I've been trying to work out a post about competency in role-playing games, but when I've sat down, I realized I had a few different issues come up, and by the time I felt like I was getting somewhere, I had to go somewhere else and do a thing. This pattern's repeated itself three or four times now in the last week.
On one hand, I've been running WoD. I mean, not as much as I want, but still fairly often as things go. I'm planning on using the plot for NaNoWriMo, even. For what it's worth. Ahem. But I've had fairly good success managing my own expectations for competency in game using the Core and Second Sight. Those expectations are managed by the implications in the writing for what fluff there is (usually not related to mechanics players are going to be interacting with) and the mechanics in the text.
One excellent example if how, when it was released, it was generally lauded but the stats for the beat cop were immediately torn to shreds. The reason why was obvious - the beat cop was built using an incredible amount of experience points off the starting character template. This kind of transparency is, for me, extremely important. The newer line of WoD books has been very consistent from what I've seen in this kind of regard. Part of this is how the characters are all built off exp right from the beginning, and none of these games with Bonus Points. The character creation game can still be rigged, but the discrepancy is smaller and can typically be managed using a few simple rules of thumb.
Exalted 2.5 is much, much messier. I don't really think anyone's surprised to hear that, but character creation is all over the place. Backgrounds are very messy, with some being clear winners and others varying by campaign from absolutely wasted to absolutely game-breaking. Bonus Points muddy the issue by allowing players to buy rank 4 and 5 skills for a single point, in some instances, making extreme specialization a much better deal then diversification early on. Experience point expenditures are different for the same thing cross-splat. The reality of combat is pervasive, but which powers you should buy aren't always clear. Certain areas of expertise are oddly structured, so that being able to survive combat (which is fun, so tends to be prioritized) is extremely expensive, which leaves other interesting and fun powers largely off the table until much later, or at risk of accidentally being dissolved by the first attack they're unable to defend against.
So, there are issues. That's part of the problem you run into with a system originally designed to partially mimic the deck building feel of collectible card games, and also runs into the problems about the concern of verisimilitude in setting and different expectations from different writers. I struggled with some of these concerns when writing and editing my own game, which I guess I've decided to leave titled Dream, until I figure out otherwise.
It's a system that's incredibly stripped down, but the potential problem exists despite that, because as long as you put character creation options into the hands of players, the possibility of making a character 'wrong' is present. Getting into the details about all three of those things is obviously going to make a post really long by LJ standards, but that's what I've been wrestling with. I've certainly got notepad pages full of inane scribbles. I'd really like to get into even one of those tonight, but it's late and I'm probably busy again most of tomorrow. I guess I'm making a promise to myself to try to do it tomorrow, though, at least in part so that I can fully realize some of these design issues.
That's not even to mention, really, that I feel that languages, crafts, and to a wider degree, styles of martial arts would be better served being merits like in newer versions of WoD and that the structure presented - in part - for Changeling is worth looking into for Exalted. Possibly, anyhow. A mash-up of inherent abilities based on splat, a flatter power curve between Exalt types, Charms, applicable Merits, Merits instead of Backgrounds, free Excellencies (if that structure is maintained) as inherent powers, ect, et al. Prioritization has been extremely difficult for me. I want to do everything all at once. I've been working incredibly hard to focus and actually accomplish one thing at a time, but sometimes I just have to check in and talk about what else I want.
On one hand, I've been running WoD. I mean, not as much as I want, but still fairly often as things go. I'm planning on using the plot for NaNoWriMo, even. For what it's worth. Ahem. But I've had fairly good success managing my own expectations for competency in game using the Core and Second Sight. Those expectations are managed by the implications in the writing for what fluff there is (usually not related to mechanics players are going to be interacting with) and the mechanics in the text.
One excellent example if how, when it was released, it was generally lauded but the stats for the beat cop were immediately torn to shreds. The reason why was obvious - the beat cop was built using an incredible amount of experience points off the starting character template. This kind of transparency is, for me, extremely important. The newer line of WoD books has been very consistent from what I've seen in this kind of regard. Part of this is how the characters are all built off exp right from the beginning, and none of these games with Bonus Points. The character creation game can still be rigged, but the discrepancy is smaller and can typically be managed using a few simple rules of thumb.
Exalted 2.5 is much, much messier. I don't really think anyone's surprised to hear that, but character creation is all over the place. Backgrounds are very messy, with some being clear winners and others varying by campaign from absolutely wasted to absolutely game-breaking. Bonus Points muddy the issue by allowing players to buy rank 4 and 5 skills for a single point, in some instances, making extreme specialization a much better deal then diversification early on. Experience point expenditures are different for the same thing cross-splat. The reality of combat is pervasive, but which powers you should buy aren't always clear. Certain areas of expertise are oddly structured, so that being able to survive combat (which is fun, so tends to be prioritized) is extremely expensive, which leaves other interesting and fun powers largely off the table until much later, or at risk of accidentally being dissolved by the first attack they're unable to defend against.
So, there are issues. That's part of the problem you run into with a system originally designed to partially mimic the deck building feel of collectible card games, and also runs into the problems about the concern of verisimilitude in setting and different expectations from different writers. I struggled with some of these concerns when writing and editing my own game, which I guess I've decided to leave titled Dream, until I figure out otherwise.
It's a system that's incredibly stripped down, but the potential problem exists despite that, because as long as you put character creation options into the hands of players, the possibility of making a character 'wrong' is present. Getting into the details about all three of those things is obviously going to make a post really long by LJ standards, but that's what I've been wrestling with. I've certainly got notepad pages full of inane scribbles. I'd really like to get into even one of those tonight, but it's late and I'm probably busy again most of tomorrow. I guess I'm making a promise to myself to try to do it tomorrow, though, at least in part so that I can fully realize some of these design issues.
That's not even to mention, really, that I feel that languages, crafts, and to a wider degree, styles of martial arts would be better served being merits like in newer versions of WoD and that the structure presented - in part - for Changeling is worth looking into for Exalted. Possibly, anyhow. A mash-up of inherent abilities based on splat, a flatter power curve between Exalt types, Charms, applicable Merits, Merits instead of Backgrounds, free Excellencies (if that structure is maintained) as inherent powers, ect, et al. Prioritization has been extremely difficult for me. I want to do everything all at once. I've been working incredibly hard to focus and actually accomplish one thing at a time, but sometimes I just have to check in and talk about what else I want.
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