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Post by piratespice on Feb 12, 2004 9:24:21 GMT -5
You're not wrong Dagreatjl, the power of Situational Modifiers is often overlooked in MURPG games. But there is something that DS's system does that SitMods don't. It puts the power to effect dramatic change in the player's hands. I find this to be an incredibly important tool in almost any game. A player can only ever try to get a Situational Modifier, but its up to the GM to grant them. Some GM's are stingy...others just have other things on their minds at the time. With Drama Stones, the player gets to decide that this is his character's "moment." Naturally, I'd suggest that GM's that were previously generous with SitMods tone it down a bit if they implement Drama Stones (so things don't get way out of control).
Also, as stated before, there is also the benefit of easing the burden on the GM and encouraging the playing of Challenges, while completely getting rid of the powergaming aspect of Challenges.
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Post by beyonder on Feb 12, 2004 9:44:53 GMT -5
The problem I'm having with DS's system is that it requires yet another pile of Stones for each player. In a game with an average of 7 players and only 2 hours in which to play, I already have enough trouble keeping the action moving and advancing the plot. One more type of Stone would be, for my game, unnecessarily messy. BUT, I do love the basic idea. Rewarding players for playing out their own Challenges? It's brilliant, and would greatly reduce the amount of data that I'm required to keep track of. (I'll say it again: ~7 players, 2 hours. NPCs and plots and subplots and descriptions and action and player psychology and SitMods and Lines and Stones and balance and rules changes and GAAAAH! ) So, any ideas (from anyone) on how to implement this system in a clean and simple fashion?
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Post by piratespice on Mar 5, 2004 15:48:45 GMT -5
The extra stones do make for a bit more clutter on the gaming table, but I think it's worth it compared to the amount of data the GM has to keep track of otherwise. I'd suggest using a different color stone for Drama Stones (other than red or white) to differentiate. That'll help you keep track of them.
The only "cleaner" method I thought of would be to have a singular "Drama Pool" that the whole party could draw from...but then the guy who doesn't play up his Challenges is gaining the benefits of the guy who does, so I scrapped that idea quickly.
I'm probably going to playtest Drama Stones in one of my games soon, so I'll let you know how it works out for us.
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Post by i3ullseye on Mar 13, 2004 17:29:52 GMT -5
And again, my problem comes form this statement here....
"You're not wrong Dagreatjl, the power of Situational Modifiers is often overlooked in MURPG games. But there is something that DS's system does that SitMods don't. It puts the power to effect dramatic change in the player's hands."
This is EXACTLY the problem. A GM should indeed let sit mods help or hinder the players often. Like almost every action this shoudl be considered. Even if 9 times out of 10 you decide the pros and cons balance out, it should still be considered, not stones versus blank defense 99% of the time.
NEVER woudl i want a time in my game where the player has free stones to 'make what he wants happen' happen. Your plot is going nicely, and Toad kept them delayed long enough to buy Mystique some time... but he is avoiding actual combat and will run once she is clear. You don't want him caught, he is not openly fighting to ensure he has a retreat available. and BAM... one player says he spends his drama stones so the Subway Toad had jumped onto screeches to a halt!
What?
No. If they creatively come up with good reasons they can keep up with the subway i am all for it. If they can constructively cut him off form his destination this is great. If they have a flashback to their youthful train hopping days to help them then great. But no way the players shoudl have ANY free outs with situations like this.
I DO reward creativity. And when I play I try to use the most oddball and innovative ideas I can to accomplish my goals. I am normally acting at 2 to 4 stones well beyond what my normal limits are, because I have a great GM who run his game a lot like how I think I run mine, and rewards great ideas generously.
But freebies just cheapen the whole experience IMO.
Now as for disadvantages, shoudl Mutant be a factor every issue? You better believe it. and even if it only becomes a factor every third or fourth issue, it is not running home to make sure your dear old aunt doesn't suspect you are more than a teen student, it is fearing that giant robot Sentinel outside the door reaching in to imprison or kill you! It is having soemone name you a mutant while you are at a major league ball game and a riot erupting. and yes, these SHOULD and DO happen to mutants in the marvel universe. All the time.
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Post by piratespice on Mar 14, 2004 21:34:53 GMT -5
There's a great quote that floats around the gaming community, "If you don't want your players to screw up your plot, don't let them touch the dice [or stones, in this case]." What this means is that players will, by their actions, derail your intended plotline probably 90% of the time. They don't mean to...but there are very likely a bajillion things you didn't think of when designing your plot that your players will. How should GMs deal with this problem? Don't fight it...accept it and embrace it. Realize that your players are telling this story just as much as you are...but they've only got one character to do it with. Drama Stones, and similar systems, give the players a tad more influence to create really great dramatic moments, instead of relying upon the GM to share their vision of their characters' stories.
Bullseye, you're jumping to the worst conclusion possible about what Drama Stones would be capable of. Where in DS's post was it suggested that they could do something like stop a train? They mostly just work like Energy, and can occasionally save a character's butt. Mind you, I personally would allow Drama Stones to effect minor changes in the story, but that's just my preference. In my own experiences, games that give a bit of control to the players are much more enjoyable for the players, have more dramatic and memorable "moments", and almost never feel railroaded or forced (some GMs are just too good at railroading...some GMs don't run games for me anymore ;D ). The stories feels more like a communal creation, rather than just one person's vision. I feel that systems like this are an evolution in gaming, not a hindrance.
As for just what I think Drama Stones should allow players to affect, it should still be limited. No stopping trains...but those extra stones might be just what they need to catch the train themselves. Maybe, at most, a stone could be spent to make it the wrong train, making Toad think on his feet, but hardly guaranteeing his capture. Ultimately, stones spent to change the story should only be able to create coincidental effects (think minor Entropy effects a la Mage: The Ascension), or pull the character out of a bind (such as the "healing" effect of the stones, or making sure the 10 story drop is above the hotel's swimming pool, etc.).
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Post by realmwalker on Mar 30, 2004 8:55:47 GMT -5
I agree a lot with Bullseye, yes it is good to have some minor control over sit mods in the players hands but Players ofter overlook the GM time and effort taken to make the game possible. When I start a Game with my players I have a set list of things that have to happen, and I'll give them a Importance modifier to let me know as the game is progressing how important the NPC or Event taken place is and GM accordingly. My Drama Stones are built in and Controlled by me, as both Sit Mods as well as other things. The Players benefit mainly from the Lines I Reward when they Describe somethig they did very well, awsome stunts, descriptive attacks, using brains during combat, Some Times a Taunt (Social Skill: Smack Talk Specialty) can be as effective as a 5 stone Close Combat attack.
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