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Channel: Time to kick the ole idea tree for Relationship advice. | BoardGameGeek
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Thread: RPG Design:: Time to kick the ole idea tree for Relationship advice.

by Wired_Wolf Forgive the rambling this time (and at any time I ramble).I'm trying to tie in relationships into the Mass Effect RPG I've been endeavoring to write. Relationships are a very important...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by Sam and Max One crazy idea is to use the Fiasco system of relationships. The relationships don't have to be with other players, but this would be amusing. Is there a Fiasco playset good with Mass...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by Wired_Wolf Sam and Max wrote:One crazy idea is to use the Fiasco system of relationships. The relationships don't have to be with other players, but this would be amusing. Is there a Fiasco playset...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by Rishi Wired_Wolf wrote:Just some ideas that I'm tossing out there. What's your take? Apart from the FATE/FUDGE systems that make relationships integral, what other systems try to make relationships...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by Wired_Wolf Rishi wrote:Wired_Wolf wrote:Just some ideas that I'm tossing out there. What's your take? Apart from the FATE/FUDGE systems that make relationships integral, what other systems try to...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by catmorbid I've always found portraying relationships awkward and tricky, best left for players to pursue, if they're interested in roleplaying such. However, there might be some ways to encourage...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by Wired_Wolf catmorbid wrote:Depending the role the Paragon/Renegade points play, they could be obtained for, say every friendly/unfriendly relationship the player manages to scribble up, up to a...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by cosine This always feels very odd to me. Coding rules to restrict the thoughts and feelings of characters seems very much against what role playing is all about. Players should have freedom to...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by Wired_Wolf Good points, Eric.Part of this stems from playing too much D&D with the same group, where we (even I) really don't give a flying rats arse about the NPC's that I am supposed to be...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by cosine Wired_Wolf wrote:Part of this stems from playing too much D&D with the same group, where we (even I) really don't give a flying rats arse about the NPC's that I am supposed to be...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by catmorbid That does seem like a very good way, Eric. What I've found with everyone whose tried to accomplish that is that unless the GM takes very good care of those NPC's, it doesn't really work...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by Wired_Wolf I think that's the problem for a lot of players. if there is no mechanical reason to care about NPC (or even other PC's) then they simply won't. I'd love it if my players were all about...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by cosine Wired_Wolf wrote:I think that's the problem for a lot of players. if there is no mechanical reason to care about NPC (or even other PC's) then they simply won't.I guess that's what I'm...

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Reply: RPG Design:: Re: Time to kick the ole idea tree for Relationship advice.

by catmorbid cosine wrote:I guess that's what I'm saying. Give them a mechanical reason to care.Exactly. Let me emphasize it some more: Give them a mechanical reason to care. It does not need to be...

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