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Roleplaying Mechanics - The Value Test [Mechanics for Roleplaying instead of no mechanics]
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<blockquote data-quote="payn" data-source="post: 9460298" data-attributes="member: 90374"><p>It might be too restrictive. I could see a bit of "does my character do A or B? Does my character go left or right? Well, the dice decide!" Though if I get the gist of this, its meant for trying moments of intensity and not every choice before a character. Sort of like that 90's show <em>Herman's Head,</em> only its every character in this particular RPG. </p><p></p><p></p><p>Not really. The system seems rather complex, not a bad thing itself, but its difficult to parse this and get an idea of what its going to look like when I engage it. Thats a single read through so take that for what its worth. </p><p></p><p>Reading again, I see that the player does have choice to disregard the dice, changing my thoughts above. Not sure exactly what going against the grain means for the character and their development. I mean, other than the percentages sliding around between the values.</p><p></p><p>With a system like this, examples are going to be king. Like 5E BIFTs I think the personal statements for the characters isnt something thats going to be well known among the player, GM, and rest of table. Unlike 5E BIFTs, there is an actual structure that makes the statements matter, its just tough to follow for the group. On one hand, this makes for an excellent smaller group RPG, but the more folks you have the less engaging this going to be for everyone. See Herman's Head example only every character on the show will have their own personality people in their head. </p><p></p><p>Yes and no. We are shaped by moments everyday that help us form our personality and make our choices. Is it this process something that could be represented mechanically? I think the process will seem the same, but it wont be as organic. Id have to see it in play, but I know a few folks that see numbers and instantly start meta-gaming the crap out of it. The character becomes a caricature in such instance, so guide rails against such are a good idea to have. </p><p></p><p>No, thank you for posting.</p></blockquote><p></p>
[QUOTE="payn, post: 9460298, member: 90374"] It might be too restrictive. I could see a bit of "does my character do A or B? Does my character go left or right? Well, the dice decide!" Though if I get the gist of this, its meant for trying moments of intensity and not every choice before a character. Sort of like that 90's show [I]Herman's Head,[/I] only its every character in this particular RPG. Not really. The system seems rather complex, not a bad thing itself, but its difficult to parse this and get an idea of what its going to look like when I engage it. Thats a single read through so take that for what its worth. Reading again, I see that the player does have choice to disregard the dice, changing my thoughts above. Not sure exactly what going against the grain means for the character and their development. I mean, other than the percentages sliding around between the values. With a system like this, examples are going to be king. Like 5E BIFTs I think the personal statements for the characters isnt something thats going to be well known among the player, GM, and rest of table. Unlike 5E BIFTs, there is an actual structure that makes the statements matter, its just tough to follow for the group. On one hand, this makes for an excellent smaller group RPG, but the more folks you have the less engaging this going to be for everyone. See Herman's Head example only every character on the show will have their own personality people in their head. Yes and no. We are shaped by moments everyday that help us form our personality and make our choices. Is it this process something that could be represented mechanically? I think the process will seem the same, but it wont be as organic. Id have to see it in play, but I know a few folks that see numbers and instantly start meta-gaming the crap out of it. The character becomes a caricature in such instance, so guide rails against such are a good idea to have. No, thank you for posting. [/QUOTE]
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