Bosky, i'm worried about that too, but, lets remember that the GM can try to revert this, the idea is that is not necessary an reality exactly like ours, and the characters are not exactly humans, so the GM will be advised to surprise the character, making some things that are normally well know, not real on this case. But, yes, it will depend a lot on the player's wanting to live that experience, but i'm thinking a lot on ways to prevent the metagaming. About replayability (thats not a real word right?) maybe it will be less interesting to learn something again, in other game, but, i will not have a closed list of skill you can learn, i will be using something similar to FATE aspects, so the skill the character learn will depend on the experience the player want to describe about that, and different personalities can have different reactions from the same experience, and, besides that, there is two real forms of learning, one, is the learning that will be on your character sheet, that one will not happen too often, it would mean more die throw (or more bonus to a dice roll), and the other, its the obvious learning, if you eat that leaf and get sick, you would probably not eat that leaf again, but hey, on the next game, maybe that leaf if not poisonous. Thinking about how some leaf make you sick, others dont, how it maybe its related to it's taste, color, and learning to identify poisonous plants, it's a totally different (maybe thats not the best example, but i guess its enough as an example).
And Paul, about the remembrance, right now i'm thinking that the players will select a few topics the characters received training in (maybe there will be predefined packages of training) but the characters don't remember must of it, the character will have an attribute that will define how good he is in remembering, probably, that attribute will give him some tokens that he will be able to spend when he is confronted with something that is related to his training. Thats a probability, im not sure about the tokens, or a bonus on trying to remember things. Im actually really thinking on trying to take dice away, and make the game use only tokens as the game should be more about describing your experience, that would be probably more important than rolling a dice, and, to avoid that players only say "im remembering it cause its related to my training" i'm thinking about going collaborative about that, so ther players and GM will vote if they think the idea is good and well explained.
Guys, thanks for talking about the game, that few question already helped me a LOT.
All critics are very welcome, thank you
Thiago Edwardo
Paul Czege:
I'm thinking that if you have three stats -- instinct, learning, and remembrance -- that your game should make them all thematically fundamental. For remembrance, maybe that's unreliable memories, falsely implanted memories, and pre-collapse political conflicts playing out because of what people remember (that may or may not be true).
Paul
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