GZG List archives -- April 2006

Number 347 of 451 messages in this Archive
[Date Prev] Main Index [Date Next]
[Thread Prev] Thread Index [Thread Next]

Re: [GZG]FMARPG [SEC=UNCLASSIFIED]



Roger Books wrote:
I think I may work from it. Last night I was looking through an RPG I had
written several years ago and realized why this has a problem, the same
problem my RPG has. It's a set of mechanics that are slightly more
detailed wargaming rules. It doesn't have anything to encourage roleplaying.


It needs some rules to allow the heroic characters to have a chance of survival. I'm thinking of fortune points. I'm not sure what they should do yet.

I'm also thinking of a system where the _player_ describes the negative results of a bad role.

This is a quote from Ken Burnside of Ad Astra Games:

" 3) When performing an action, the sequence is this:
Describe it! (go for that Upshift, it's why it's there!)
Roll the dice.
If the player rolling the dice succeeds, the GM describes what happens.
If the player rolling the dice FAILS, the PLAYER describes what happens, and can, by clever description, mitigate the result. "


I'm looking for more suggestions of this sort.

Well, there are the old stand-byes:

The Riddle of Steel and its "Spiritual Attributes"
(what Ken calls "Dramatic Hooks")
http://www.projectrho.com/rpg/riddleofsteel.html

Universalis the storytelling game:
http://www.projectrho.com/rpg/universalis.html

Universalis applied to wargames:
http://www.indie-rpgs.com/forum/index.php?t=5698
_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-l




  • Prev by Date: Re: [GZG]FMARPG [SEC=UNCLASSIFIED]
  • Next by Date: Re: [GZG]FMARPG [SEC=UNCLASSIFIED]

  • Previous by thread: Re: [GZG]FMARPG [SEC=UNCLASSIFIED]
  • Next by thread: Re: [GZG]FMARPG [SEC=UNCLASSIFIED]

  • Main Index | Thread Index | Author Index | Archive Index

    roger@nospam.firedrake.org
    Generated: Mon May 01 01:07:31 GMT 2006