Difference between revisions of "LeumasWhite/ThoughtSpace"

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Current problems: the mechanics A) are often too random for my tastes, B) don't really represent the setting well, and C) has no real scale or formalized set of effects. The problem with fixing C is that it removes a lot of the freeform nature of stunts that is supposedly one of the game's strengths.
 
Current problems: the mechanics A) are often too random for my tastes, B) don't really represent the setting well, and C) has no real scale or formalized set of effects. The problem with fixing C is that it removes a lot of the freeform nature of stunts that is supposedly one of the game's strengths.
  
== So, Questions ==
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== So, Reasoning ==
  
 
What should the game look like? How should a fight go between, say, a Solar and a Blooded, and how should that fight differ from one between two Lunars? How deep should mechanics be for things that aren't fights? Should Charms be scaleable, one-size-fits-all, or specific and standardized? How much freeform should be allowed, and how much will you allow that to affect things? How much should the mechanics drive the story, and how much should they take a backseat to what the players direct?
 
What should the game look like? How should a fight go between, say, a Solar and a Blooded, and how should that fight differ from one between two Lunars? How deep should mechanics be for things that aren't fights? Should Charms be scaleable, one-size-fits-all, or specific and standardized? How much freeform should be allowed, and how much will you allow that to affect things? How much should the mechanics drive the story, and how much should they take a backseat to what the players direct?

Revision as of 10:49, 31 May 2007

Okay, I Lied, There Are Thoughts Here

Things I Want Out Of Exalted.

Narrative. The reason I play. I got tired of number-crunching somewhere around the middle of high school, it holds no fascination for me. That said, I don't wanna just throw everything out the window, since the chance of me finding a game (already low when using a homebrew system) drop to basically nil, and there is a bit of enjoyment to be found in rolling dice. I just don't want it to take over.

Further issues: how do you get a system to encourage doing the interesting thing, rather than the logical thing?

Balance. Reasonable base mechanics that support everything from mortals to Primordials. I think this can be accomplished in Storyteller, with a whole bunch of tweaking. Probably something along the lines of dropping the TN to 4, redefining the success table, etc.

Logic. Man, I have Strength 6! I am totally the strongest dude in the world.

* long pause, before I add another die to my Strength-based pools *

How heroic. That needs fixing.

Genre. This is epic fantasy; heroes don't fail, they only get beaten. More messing around with the dice system.

More to come.

On A Similar Track, Issues

Current problems: the mechanics A) are often too random for my tastes, B) don't really represent the setting well, and C) has no real scale or formalized set of effects. The problem with fixing C is that it removes a lot of the freeform nature of stunts that is supposedly one of the game's strengths.

So, Reasoning

What should the game look like? How should a fight go between, say, a Solar and a Blooded, and how should that fight differ from one between two Lunars? How deep should mechanics be for things that aren't fights? Should Charms be scaleable, one-size-fits-all, or specific and standardized? How much freeform should be allowed, and how much will you allow that to affect things? How much should the mechanics drive the story, and how much should they take a backseat to what the players direct?

Maybe I'd Be Better Off With Spirit Of The Century

Yeah.