Concept guidelines
Posted: Wed Nov 12, 2008 1:13 pm
Recently I dug into some indie RPGs and was amazed by them. There were some many interesting settings, fitting mechanics, new ways to play - and most were fun. So, I improved my gamedesign ability a little... %)
Comparing the systems, I was thinking of Eldritch's strong and weak points. Got many ideas.
So, the main advantage of Eldritch RP is its ability system: universal, flexible, as broad or detailed as you wish it to be, not easily broken. This is done to implement a wonderful principle: concept is the king. Imagine a character and flesh him or her (or it) out with abilities. No class restriction to say "no, you can't do that", no heavy, layered mechanics to hinder you. This is how it supposed to work, in my opinion.
Following are my thought of how Eldritch gem can be cut into a brilliant.
1) All my players were displeased (to various degrees) that they had to spend some precious points to raise mechanics-tied abilities, such as agility or endurance. They weren't part of the concept as is, but were assumed by it. Such as, one of the characters was a plane-traveler with a tiny pet dragon (actually, the character was a pet, not the dragon). Useful dragon's abilities were bought for character's CP (as part of his concept), as were some Knowledge and Contacts abilities for the character. The player imagined his avatar as a rogue-type, so he _assumed_ his cunning and combat abilities should be more than average. So, he had to buy Reflexes, Speed and Willpower, which are not as interesting and important to concept.
I think that annoying thing is not the obligation to buy non-tailored abilities, but the need to remember them. No matter what great abilities you imagined and plan to use - to stand out - you have to keep in mind that some points should be stored for mechanics-tied abilities. In other systems this annoyance is absent because points for _attributes_ and skills are separate.
In Eldritch, I think, this can be done with pre-gened archetypes or templates, like a concept basis - warrior (weapon skills), dodger (agility and reflexes), sturdy (endurance, resistance)... They would work like racial packages. Just grab a package or two (with listed CP cost) - and you don't have to worry about basic abilities.
2) We can't predict every concept that will be played with Eldritch - and we shouldn't, that would be a restriction, right? So, what the system really need is guidelines for different abilities. Here and there I encounter various solutions of unusual mechanics: add plain modifier; you can't use Mastery under these conditions; use only basic ability die rank under these conditions; add the lowest die from the ability chain; avoid abilities that add to damage; apply this Specialization as Mastery for following Specs; and so on. I don't know which is more balanced, precise or gets better results.
There should be guidelines for implementing various concepts into action. They should answer such question as:
- How to represent tricky abilities in terms of the system? For example, what Specializations and Masteries fit Speed ability (for speed-centered character - some humanoid cheetah)? What other abilities are recommended for such concept? What difference do they make mechanically?
- How to represent even more tricky concepts - such as mounts, familiars, construct crafting, skyship sailing, cursed characters? Usually these questions are addressed in supplemental books, I know, but most of them can be dealt with easy and elegant principles. As with pet dragon above: most of his draconic features were unusable by the character (the dragon just wouldn't use them for character's benefit) while few of them that were useful were bought with CP, just like if they were the character's abilities. Balance - check, elegance - check, minimum rules modification - check.
- How to handle unusual situations? What difference does it make if the conditions are beneficial or otherwise? What if the character acquired a special tool? What if he has to use his ability in unusual way or aimed for unusual results? How does one ability/character help another?
- As a bonus, ideas for exciting concepts and how they are represented in Eldritch abilities. Now that would be a tasty part! Read and spark your imagination, get instant desire to play and experience something not felt before!
Comparing the systems, I was thinking of Eldritch's strong and weak points. Got many ideas.
So, the main advantage of Eldritch RP is its ability system: universal, flexible, as broad or detailed as you wish it to be, not easily broken. This is done to implement a wonderful principle: concept is the king. Imagine a character and flesh him or her (or it) out with abilities. No class restriction to say "no, you can't do that", no heavy, layered mechanics to hinder you. This is how it supposed to work, in my opinion.
Following are my thought of how Eldritch gem can be cut into a brilliant.
1) All my players were displeased (to various degrees) that they had to spend some precious points to raise mechanics-tied abilities, such as agility or endurance. They weren't part of the concept as is, but were assumed by it. Such as, one of the characters was a plane-traveler with a tiny pet dragon (actually, the character was a pet, not the dragon). Useful dragon's abilities were bought for character's CP (as part of his concept), as were some Knowledge and Contacts abilities for the character. The player imagined his avatar as a rogue-type, so he _assumed_ his cunning and combat abilities should be more than average. So, he had to buy Reflexes, Speed and Willpower, which are not as interesting and important to concept.
I think that annoying thing is not the obligation to buy non-tailored abilities, but the need to remember them. No matter what great abilities you imagined and plan to use - to stand out - you have to keep in mind that some points should be stored for mechanics-tied abilities. In other systems this annoyance is absent because points for _attributes_ and skills are separate.
In Eldritch, I think, this can be done with pre-gened archetypes or templates, like a concept basis - warrior (weapon skills), dodger (agility and reflexes), sturdy (endurance, resistance)... They would work like racial packages. Just grab a package or two (with listed CP cost) - and you don't have to worry about basic abilities.
2) We can't predict every concept that will be played with Eldritch - and we shouldn't, that would be a restriction, right? So, what the system really need is guidelines for different abilities. Here and there I encounter various solutions of unusual mechanics: add plain modifier; you can't use Mastery under these conditions; use only basic ability die rank under these conditions; add the lowest die from the ability chain; avoid abilities that add to damage; apply this Specialization as Mastery for following Specs; and so on. I don't know which is more balanced, precise or gets better results.
There should be guidelines for implementing various concepts into action. They should answer such question as:
- How to represent tricky abilities in terms of the system? For example, what Specializations and Masteries fit Speed ability (for speed-centered character - some humanoid cheetah)? What other abilities are recommended for such concept? What difference do they make mechanically?
- How to represent even more tricky concepts - such as mounts, familiars, construct crafting, skyship sailing, cursed characters? Usually these questions are addressed in supplemental books, I know, but most of them can be dealt with easy and elegant principles. As with pet dragon above: most of his draconic features were unusable by the character (the dragon just wouldn't use them for character's benefit) while few of them that were useful were bought with CP, just like if they were the character's abilities. Balance - check, elegance - check, minimum rules modification - check.
- How to handle unusual situations? What difference does it make if the conditions are beneficial or otherwise? What if the character acquired a special tool? What if he has to use his ability in unusual way or aimed for unusual results? How does one ability/character help another?
- As a bonus, ideas for exciting concepts and how they are represented in Eldritch abilities. Now that would be a tasty part! Read and spark your imagination, get instant desire to play and experience something not felt before!