Alright, new post, lets do this! I have been tinkering with the
system a bit tuning it to better represent what I am looking for. I
have changed the attributes to a bit more abstract. Also I have
worked out half of a system for implementing die rolls that I think
is really on the mark. However, I still need to work a bit more on it
before it is run ready.
Firstly the attributes. I have focused the attributes more on
motivating force rather than task orientation. In this I have changed
them. Now they are, Love(obsession), Pride(hubris), Anger(wrath),
and Duty(blind faith/slavery). I have what they are, and I have
possible downsides/weaknesses for each(or maybe just cool names). My
issue comes to this, how do I ensure that people will use the
attributes other than their strongest one. In other words, how do I
ensure that there is a mechanical reason to pursue actions outside of
your strength?
I have a few answers to that percolating in the old noggin. My first
thought was to allocate certain actions, or maneuvers, to each
motivation. This was a little too focused for what I had in mind.
Then I thought of the actions/maneuvers having differing difficulties
depending on what motivated you that scene. Then I thought of
limiting your motivations. Each scene you could only use a motivation
that you had not used before that session. But that leads to all
kinds of weirdness. Not necessarily bad weirdness, but I am not sure
if that is what I am looking for.
Then I started reading through Apocalypse World. And the idea of only
gaining XP through the use of attributes that are picked by other
players. I like that, and I am considering using a rule like that for
my game. You only gain XP(or its equivalent) when you use your
weakness, or you strength. This puts an interesting emphasis on those
two attributes. Not sure if I like it, but we will have to try that
out in play.
The other big issue I am running into is this idea I had. Basically I
started out with the idea that lying was easier than telling the
truth, in the short term. Specifically in regards to convincing
people to do what you want. However the downside to lying is bigger
than the truth. So far so good. I can model that fairly simply. The
issue arrived when I started breaking it down a little further. You
can tell the truth or lie subtly or do it vulgarly. But therein lies
the problem. How does that dichotomy change things. Is a subtle lie
easier? Is a subtle truth harder? What about vulgarity? How does that
shake things up?
I haven't come up with any conclusions on this problem. I am going
back and forth in my mind about it, as I think this will effect the
whole of game play when it is complete. Also I need to work on some
kind of advancement mechanic, and right now there is not enough for
that to exist. Maybe I won't have one.
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