tag:blogger.com,1999:blog-1678761812929125529.post8863625206716684594..comments2023-05-27T11:14:02.426-04:00Comments on Some Space to Think: Something to Steal From StoryAnonymoushttp://www.blogger.com/profile/14216103531396452644noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-1678761812929125529.post-35054074009964876272010-07-26T16:24:37.429-04:002010-07-26T16:24:37.429-04:00I think a big problem with a lot of systems where ...I think a big problem with a lot of systems where disadvantages give a reduction in the cost of the character is that there is no simple way to increase the disadvantages on the character sheet for the effects of actual play. [1] <br /><br />Specifically adding the disadvantages will often make the typical player feel short-changed because they don't get the points for it. Similarly there is a common perception that advantages, such as gaining a patron wealth, or interesting bit of equipment, gained during play have to "cemented" in some manner by the expenditure of points.<br /><br />In other words most point-based systems have an incredible focus on character creation. Which is great for one-shots, but tends to be unsatisfactory in a campaign setting.<br /><br />The simplest alternative is to not allow the character to "improve" at all (which actually works quite well in high level superhero games). The character is always what the character is.<br /><br />Another alternative might be to create a pool of "disadvantage points" equal to the experience points the character gains. When appropriate, these will manifest as an actual disadvantage.<br /><br />Another method (and this is the one I tend to use), is to ignore the point total as something that defines the character and instead use it as a "measure" of the character. Too high above the median value and the character attracts "bad stuff." Beneath the median value and the character attracts "good stuff."<br /><br />Then again, with any new game system, one of the bits I'm most interested in seeing is the disadvantages and drawbacks section, because that is where "character" (integrity etc) is designed.<br /><br />[1] Of course,players used to this idea can be made quite uncomfortable when they are forced to buy disadvantages, even if there is a game mechanic that gives them some sort of compensatory advantage for them. <i>Swashbucklers of the 7 Skies</i> is a good example here, where Foibles cost points to buy and generate in-game story points (style dice). The problem is that with the limited pool of starting points, Foibles are relatively expensive and bought at the cost of capability. [Personally I find myself always wanting more Foibles whenever I create a character in S7S.]Reverance Pavanehttps://www.blogger.com/profile/01217657347160811310noreply@blogger.com