[Torg] new screwy ideas for Spirit based skills
Benjamin Grant
benn at 4efix.com
Thu Nov 13 09:11:50 EST 2008
>>> Also, I have an understanding, impression, and/or feeling
>>> about the Spirit attribute that I am struggling to put into words.
>>
>>If you can't put it in words, it will be problematic to put it in game
>>mechanics. If you can't put it into game mechanics (in a well-formed
>>fashion) you shouldn't try. The system is for communication between
>>participants in the game and with yourself as time goes forward. As
>>such, it
>>needs to be clear and concise.
I know, but (as you can see) I am getting there - this discussion is bring
out in me more precision in what it is I am thinking on the matter.
>>
>>Also, remember that the system is only about communication at a very
>>basic
>>level. Details will have to be filled in by the participants actually
>>talking to each other.
>>
>>> To me, Charisma isn't about
>>
>>Doesn't matter what it is or isn't about. The two attributes you
>>describe
>>are doing pretty much the same things, game mechanically. They have the
>>same
>>effects on the game. They just get slightly different descriptors
>>attached
>>to them. Same goes for all your duplicate skills.
I hope my further posts have been clarifying as to the difference between
Charisma and Spirit as I will be using them. Let me know if that is not the
case - I have posted 2 or 3 more posts on this.
>>
>>That doesn't mean that you can't have a meaningful split between two
>>such
>>attributes. It just means that if you are going to do it, you should
>>work
>>out what the basic differences are, set them down, and split the
>>mechanics
>>appropriately. (The alternative arrangement of stats I provided was
>>simply
>>one way to rearrange; there are certainly others.) If the mechanics
>>don't
>>split fairly naturally and clearly, you haven't got a clear enough idea
>>of
>>what the split is; in that case, don't do it. Either try something
>>else, or
>>revise until you get that mechanical split.
>>
>>Phil suggested an agility/power split. That would, indeed, be one means
>>to
>>provide the mechanical distinction needed. If you revise the mechanics
>>for
>>social skills such as Charm and Persuasion, you can have their effects
>>based
>>partially on each attribute, the same way that Dex and Strength both
>>typically affect melee combat.
>>
>>Travis Hall
For sure, I continue to try to be clear about the difference. Of course,
one difference that could be said to exist is that with my full proposal,
those five skills are based on Spirit and not Charisma - an artificial
difference, but one that is actual. Nevertheless, I hope that my other
posts have clarified the mains difference of those two attributes beyond the
skill listing they each partake of.
Ultimately, as you point out above, the key is that each attribute and each
skill under said attribute needs to create different effects to
differentiate the functionality of the two attributes. Ultimately, you
can't make people to like you or accede to your proposals using Spirit or
Spirit based skills. And you can't get true respect or real interpersonal
connections with Charisma or Charisma based skills. I think that seems a
pretty clear differentiation.
-Benn Grant
eFix Computer Consulting
benn at 4eFix.com
603.283.6601
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