Twinfalls
Erudite
- Joined
- Jan 4, 2005
- Messages
- 3,903
The 'what makes an RPG' thread has become a 'Can you do a numberless RPG but keep the stats' thread. Unfortunately its bogged down in the realm of 'why would you want that?' and 'you can't do that', instead of taking off into something more constructive.
So here's my proposal. EvoG has set down compelling arguments for why a system which removes numbers from the view of the player ought to be considered . He has not suggested that stats themselves be removed. The game can be as stat-heavy as any other. Just that the player is never to be presented with a stat-sheet at any point.
I submit that we assume for this discussion that there will be a benefit to such a design - that players will be more likely to roleplay, and that it better approximates 'real life', or simlpy that it gives a unique atmosphere and game experience. Whatever.
So the purpose of this thread is purely to reflect on ways of making such a system work. If enough ideas for a workable system can't be conceived, then perhaps the 'you can't do it' side has won.
Can I suggest that EvoG summarise his ideas, as well as others like Section8 with his suggestions for prose descriptors?
My suggestions (weak as they are): The player be given an opportunity sheet. So you have played the game for a bit, and you want to join the mechanists. You are told you need a 'good' skill in repair, and a 'very good' skill in construction. You go away and do whatever it takes to build those skills. The game keeps track of what you have shown an interest in, and once your skills are high enough, tells you 'you have a new opportunity'. You check your opportunity sheet, and 'join Mechanists' is now listed as well. The sheet could comprehensively list everything your stats allow you to do, rather than the stats themselves.
Also a combat suggestion: How about the player is simply told, at the outset of any combat encounter, 'you have a very good/good/reasonable/poor/impossible' chance of defeating this enemy. The game checks your skills and bases its advice on how you tend to play, not on a perfect use of the skills.
I do believe that if you resort to having a sheet with merely ranges instead of numbers, it's a 'Claytons' stat-sheet. In other words, I feel you should not even have a sheet with a list of skills, and words like 'good' or 'very good' next to them, because its defeating whatever purpose is behind it - you might as well have numbers.
Some major hurdles put forward so far:
Saint: How does this allow for different types of skill advancement, other than the strict progress-by-use system? How will it allow an XP buy system like Bloodlines, or a character level = new skill points system like Fallout and d20, or a hybrid system like Prelude?
Kris: How will my player know how good s/he is, especially after I leave the game for a few days, or if I have multiple characters?"
So here's my proposal. EvoG has set down compelling arguments for why a system which removes numbers from the view of the player ought to be considered . He has not suggested that stats themselves be removed. The game can be as stat-heavy as any other. Just that the player is never to be presented with a stat-sheet at any point.
I submit that we assume for this discussion that there will be a benefit to such a design - that players will be more likely to roleplay, and that it better approximates 'real life', or simlpy that it gives a unique atmosphere and game experience. Whatever.
So the purpose of this thread is purely to reflect on ways of making such a system work. If enough ideas for a workable system can't be conceived, then perhaps the 'you can't do it' side has won.
Can I suggest that EvoG summarise his ideas, as well as others like Section8 with his suggestions for prose descriptors?
My suggestions (weak as they are): The player be given an opportunity sheet. So you have played the game for a bit, and you want to join the mechanists. You are told you need a 'good' skill in repair, and a 'very good' skill in construction. You go away and do whatever it takes to build those skills. The game keeps track of what you have shown an interest in, and once your skills are high enough, tells you 'you have a new opportunity'. You check your opportunity sheet, and 'join Mechanists' is now listed as well. The sheet could comprehensively list everything your stats allow you to do, rather than the stats themselves.
Also a combat suggestion: How about the player is simply told, at the outset of any combat encounter, 'you have a very good/good/reasonable/poor/impossible' chance of defeating this enemy. The game checks your skills and bases its advice on how you tend to play, not on a perfect use of the skills.
I do believe that if you resort to having a sheet with merely ranges instead of numbers, it's a 'Claytons' stat-sheet. In other words, I feel you should not even have a sheet with a list of skills, and words like 'good' or 'very good' next to them, because its defeating whatever purpose is behind it - you might as well have numbers.
Some major hurdles put forward so far:
Saint: How does this allow for different types of skill advancement, other than the strict progress-by-use system? How will it allow an XP buy system like Bloodlines, or a character level = new skill points system like Fallout and d20, or a hybrid system like Prelude?
Kris: How will my player know how good s/he is, especially after I leave the game for a few days, or if I have multiple characters?"