Sunday, August 22, 2010

Desired Effects: RPG mechanics having knock-on effects

Some of the things I am noticing with Piecemeal is the difference from traditional fantasy RPG's by the focus of it rules. One of those is smart players having their characters do dumb things.

I began noticing more and more players were participating in reckless cliches, fun things mind you, but reckless. Things where the reward wasn't worth the danger, but it was done anyways. These include things that fit popular story cliches for danger (entering the creepy basement alone, grabbing the cursed gem, getting drunk while on watch) that players KNEW where bad idea.

Now this allowed for A LOT of fun, as these created loads of fun situations to get out of. Normally players are able to avoid these obvious situations ("Use a cursed monkey's paw? I think not"). The reasoning form the players? Fate points are granted in part to your ability to do awesome things, defined as "taking extra risk for style".

Players are also focusing on talking their way through problems more. This is no doubt due to the fact that social conflict mechanics mirror combat mechanics, meaning not only that it takes longer than one roll to resolve but that it allows partial results and tactics round to round.

I am still tweaking the social conflict mechanics to aid in this result, but the fate mechanics seems to be going superbly.

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