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Destiny Alpha Test Rules

Started by Daddy Warpig, November 02, 2012, 05:30:16 PM

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Daddy Warpig

#60
[A sidebar from the rulebook.]

While reading the rules, you will notice various “Design Notes” sidebars. Each will explain the reasoning behind a different design decision. This makes it easier to understand why a mechanic exists (and how it works), and hence easier to make house rules for the game.

Infinity encourages house rules. We assume gamemasters will want to tailor the mechanics of the game to suit their own preferences, and we want you to do so. Our motto is “Your Game. Your Rules. Your Fun.”

In Chapter 10, “Building Better Worlds”, we’ll discuss how to design your own setting. Part of this is choosing the genre, then tailoring the rules of the game to your genre. A supers setting should have different mechanics than a gritty noir-inspired setting, for example. This process becomes is easier when “Behind the Scenes” information is available, which is the point of these sidebars.

The “Design Notes” sidebars exist to help you tame the game, to make it your own.
"To strive, to seek, to find, and not to yield."
"Ulysses" by Alfred, Lord Tennyson

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Anon Adderlan

Thanks for the lengthy example.

The reason I asked for how a sword duel would play out is because such a situation clearly presents the kind of things you can do with the OODA loop, and the fact that such 'one on one' duels are exceedingly boring in almost every RPG I've ever played, boiling down to nothing more than an exchange of blows. And while better than most, your example still feels like basically that.

Anyway, the initiative system is the key. Why not just make the entire resolution system an initiative system?

Also, I think it's time for a design Wiki or something similar.

Daddy Warpig

#62
Quote from: Anon Adderlan;618286Thanks for the lengthy example.
You're welcome.

Quote from: Anon Adderlan;618286the fact that such 'one on one' duels are exceedingly boring in almost every RPG I've ever played, boiling down to nothing more than an exchange of blows. And while better than most, your example still feels like basically that.
I need to playtest the (revised) rules, so you may be correct. If that's the case, I'll revise it.

Quote from: Anon Adderlan;618286Anyway, the initiative system is the key. Why not just make the entire resolution system an initiative system?
I'm not sure what you mean here.

Quote from: Anon Adderlan;618286Also, I think it's time for a design Wiki or something similar.
I set up a PMwiki installation a year ago, and that's a lot of work. Right now, my design blog and these posts do a good enough job of gathering feedback.

If I get more time, I might be able to reconsider.

EDIT: Just curious. What do you think an involving 1-on-1 duel would be like?
"To strive, to seek, to find, and not to yield."
"Ulysses" by Alfred, Lord Tennyson

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Bloody Stupid Johnson

Looks very good - great clarity and organization throughout.

I like a lot of what I see here. The revised doubles rule looks good I think. I like Injury Traits, although these could perhaps use some more rules or examples describing them (stupid question - does having an 'injury trait' allow a character to spend action points?). Maybe you could tie together the Trait system and the Destiny Deck in some way (traits allowing use of or prohibiting use of certain cards) as well as/instead of action points; I think it would be an interesting variation away from the standard FATE subsystem.
Looking forward to seeing stunts/powers.

Also on naming, "Infinite Worlds" is a (quite good) GURPS Sourcebook.

Daddy Warpig

[Note: This post was finished like 12 hours ago, but disappeared. So here it is.]

Quote from: Bloody Stupid Johnson;618503Looks very good - great clarity and organization throughout.
Thanks.

Quote from: Bloody Stupid Johnson;618503I like Injury Traits, although these could perhaps use some more rules or examples describing them (stupid question - does having an 'injury trait' allow a character to spend action points?).
Injuries and Injury traits required some rethinking. I've got a revised version I'll be including in the 0.2a Design Doc release (hopefully emerging in the next couple of weeks).

Quote from: Bloody Stupid Johnson;618503Looking forward to seeing stunts/powers.
I do things differently from FATE here. Edges (what FATE would call Stunts) are bought with experience, not by reducing your "refresh". Otherwise, they're similar. Power Sets do reduce refresh. Stunts are an adaptation of FASERIP Stunts to a mundane setting. (I'm still trying to work those out.)

Quote from: Bloody Stupid Johnson;618503Maybe you could tie together the Trait system and the Destiny Deck in some way (traits allowing use of or prohibiting use of certain cards) as well as/instead of action points;
It's a good suggestion, I'll keep it in mind when I look at the Action Deck.

Quote from: Bloody Stupid Johnson;618503Also on naming, "Infinite Worlds" is a (quite good) GURPS Sourcebook.
I'm not using it as a name of the system, a rulebook, or a setting. Just a functional description of the game. I think that's kosher (but I could be wrong).

Thanks for the warning in any case.
"To strive, to seek, to find, and not to yield."
"Ulysses" by Alfred, Lord Tennyson

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Anon Adderlan

Quote from: Anon Adderlan;618286Anyway, the initiative system is the key. Why not just make the entire resolution system an initiative system?
Quote from: Daddy Warpig;618320I'm not sure what you mean here.

Basically, the system answers when something happens, not how well it happens. This is a more engaging and easily answered question for most players, and it doesn't take much to change a system which already answers if to one that answers when.

For example, I don't need to know how much damage The Hulk does when he's crushing a building, because doing that assumes a certain level of damage is taking place. In other words, how well and what are the same answer here. It's much more interesting to see if he does so before someone stops him, or before he can stop someone else.

Quote from: Daddy Warpig;618320I set up a PMwiki installation a year ago, and that's a lot of work.

PBWorks has saved my fuckin' mind on more than one occasion, and it's extremely useful for editing interconnected game type texts. It takes little time and effort, and saves a ton of it.

Quote from: Daddy Warpig;618320Just curious. What do you think an involving 1-on-1 duel would be like?

Tough question, as I know what it WOULDN'T be like, and I've been trying to answer it via game design myself. However the best direction I've found is to base the resolution on an initiative system, hence my question above.

Daddy Warpig

Quote from: Anon Adderlan;621048Tough question, as I know what it WOULDN'T be like, and I've been trying to answer it via game design myself. However the best direction I've found is to base the resolution on an initiative system, hence my question above.
Thanks for the suggestions.
"To strive, to seek, to find, and not to yield."
"Ulysses" by Alfred, Lord Tennyson

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