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    Posts made by Thenomain

    • RE: Game Design: Avoiding Min-Maxing

      @the-sands said in Game Design: Avoiding Min-Maxing:

      The real thing that causes min-maxing is people wanting to be 'better' than everyone else

      Min-maxing is the act of making the best of the resources at hand.

      It can be used for good or evil. Good: Baking for Cats. Bad: Dump stats.

      It's going to be done no matter what anyone wants. There is no stopping it. Period.

      I would rather a game where I can still participate even if I don't spend a lot of time min-maxing, than a game worried about people focusing on a talent sometimes creating unbalanced situations.

      I'm more worried about people abusing a system, and systems that allow themselves to be abused. I would rather balanced systems.

      I've made my suggestions, largely agreeing with @Ganymede and @surreality and others I should credit: If everything in the game can be used to effect the game, then that's good enough.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Game Design: Avoiding Min-Maxing

      @the-sands said in Game Design: Avoiding Min-Maxing:

      @thenomain said in Game Design: Avoiding Min-Maxing:

      make every part of the system important

      So then you want Pastry Making to be important?

      If it's part of the game system, then I better be playing Shokugeki no Souma, yes.

      If it's not important, then the system is not doing what it should be doing.

      And if it's a "do anything" system like WoD, then the staff isn't doing what they should be doing. There's a reason people who take the the Crafts skill push staff to let them use it to make cool stuff, because that's why they took the bloody Crafts skill to begin with.

      If the game has rules about making cakes, then if I engage the system I should get something out of it besides a cake. Maybe I have a personally designed cake from a staffer. Maybe I have impressed the Lord of Cats so much that he's going to give me his cat-daughter's hand in marriage and half of his little cat-kingdom as dowery. (There will also be a Day of Catnip in celebration. Many books will be knocked off shelves. It will be glorious.)

      If all I get is a cake then why did anyone roll anything? This is practically Rule #1: If the success or failure is not interesting, don't roll. (Not to be mistaken for Rule #0: If the rules don't make sense, ignore them.)

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Game Design: Avoiding Min-Maxing

      I think most game designers don't understand the consequences of their own games very well. Being told that X means Y is good in theory, but in practice that's why we have the term "dump stat".

      I think the only way to keep minmaxing from being a negative thing instead of just what you do to be hyper-effective at one thing is to make every part of the system important.

      (Dove-tail into the Social Stats discussion.)

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      @mietze

      It's always about what I want to do with my character, yes. Social, mental, combat, crafting, people whose ideas are rejected are going to feel themselves rejected.

      The best RPers I've known feel a reasonable personal detachment from their characters. They still hate it when something goes wrong, but will roll with it because they're not taking it personally.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Visit Fallcoast, sponsored by the Fallcoast Chamber of Commerce

      @wretched said in Visit Fallcoast, sponsored by the Fallcoast Chamber of Commerce:

      @thatonedude Funny you should talk about automating XP...

      You're welcome.

      Unless you're completely changing the coded system you use for Fallcoast, in which case you're welcome.

      posted in Adver-tis-ments
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      Anyway,

      @faraday said in Social 'Combat': the hill I will die on (because I took 0 things for physical combat):

      @thenomain said in Social 'Combat': the hill I will die on (because I took 0 things for physical combat):

      You know, here’s a case where the D&D Alignment Grid may actually make sense.

      Maybe you could come up with an expanded version that mixed alignments with something like the old WoD virtues.

      d20 Modern replaced "alignment" with "allegiances". But I don't think you need to even go that far.

      I am: Chaotic Good.

      I am strong against being convinced to do harm against others and follow Rules As Written.

      I am weak against being convinced to mess with people (as long as it doesn't cause harm), being sarcastic, and helping people even if it puts myself or others in difficult situations.

      I know people will say "meh" about this, but it gives you a structure to talk about What You Can't Make Me Do.

      I do like the "Utter Coward" idea, because I am amused at the idea of an Utter Coward with high Willpower, but it doesn't quite work. It does work if there is a severe penalty against making me play against type, and what more useless "type" system is there besides D&D's Alignment system?

      The two ideas danced sexily in my head.

      Incidentally, there is an absolutely fantastic indie game called A Dirty World that uses a sliding scale to determine what you're good at as in: I am willing to break into someone's apartment so I'm good at it, but being kind to someone and getting them to open up is off-putting to me so I am not good at it.

      The system is damn good too for moral ambiguity.

      --

      So, this is social combat:

      I am pulling out of a parking spot and can't see jack. Someone lays on their horn and I am the one to feel guilty and I apologize.

      Why the fuck did I apologize to this asshole? If there was an accident it would be her fault, not mine!

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      @ganymede

      Too bad White Wolf’s Paths write-ups were just as bad.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      You know, here’s a case where the D&D Alignment Grid may actually make sense.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Visit Fallcoast, sponsored by the Fallcoast Chamber of Commerce

      @the-sands said in Visit Fallcoast, sponsored by the Fallcoast Chamber of Commerce:

      That said, I'm still grappling with a Miami based concept myself.

      Miami Vice Bites.

      posted in Adver-tis-ments
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      I think that a huge part of this problem is that almost every RPG we play has a resolution system, while social interactions are a process. The closest process we have in RPGs is combat.

      The resolution system, even if it’s done over time, is “roll these dice, try to get that result”.

      The Fantasy Flight RPGs with their bizarro dice do a lot to mesh dice with more flexible results. The Smallville RPG was mainly about how the actions influenced and were influenced by the social relationships. The Dr. Who RPG, tho not being pvp, puts social results as resolving first and combat results resolving last.

      But in the end, I think the problem with the RPGs we’ve been playing is that the game doesn’t tell us what these social systems do, or they don’t fit the persistent PvP mediums we use.

      The systems I’ve seen for social in WoD are like Ganymede mentioned. Have you shown anyone else your Vampire regions system, @Sunnyj? It’s just...right. It’s Reign (the RPG) for vampires.

      And we should give law enforcement teeth, or give violence systems that are not death teeth. Give Status teeth (Eldritch tried). Make taking something away from the character a possibility,

      I’d like to start with carrying broadswords in public, because legal or no you’d probably be on first name basis to several cops.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Chronicles of Darkness cyberpunk game seeking help.

      @faraday said in Chronicles of Darkness cyberpunk game seeking help.:

      @rnmissionrun said in Chronicles of Darkness cyberpunk game seeking help.:

      The hard part is usually code, but the fact they'll be writing that code in Python rather than MUSHcode should speed up the process considerably.

      On the one hand you've got "installing @Thenomain's ready-to-go WoD library and tweaking it on TinyMUX" and on the other hand you've got "learning a new framework + building an entire WoD chargen/skill system from scratch in Python + redoing lots of MUSH globals that don't exist in core Evennia". There are many reasons to use Evennia. But there's no way on earth it'll be faster - or even vaguely comparable in effort.

      Well. I mean. If you have an experienced Python coder on-hand, I bet they can at least come up with a sheet and stat storage system in short order. 2/3rds of the hard work that I did was emulating an indexed database by way of something more like XML. (May the sobbing begin.) The speed of using my code is that it is done. The difficulty of using my code is that it's MUX, and if you wanted to add systems it's going to be far, far faster in the long-run.

      Isn't that always the case? Prototype and run, or structure and release when ready? Most Mu*s work on the former principle. I thank @Cobaltasaurus at first then the EldritchMUX gang for giving me the time and platform for doing it the latter.

      (I'm done side-tracking @Saulot's thread, honest.)

      posted in A Shout in the Dark
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      So, "walking away" is a move that works for every kind of combat, if isn't always possible. There's a detailed chase mechanic for nWoD/CoD. Getting someone to not walk away from social interactions is a skill.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      @the-sands said in Social 'Combat': the hill I will die on (because I took 0 things for physical combat):

      @thenomain Sorry. I thought you were asking if their design philosophy has changed.

      I didn't know if it has, but it's still originally based on a system where PvP was not meant to be a thing. Unless they are clear in that is no longer the case (like the LARP), then I'm going to continue interpreting the rules as "not really meant to do that". From skimming the Doors system recently, it very easily could, but it a) isn't very clear on how the Doors system is meant to work and b) still requires staff to enforce it. Without at the very least the former, its use as "social combat" is limited to NPC for certain and PvP only when players are okay with it.

      I also just noticed that the word Combat in the thread title is in quotes, which I'm interpreting to mean that just because it's the word combat that this doesn't mean it needs to follow the same presumptions as physical combat.

      For instance, in Chronicles of Darkness, upon engaging in combat you must give your goal for that combat and if you do anything outside that goal you must spend Willpower. This is an extremely simple rule that I doubt many if anyone playing CoD online is using. I kind of hope so, because that adds a social element to physical combat: Motivation.

      It also tells better stories.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      @the-sands

      I’m having a hard time discerning what your point is in response to what I said.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      @ganymede

      The designers of Vampire have repeatedly gone on record saying that social stats were never intended to be used on other characters.

      I don’t know what recent game design philosophies are in the Onyx Path or LARP circles for CoD, but this is the core system that we are still dealing with for that particular game line.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      @bobotron

      Several WoD games have used brownies/tix/etc. to great effect.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      @lithium said in Social 'Combat': the hill I will die on (because I took 0 things for physical combat):

      Nobody has said that social skills should change core concepts of your character with just a single dice roll.

      I do want to say one thing but want it to be clear up-front that I'm not saying this to be contrary.

      Apocalypse World can change your character entirely based on a single roll.

      But here are the things:

      1. You decide to roll it.
      2. You decide to roll it knowing exactly what the risks are.
      3. The game hammers over and over again that you are playing to see what happens.
      4. You ultimately decide whether or not the roll changes the character.

      It's a game for people like @Bobotron, where something horrific can happen without your explicit say-so, but it keeps the player in the pilot's seat at all times.

      Here are the game's rules:

      When you try to seduce, manipulate, bluff, fast-talk, or lie to someone, tell them what 
      you want to do, give them a reason, and roll+hot <2d6 + your Hot stat>. For NPCs: On a 
      10+, they'll go along with you, unless or until some fact or action betrays the reason you 
      gave them. On a 7-9, they'll go along with you, but they need some concrete assurance, 
      corroboration, or evidence first. Fir PCs: On a 10+, do both. On a 7-9, choose 1:
      * If they go along with you, they mark experience.
      * If they refuse, erase one of their stat highlights <bonus for succeeding in a stat roll> 
        for the remainder of the session.
      What they do is up to them.
      On a miss, for either NPCs or PCs, be prepared for the worst.
      
      Seducing someone, here, means using sex to get them to do what you want, not (or not 
      just) trying to get them to fuck you.
      
      Asking someone straight to do something isn't trying to seduce or manipulate them. To 
      seduce or manipulate an NPC, the character needs leverage, a reason: sex, or a threat, 
      or a promise, something that the character can really do that the victim really wants or 
      really doesn't want.
      
      Absent leverage, they're just talking, and you should have your NPCs agree or accede, 
      decline or refuse, according to their own self-interests.
      
      The assurance that the NPC needs should directly address the leverage the character is 
      using. The leverage is sex? The assurance should be sexual. The leverage is violence? 
      "Just promise you won't hurt me."
      
      The whole process or needing and offering assurance can be explicit or implicit. Explicit: 
      "'Okay, I'll let you through,' he says. 'Just promise you won't tell Keeler it was me.'" 
      Implicit: "She takes your hand and nods toward the bed. 'After you,' she says."
      
      When one player's character manipulates another, there's no need for special leverage. 
      Instead, the manipulating character simply gets to offer her counterpart the carrot, the 
      stick, or both. The carrot is marking experience, and the stick is erasing a stat hilight.
      

      There. Boom. The game tells you that you do not have 100% control of your character, but you still retain agency.

      I adore Apocalypse World because it's one of the very few RPGs I've ever read that will tell you how to play, and tell you that if you don't play it that way then you're not playing Apocalypse World and should play a different game.

      This is something that has been done in games, and to players, in our hobby recently. Doing this takes time, but is absolutely worth it.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      @bobotron said in Social 'Combat': the hill I will die on (because I took 0 things for physical combat):

      @thenomain

      Right, but we circle back around to the 'buy in' and 'player reasonability' angles. I've had tons of fun, personally, getting socially fucked in a game, even without a carrot like a Beat or whatever. But the community has proven that people like us are in the minority.

      I honestly think that these are issues in any PvP situation, regardless if it's social or combat. Combat is more accepted ("buy-in"), but having lived through many, many oWoD games I can honestly say that multi-day combats are a direct result of the lack of player buy-in or player reasonability.

      nWoD largely solves this by making combat more streamlined, far more structured, and easier to understand the cause and effect.

      What I like of Apocalypse World is that their social system is: If this happens, this is how you can get screwed. (Bonus: And you get to choose.) This is how every system works.

      What I like about Fate Core is that each system that degrades your character is exactly the same. Physical damage is really "negative physical effects". Social damage is really "negative social effects". (Mental, really, but for the conversation it can be both.)

      So we have people who are not familiar with anything but non-social-combat systems worried about buy-in and player reasonability when I find the former is up to the game to provide, and the latter is up to staff to enforce.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Social 'Combat': the hill I will die on (because I took 0 things for physical combat)

      I designed a LARP once, where people had <x> uses of various skills.

      It had many social skills, of which these were two:

      1. The target character believes that you (character) believe that you are telling the truth. This is different than "the target believes you" because if you say the sky is purple then this is asking the target character to believe something that is absolutely stupid to believe, but if you say the sky is purple and the target believes that you believe it, then there's something to build upon.
      2. You can ask the player how the character would generally react to a certain statement or question, before making the statement or question. That is, let me read your character and then change what I do based on the new information.

      It was incredibly basic, but I realize now that it goes to what @Sparks is saying: You can't make other people do something, but you can still gain information or hide information in a way that doesn't overwrite player's ability to respond.

      The only way physical combat completely removes player agency is character death and other very major situations. You can threaten all you want, but it's up to the player to decide how the character responds.

      I like systems like that.

      --

      edit:

      I also like systems like Apocalypse World, which is so good at differentiating character and player that choosing how your character gets boned by being forced to do something is actually incredibly fun.

      I don't want to say there's only one way to approach social interaction with stats.

      posted in Mildly Constructive
      Thenomain
      Thenomain
    • RE: Cheap or Free Games!

      @apu said in Cheap or Free Games!:

      @thenomain

      Bah. That's rather shitty of them. Oh well. Thanks for letting me know. 🙂

      Well, as someone whose job it is to explain this to people who would rather ascribe Apple's actions to malice than something else, they did support it for nine years and did warn the developers three years ago, giving that particular device a six-year support cycle.

      Good luck getting that life cycle out of any other hardware company. It's the software part that sucks; sorry for the bad news.

      The iPad Air is your low-end software-supported iPad for now.

      posted in Other Games
      Thenomain
      Thenomain
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