Sunday, November 21, 2010

Change Becomes Us

Well, we haven't even started gaming yet and things are changing. As I was writing up the information needed to play, I noticed that combat involved way too many numbers.

We're trying to keep it so that the Director need never roll, but rather leave all that up to the players.

So, the change we are looking into is to reduce baddies to a simple difficulty. BBEG's and the like will have an equipment "score," but all the others are a simple, flat number. We are dropping their fate/type/equipment scores. That difficulty score will be used on the to hit rolls in combat, as well as the avoid-being-hit rolls.

The underlying goal of this game is to be simple. A critical eye will be cast upon all of our rules, trying to cut out any bloat or other items that slow or complicate the game. There's a couple other things I think could be reduced, but I can't really see how to do it cleanly. We'll figure it out in playtest.

1 comment:

  1. Since baddies are lumped into "levels" with creative names anywho, perhaps each one of those can have an associated number as their base difficulty.

    Of course, at that point it comes upon the group as a whole to RP the differences between things in terms of descriptions in both their look and what they're doing.

    If, say, a Nazi Soldier and Velociraptor are identical stat wise, you really need to play up how they look, move, and attack so that people don't just rely on them as numbers and get bored.

    I suppose a "cinematic" game should have a lot of punch in descriptions and that should be expect, we'll see how those not so into "painting a mental picture" deal with such lite rules I suppose.

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