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Messages - Heath Robinson

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About a year back they had rat brains controlling fighter jet simulators.  Interesting development but old hat in concept.

Design, Development, and Gameplay / Player thinking vs Skill
« on: July 04, 2008, 02:36:20 pm »
Quote from: Abrojo;222017
Thats true, though i think a little talk with the player wouldnt hurt.
If he has no clue about tactics but wants to play a war vet in shadowrun, he will need tactical suggestions. Of course, the end choice is his, but need to flesh him some more info since he might have grabbed that skill just to cover his own deficiency as a player.
A friend who was a member of an active cadets group, and hence was involved in military style training in tactical scenarios once or twice, has mentioned to me that the majority of tactics is knowing what the likely course of enemy action is.

Quote from: Abrojo;222017
Like if for example i wanted to play an old Greek campaign, i would grab a tactic skill and abuse the GM for tactics questions. Specially ask for my tactic skill to decide my success or not on battle planning since i have no idea how phalanxes, etc worked back then.
Unless you actually care about how the battle plays out, I'd say that this usage of the tactics skill is in line with abstracting away some undesirable noise.

Quote from: Abrojo;222017
An interesting option regarding the red herrings, would be for the GM to do his tactics roll hidden and adjust the amount of real in his info according to that.
That's one option, another would be to have a relatively fixed rate of red herrings and vary the number of observations according to the degree of success.

Media and Inspiration / Why debate dogma?
« on: July 04, 2008, 02:21:11 pm »
He's acquired a very emphatic intonation, which I like.  Sounds very authorative, like a newscaster.

Design, Development, and Gameplay / Player thinking vs Skill
« on: July 03, 2008, 06:08:55 pm »
Our choice between gameplay mechanics determines what we consider to be noise that should be removed from the game stream and what is of value.  Therefore, there is no right answer as to what one should choose with regards to a system preference between character prowess in an area and the player's own skill.  Your group alone can make the choice.

I personally believe that a Tactics skill should function only to provide information or observations of some tactical importance.  Whilst essentially equivalent to "GM suggestion" in many regards, you should avoid making overt tactical suggestions to allow the players to make their own decisions.

One should phrase one's information in terms of possiblities, likelihoods, direct observations and internal information; your party is fatigued, there might be somebody in the alcove waiting to flank you, the hilliness makes it difficult to see things coming, this narrow pass would be a great chokepoint, William Wallace tends to charge with a rabble of disorganised troops.  Only provide information on demand and throw in some red herrings on occasion, players should not take possibilities as fact unless they have decided to play a character with some kind of risk aversion or delusion.  These red herrings should ideally be identifiable as false with closer observation.

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