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Reply | Forward Message #129 of 296 |
Re: [wushurpg] Trait Broadening

--- mcsorley@... wrote:

> It is suggested that players can shuffle traits
> around between sessions to
> represent character change in a mechanical way.

I think it's a good idea. It helps people to not worry
so much about picking _exactly_ what they're going to
have, since they know they'll be able to shift things
around later if they need/want.


> I think this would also work for advancement if, in
> addition to shuffling traits around, you let more >
experienced characters have broader traits.

Hmmm. "Advancement" in Wushu is a bit of a tricky
thing. Obviously, the default setup is not really
geared for the sort of mechanical advancement you're
thinking of doing. Doesn't mean it's not possible, and
I've been toying with a couple of ideas on that
front... but if you're not really careful, you'll
potentially be changing Wushu in a way that will make
it weaker for you. Obviously though, Wushu is meant to
be played around with. I and I'm sure others, would be
interested in what you're thinking of doing for
advancement(s).


> For instance, archery, slinging, swordplay,
> knife-fighting, eagle style
> kung-fu, greco-roman wrestling, climbing, swimming,
> balance, tumbling are
> all fairly specific traits. Too specific for wushu,
> really, unless you're
> doing a very low-powered game.

Well.... I'd have to disagree a bit here. Something
like the above skills _might_ be too specific for
Wushu, if you're running it strictly in the default
sense. But since you're already thinking of tacking on
an advancement system, why not simply give the players
more traits and points to buy them with, and simply
cap the max skill level they can get.

Example:
Wushu operates on a scale of 1-6. 1 doesn't really
count, since it's a Weakness. You decide to cap skills
at level 5. However, in order to have a sense of
balance, and force the players to have to think a
little about their character, you decide instead of
giving "points" to buy traits, they've got "levels"
and those are setup like the pyramid skills of FATE.

They can have 1 trait at level 5, 2 at level 4, 3 at
level 3, and 4 at level 2.

This means they pick a total of 10 traits. You can
have a "nicely rounded" character for those that
prefer a bit more specificity in their characters.

If they want to be better at something, it means
they'll have to choose to allow something else to
become worse.

It's a system I've thought about playing around with
for my stab at a fantasy Wushu.

<snip nested trait idea>

Well, it's certainly something you could try. It seems
a bit complex though. Might be kinda annoying to mess
around with on a character sheet too.

A slightly different approach might be to simply have
the overall broad trait, and then let people pick X
number of "subtraits" that are included within it. As
they increase their trait level, they can add X number
of subtraits for each Y level of main trait.

Example:
Badass hand to hand fighter (3)
Each level of Badass allows for 2 subtraits. Since
we've got 6 to play with, I'll pick Knife, Sword,
Wrestling, Improvised weapons, Nerve strikes, and
Ignores pain. Next level (4) I'll add in Muy Thai and
showmanship. This character in game claims to be a
hardened street fighter, and certainly seems to be
able to back it up.

Someone else could take Badass hand to hand fighter
(3) and pick Joint Locks, Throwing, ground combat
(fighting while actually lying on the ground),
wrestling, showmanship, and Ignores Pain. Next level
(4) he adds in Boxing, and Fast reflexes. In game,
this character claims to be a professional fighter of
the UFC sort, and looks like he'd be able to deliver a
serious smackdown too.

Of course, all the traits I listed above don't have to
mean anything, I simply pulled 'em for a thematic
reason....

The point of Traits is to emphasize what makes the
character special. The default is for a person to have
a trait of 2 in _anything_ not explictly listed (as I
recall). So if you're going to the effort of having a
broad selection of traits, make it pay off.

Using the above example, you could say that absolutely
_none_ of the subtraits has _any_ mechanical effect.
So this means that both players would be rolling
against a 3 (or 4). So what's the point?

For the above style of game, the subtraits restrict
the type of narration a player can engage in. The
street fighter wouldn't be allowed to say "As his
punch grazes my cheek, I grab his fist and twist it
upwards while forcing him to his knees, while my right
elbow smashes into his temple". Conversely, while the
UFC fighter could use knees, the GM could veto him
saying "As my head snaps back from the knee, I drive a
knife hand forward into the inner part of his leg,
hitting the nerves and causing it to go temporarily
numb".

In a fantasy game, you could use a variation of that
to have "character classes". You could have a Thief
profession, and a whole slew of special subtraits that
are selectable. You could therefore have two
characters that are both the exact same level, and yet
wildly different in terms of ability.

Looking back over, I seem to have sort of gone astray.
So I'll summarize :) .... the idea has potential, but
might be overly complicated for minimal benefit. If
you're looking to try and help characters seem more
different without messing around too much in changing
how things work, there might be a better approach.
(Not saying my approach is better, just saying there
might be a better way to achieve the differentiation
you're looking for).



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Thu Sep 22, 2005 8:05 pm

gwyddion0
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Message #129 of 296 |
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It is suggested that players can shuffle traits around between sessions to represent character change in a mechanical way. I think this would also work for...
mcsorley@...
mcsorley314
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Sep 22, 2005
6:17 pm

... I think it's a good idea. It helps people to not worry so much about picking _exactly_ what they're going to have, since they know they'll be able to shift...
Christopher Fletcher
gwyddion0
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Sep 22, 2005
8:05 pm

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