Monday, February 28, 2011

What Stays the Same

Going from a diceless engine to one that again asks players to roll for actions changes up a lot of things for a lot of reasons, but it doesn't change everything. I figured a good place to start would be to make a list of those things that don't get ripped out to get a picture of what framework remains. Let's have a look see...

  • Hope - clearly Hope's not represented in effort points anymore, but the idea that it's average when applied to action and superior for soaking damage is a keeper, as is tying it to the character's hopes
  • Destiny - if Hope's sticking around, Destiny's got to stay too. 
  • The Pool - this is going to change, as it'll have to be converted into dice, but the idea that it doubles as the character's action resources and health meter can remain
  • Bloody and Bruised Points - I like the way this wounding and recovery mechanic works. I'm certain it can with with dice too. 
  • Potencies - these will involve rolls instead of effort allocation, but the idea of them remains just as applicable now as before
  • Attributes - though the idea of granting automatic successes seems a little generous when dealing with die pools, I can't for the life of me figure out why that is, given that turning things over to dice means that a character will get less bang for his buck than a safe 1:1 or more that he got in the diceless version. I can't guarantee these will stay as they are, but for now I can't think of a good reason to change them.
  • Skills - aside from attributes, skills are the only things that differentiate characters from one another mechanically (potencies don't really kick in until later). So, here they are. 
A short list, but this game wasn't too heavy on the mechanics to begin with. There's still a lot of work to do in switching it over, but the above list provides a good framework within which to work.

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