I am less interested in categorical distinctions between RPG game designs than I am in those that describe what actually happens during play. This is part because, as a designer, I’m more interested in providing tools that work than in adhering to an aesthetically or theoretically coherent framework. It also goes to the old saw about the rules not
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In a slightly different vein, Thematic Batteries in Full Light, Full Steam work similarly to Aspects in Spirit of the Century, as discussed above. Hose yourself now to prevent yourself being hosed later.
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The rules system for TSoY is called The Solar System, and yes, it does look like an interesting system.
> Players get to choose what they're rewarded for, and the reward level always increases when they put themselves at greater risk.
I really like this idea. It is far more carrot than stick: players are rewarded for their direct contribution to the conflicts and challenges in the adventure.
Here is my attempt to define a system that allows GURPS players to nominate their disadvantages for this treatment: they can make Character Defining disadvantages that set points aside to be gained by meeting the challenge the disadvantage presents.
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