From: Mikko Rintasaari (rintasaa@mail.student.oulu.fi)
Date: Thu 01 Oct 1998 - 22:43:18 EEST
> First, I want to say I've only seen HW in the pages of the digest.
> Without seeing it in action I think Status Point mechanic sounds great,
> I like the idea of better mechanics for debates, persuasions, etc...
hmm... I hope I'm getting something wrong here, but...
What is so great about having mechanics for persuasion, bargaining,
Debating(!), etc...
One rarely needs dice for such. Surely these things are handled by
roleplaying... If my character tries to convince somebody about something
or haggle with a merchant, I'll be very surprised if a GM tells me to roll
Personally I always tought that the personality trait system of Pendragon
was a bad idea. It's passably good to have a way of writing down the
concepts and psychology of a character, but to rely on mandatory dice
rolling to determine if ones character is, for instance impressed with
somebody, or perhaps angry enough to kill, is silly.
Surely I don't need to have a game mechanic to tell me when my character
is scared... One very much feels what the character is feeling, when
playing... at least I do. Hmm... a question. How often have you found
yourself crying, as your character was?
As said, I like having a way of writing down reminders of the main lines
of a characers psychology... I use descriptive sentenses and GURPS-style
advantages and disadvantages but the pendragon traits work quite well.
It's the weird mechanic of rolling to check which impulse the character
is following at the moment that I dislike. Surely such traits are just
guidelines, and in the play the character follows the much subtler and
somewhat more unpredictable ways of a living mind... roleplaying, yes?
waiting to see if I started a barbecue party,
-Adept
"thinker, dreamer and adventurer"
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