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Posted: Sun Nov 20, 2005 10:46 am
If we're going to do this, we need to figure out an effective method of running RP. Here are my suggestions. Please add/discuss anything. The idea is to make WoG work better so it doesn't become stagnant, because the previous system DID NOT WORK. We need several GMs to take a more active role in story manipulation. This does not have to involve ALL RP, but if there are one or more story arcs which people can play that are guided by GMs, they will have a better chance of going somewhere instead of stagnating. This will give the people who prefer more structured RP a place to play. Free-form RP should still take place, for those that are interested in starting their own stories or scenarios. Just because GMs are guiding a campaign doesn't mean all players have to take part in it. We should examine the potential uses of the dice roll and the random number generator. This COULD help with people complaining about technically-possible things that seem to happen every time a character needs them to. As much as I hate the stat system, it does seem an effective way of controlling over-successful characters. We should have several stories lined up for use before we start the RP. And perhaps a subforum for only the moderators/GMs so that new ideas can be discussed without spoiling them for the RPers.
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Posted: Wed Nov 23, 2005 11:35 am
We wouldn't necessarily need a stat system, but could, say, institute some rule for doing improbable things. Kind of the way D&D does stuff; a GM assigns a number to how difficult something is, then if the player rolls above that number, they succeed. Otherwise, they fail.
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Posted: Wed Nov 23, 2005 12:56 pm
That's a very good idea, Owle....
...except for the fact that as Jello has stated several times. Lady Gaia loves him....I think he's had like two crappy rolls since the dice roll came out. He keeps even wanting to use it on our tabletop sessions. xd
Seriously though, even the blessed ******** up sometimes. So there should be some way to illustrate that.
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Posted: Thu Nov 24, 2005 3:21 am
Roll a 20: Congratulations, your aimed shot has not only connected, but it has done everything you could dream of.
Roll a 1: Sorry, Lady luck has forsaken you. She has knocked you down, stolen your wallet, and burned down your house.
I love dice rolls, though it sucks when your crossbow jams... >_< Or your shotgun backfires and takes out 19 of your 20 HP
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Posted: Thu Nov 24, 2005 12:48 pm
EssemEcks Kat (DM): "She walks across the room, wrapped in a towel, and bends over to dig through her laundry" Josh (JB): "Spot Check!" Josh rolls a 17 Josh (JB): "Spot check for the win!" ...yeah..... Glitches to the plan are always fun. XD
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Posted: Fri Nov 25, 2005 8:12 pm
The only problem that I could see with a stat system is... Example Yo Twelve year old sickly girl lifts a giant boulder and throws it at Elevar. He dies a horrible death because of his 2HP. Fourty year old man made of pure rock and adrenaline tries to lift a giant boulder and fails...he breaks down into tears because his charisma check failed and he did not sparkle when his muscles flexed... And stuff like that. Stat systems are nice generally, but they often allow people to do things that they could not possibly do. And those who could do those things, whatever they may be, might be unable to do it. They basically throw all manner of realism away and replace it with, 'MY BLADED IS BETTER YO!" Or something like that. I was on a Moo for awhile and stats were all that mattered. And fights broke out over who could do stuff within the system, who could not. Usually seems to lead up to people abusing their stats. Like me bringing down an entire tower of weak mages...and beheading their leader chic...
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Posted: Fri Nov 25, 2005 11:14 pm
Well, stats and dice don't have to exist together.
You can have stats without dicerolls, there's plenty of universes (and one multiverse) that work that way.
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Posted: Sat Nov 26, 2005 4:50 am
*Waves his cane at P4lladium and snorts*
True dat...true dat... I'm more of a supporter of the dice roll. Just random chance seems nice, more so then a set stat system, due to the nature of RP. Still using the boulder example, the poster is the one to define the rocks' size.
Whats to stop me from turning a giant boulder into a pebble when I throw yo? ninja
No matter what system is brought into place, it should be kept relatively simple. Posting on Gaia can be anywhere from rabid super-post (I have to post before someone steals my shiny penny! AHAHAH! *Heart Failure*), to super slow (I'll just make this post then come back next week...).
For those rabid posters, it should be kept simple, so they do not have to constantly refer to a guide on how it all works'...yo.
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Posted: Sat Nov 26, 2005 2:27 pm
Do we think it will be necessary to fall back on this system on a regular basis? We're all good RPers here, so reliance on dice rolls or stats should not be a common occurance. (Of course, being nothing more than an honarary member to date, I don't know how WoG usually plays out.)
Why not use a dice roll just for cases in which a character is attempting an amazing thing that should be outside of their range of abilities? Rippling stone man should be able to at least lift a large rock over his head, while at the same time a roll shouldn't even be considered for twelve-year-old sickly girl lifting that self-same boulder. Does this situation even ever come up? sweatdrop
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Posted: Sat Nov 26, 2005 2:57 pm
opaj Rippling stone man should be able to at least lift a large rock over his head, while at the same time a roll shouldn't even be considered for twelve-year-old sickly girl lifting that self-same boulder. Does this situation even ever come up? sweatdrop Actually it did once, now that I think about it. Except I kind of editted events. It was more a case of rippling stone man dropping the boulder onto sickly little girl. Bad memoriesssss.... Anyway, back on topic. From what I have seen of that which is WOG in the past, a Stat system does not really seem required. Granted, there were some people who did things considered impossible. But woundlt it be possible to just, have someone beat them down? I think Josh ended up beating them down last time... Stat systems really only seem worth it, in RP, when two equal forces meet and oppose each other. For instance, two rippling stone men trying to push the boulder onto each other, from opposite ends. Or two people with guns to see who gets a shot off first. Randomized.
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Posted: Sat Nov 26, 2005 4:18 pm
Hmm... that's how Broken City's level system works. xp
In a way, don't we already have a comparable system in place? There's something like six ranks per class, right? Transform the ranks into numbers- lowest of the low is 1, top dog is 6. If two characters of similar class (our stone men, for example) find themselves pushing at each other with equal levels of force, we roll a d8 or d10 for each of them and add the rank number as a modifier. Highest roll wins.
The same could be applied to extremely difficult actions- the GM sets a difficulty level, the attempter rolls a d8 or d10 with rank as a modifier (assuming her class applies to the task), and succeeds if they exceed the difficulty number.
Of course, I still think that these systems should only be used in extreme cases. Most of the time, we should be able to figure it out for ourselves without resorting to number crunching.
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Posted: Sun Nov 27, 2005 1:06 pm
And opaj manages to cleverly articulate exactly what I was suggesting. 3nodding
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Posted: Sun Nov 27, 2005 1:43 pm
Owle, all I've been doing is cobbling together what everyone else has been suggesting piece-by-piece. domokun
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Posted: Mon Nov 28, 2005 5:49 am
I still am a big fan of rooting for the underdog. Let me grab something here: Amber DRPG Guide Corwin is fighting Benedict. Benedict is one of the greatest fighter in the multiverse and is proficient with almost every weapon. Benedict is better than Corwin. Corwin won. Why? Because Corwin fights dirty while Benedict fights honorably. Just because someone has higher stats than you doesn't automatically mean that you will lose. That's my argument. I mean, 9 times out of ten an adept will lose to the avatar, but there's always a chance that the adept makes some weird/unexpected move that catches the avatar off guard and puts him at a disadvantage. I mean, the adept can grab a hunk of sand and throw it into the avatar's eyes. Someone fires an arrow. Maybe the arrow goes off course, maybe it hits you between pieces of armor dealing critical damage. It's a slim-to-no-probability thing but it could happen.
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Posted: Mon Nov 28, 2005 6:04 am
Would be near impossible to build a system with that loop thrown in. A person can beat another person depending on how they work it. That was so vague to say.
Kind of leads back to the case of, 'Do we need a system to encompass everything?' ordeal. I mean, everyone (?) here is a good RP'er from what I have seen. There are limits, generally we understand them.
Maybe just disregard a stat system altogether, except for in the case when a decision is required. Two forces meeting equally, do a roll, math equation, channel Buddha to find out which force wins out?
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