Quote:
Original post by liquiddark
The core ideas sound good, but I have some personal perspective to inject:
Appreciated, as always! :)
Quote:
1) Make forward momentum more important than anti-powergaming. Take a concrete example: the described brotherly Loss Bonus would be an excellent way for the player to continue forward. So make it happen. Please stop worrying about the powergamer, and start worrying about guys like me - 26 years old, working full time, looking for a game where I don't have to reload all the time. If I feel like my best interests are always in your thoughts, I can still keep going. If I feel like you're willing to mess with me, I have to reload just in case. Don't offer a possible reward, promise a definite one. Consider it a form of auto-balancing if it makes you feel better about it.
My philosphy is that death is not interesting because you can't really do anything when up against it but succeed or fail ultimately. Loss is more interesting, however, because it MIGHT get you into interesting situations you never would have gotten into otherwise and make you discover resources you didn't know you had. The worst thing I can do is waste your time with stupid gameplay, and killing you outright with no warning and no control is in my book an extreme sign of disrespect for the your time.
That said, what do you find more important, getting through a mission successfully because you planned for it, or getting through it successfully because the game wanted you to continue for the sake of story or advancement?
It's possible to design missions were reloading is unnecessary. Freedom Force sort of does this, heroes don't die, they get knocked out and recover at the end of the mission, so as long as you have one left to finish the job, you're fine. But the wider the gameplay of the game, the more likely you're going to use up some resource, make some miscalculation or suffer some setback.
My challenge is not in removing setbacks, though, but in giving you a reason to carry on despite them.
Quote:
2) I think the Strength of the Dying idea combines well with two other proposed solutions. First, the personality model - when someone gets hurt, your party is very likely to split into the save-the-strong and no-one-left-behind factions. Traditionally, dramatic works give the ones who stay behind a bonus due to teamwork. This can be a bit cloying, but it makes a lot of sense.
I think I will incorporate this much as you say because it reinforces personality gameplay, possibly creates drama among NPCs, and helps provide some edge in overwhelming situations. I will make it based on NPC relationships as well, so that the bonuses are more pronounced the more cohesive the unit is.
Quote:
3) Remember the old advice - just because you use a non-detailed combat system, doesn't mean your players aren't going to figure it out. Many have tried, and failed, to get around this, so the only option you realistically have at this point is to accept that people are going to deduce "hp" from the systems, and make it integral enough to not make that deduction significantly effective.
I'm not sure that I ever made this clear, but you'd always still see HP, and I have nothing against that. Like the originally mentioned "Injured (Internal) -5% if moved" idea, you might look an an NPC and say, "Hmmm... well, he's got 50 HP left, I think we can risk 5% more damage" If, on the OTOH it said -70% if moved, you might have to think twice.
Quote:
There comes a point where a philosophy of realism has to compromise - if a character can take bullets to the arm indefinitely with no ill effect, then you lose your realistic flavour. If the arm becomes useless at some point, you have hp, you just called it something else. My personal favourite is the shallow-stack approach favoured by White Wolf, which includes room for an injury (and scar) system but only in very simple terms. Alternatively, you could decide to only "record" serious injuries. That way, injuries are necessarily sudden, and do not "accrue" from more minor wounds.
The "death of a thousand cuts" won't really occur with this system. The only way to do status effects is as a result of significant damage (a grenade launcher to the chest, for instance) or with special weapons (monofilament blade, for ex.)