Re: UW2 Design Thread
Posted: Sat Apr 27, 2019 11:27 pm
While Confront/Arrange/Deny were pretty close to each other, you could restrict the stats used for each to make it interesting.
After a long exile, we found a new home
While I do generally approve of this idea, I've found it to work best as a "soft" rule. Player agency vs GM control is definitely one of the levers I can use to modulate rewards/punishments, but where that division happens in the distribution of resolution results can vary.
I'll be honest, the FATE-style situational/temporary tags don't really appeal to me in this context. While the Asset tags are a necessary descriptor of the Asset's permanent capabilities, temporary tags need a more robust framework to not feel tacked on. Without a gameplay loop that leverages those tags, they simply act as shorthand for the current narrative positioning. Not saying it isn't useful to jot down reminders like "flanked" or "radiation leak" on a pad of paper during play, but building it into a system of bonuses and penalties and harm and healing and such is far outside the purview of UW, and would be a different (likely FATE-adjacent) system.Bloodwork wrote: ↑Mon Apr 29, 2019 3:02 amFor advantages, you could make it Create/Remove Tag. The tag does what it says in the fiction (like the great gear tags from UW) and can also give you a +1 (like forward or ongoing or data point). If harm and damage is also handled by tags then you can also use this move to repair, heal, etc.
For the moment, the division I'm sticking to is Manual vs Digital, Experience vs Inspiration, Machine vs Computer, etc.Bloodwork wrote: ↑Mon Apr 29, 2019 3:02 amAs for stats, maybe you could use Force, Finesse, Influence, Smarts, Expertise. You use Smarts to observe, deduce, recall, calculate. You use Expertise to repair, treat, hack. You could prevent Expertise from being overpowering by requiring a specialisation like the ones for Academic. E.g. You can remove minor and moderate damage tags from your starship with Expertise but you need Skill to remove Severe ones.
I like that you're explicitly defining action positioning. I think it might be valuable to add "Easy" (or similar name) as a category as a counterpoint to Overwhelming. It might be something that always succeeds, no matter the result, but your roll decides if there is a complication.SGomes wrote: ↑Tue May 07, 2019 11:00 amThere are four "modes" to making actions:
- Impossible: Physically impossible based on available tools / position / laws of reality. No roll.
- Overwhelming: Character is at a big disadvantage. Roll Face Adversity, but there are extra consequences no matter the result.
- Challenging: The outcome is uncertain. Roll Face Adversity.
- Certain: Character has the skills and tools to do this easily. No roll.