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eternity:thoughts_on_game_design [2017/06/12 13:20]
gm_cameron
eternity:thoughts_on_game_design [2017/06/12 13:30] (current)
gm_cameron [Cameron]
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 This change ended up working quite well, with the quirks definitely feeling a little meatier than they ended up in some other games. This change ended up working quite well, with the quirks definitely feeling a little meatier than they ended up in some other games.
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 +The only real problem I found was that we had quite a small number of skills, due to the small nature of the game and limited thoughts about what sort of actions we expected people to do. This in turn made it harder to have a very "​distinct"​ character, and I suspect if the game had gone on much longer then people would have started to get a bit too powerful. We didn't have as many training actions as we could have, but I suspect this was largely down to most people already having all the skills they wanted from game start, more or less.
  
 ===Wounds=== ===Wounds===
  
 One of the big additions we had was wounds. This definitely helped the related quirks feel more valuable from a GM perspective. Ultimately it facilitated the PvP nature of the game, where we were expecting people to attack others, giving a level of consequences for actions. One of the big additions we had was wounds. This definitely helped the related quirks feel more valuable from a GM perspective. Ultimately it facilitated the PvP nature of the game, where we were expecting people to attack others, giving a level of consequences for actions.
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 +The only issue I really found was that ultimately the effect was not necessarily punishing players for doing dangerous stuff/​annoying others. When someone had a wound, it tended to fall to a medic to help them out, which meant a medic would be the one putting their time/​actions into sorting the problem, not the character who was effected. This was mainly an issue as I was concerned some healing actions may seem a little repetitive; there'​s only so many times you can write someone patching up kneecaps before things can get a bit same-y, and these actions tended to fall to the bottom of the list of the ones GMs were interested in writing (similar to training).
  
 ===Drugs=== ===Drugs===
eternity/thoughts_on_game_design.1497273654.txt.gz ยท Last modified: 2017/06/12 13:20 by gm_cameron