[Torg] Trimming player decision-making
Benjamin Grant
benn at 4efix.com
Mon Dec 17 11:13:07 EST 2007
Again, I am afraid that this reply may not be as helpful, but we don't seem
to run into it. The players by and large seem to eschew the combat options
such as vital blow, etc; they don't use Approved Actions, unless their goal
is to charm or persuade someone anyways - of course, the groups I game in
have changed things up a little, so our experience is probably non standard.
The thing is we didn't want to use the cards, especially since a few of
these games are played over the phone (no long distance charges is a lovely
thing.) So here is what we did to both simplify things and make the game
more phone compatible.
We eliminated the cards. Instead (and this may seem a little complex, but
bear with me) we created Hero Points and Epic Hero Points (HP and EHP). You
get filled up to 3 EHP every Adventure Arc, and you get filled up to 3 HP
every session/act.
HP can be used to invoke any Drama Card effect except Escape, Monologue,
subplots, or the Drama Card itself. You may as well spend all 3 every
act/session, because you get filled back up at the start of every session.
EHP (Epic Hero Points) can be used as an Escape, Monologue, or any subplot
or Campaign card. An EHP can be converted in 3 HP at anytime (note that all
HP are still lost at end of session, than refilled to 3 HP at start of next
session.) Finally, any unspent EHP at the end of the entire adventure/arc
is converted in a 3 possibility extra award, just like Drama Cards.
Because of HP/EHP and the lack of cards, a few things change for us. We
simply don't have approved actions or card play - we don't even use the card
pool in round by round.
Furthermore, although we have kept the ability to announce a Vital Blow or
an All Out Attack, very few use the system that deeply, and we have a quick
cheat sheet with those options summarized, after all, there are only a dozen
or so options.
Combat seems to flow fast enough with our current setup. I know the rules
we are playing under have drifted the game substantially, but maybe giving
it a try will help.
-Benn Grant
eFix Computer Consulting
benn at 4efix.com
603.283.6601
>-----Original Message-----
>From: torg-bounces at justintimeadventures.com [mailto:torg-
>bounces at justintimeadventures.com] On Behalf Of Phil Dack
>Sent: Monday, December 17, 2007 9:57 AM
>To: torg at roadkill.com
>Subject: [Torg] Trimming player decision-making
>
>Another quick post, as I'm procrastinating.
>
>My group managed to let combat grind to a halt with their
>contemplation of various tactical options. Its good to hand the
>players some tactical control, but when every round you're
>asking them to decide on what action to take (and the use of
>interaction skills in combat, plus Approved Actions being
>rewarded with a new card complicates this decision), how to take
>it (multiple actions?), what options to take (vital blow etc.),
>to play cards or not (and if so, which cards). Then the question
>of spending a possibility once the roll has happened - it's a
>lot of points each of which could potentially slow things down.
>
>I was contemplating removing ALL combat options. No more
>autofire, no more vital blow. Nothing.
>
>Instead, I was thinking of upping card play. It only cuts out
>one stage admittedly and may simply replace one level of
>contemplation for another of course. But instead of combat
>options, players can play one card from their hand each combat
>round. Trouble is, this changes rather a lot. It messes things
>up at a metagame level, because only PCs have cards. Do NPCs
>still use the old maneuvers? Or do they gain surrogate cards? It
>may also upset, if slightly, the balance of cardpools making
>them less potent in general.
>
>Any other thoughts on how this decision-making process can be
>trimmed. And in particular, I *am* quite keen on getting rid of
>the combat maneuvers which add a level of 'realism' that I don't
>necessarily need for a cinematic game. Now there's a thought -
>allowing them in some realities, but not others! Nile Empire
>pulp judges on the results, Core Earth is more interested in the
>process. Oh dear. That could get very messy.... :)
>
>Phil
>
>
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