Saturday, December 12, 2009

Power 19 (11-15)

11.) How do the resolution mechanics reinforce what your game is about?

Resolving combat is exceptionally fast-paced, without sacrificing a feeling of involvement or struggle. It's very easy to learn and integrates neatly with the 'golden die' reward system. The 'golden die' system of character rewards mean than the GM has something they can actually do to reward good roleplaying which doesn't advance one player's effectiveness permanently beyond the others. The number of dice rolls is kept low, the reason for rolling dice is always clear. The game is balanced so that you don't need to roll for something trivial, and you can never use high results to do crazy / incomprehensible things. (well, I should never say never, I'm sure someone will find a way)

12.) Do characters in your game advance? If so, how?

Yep, advancement is key. They advance by growing in ability. Over time, awakened characters either direct their magical talents inwards (increasing strength, fighting ability, negotiating skills etc) or towards gaining magical spells and abilities. Most games have an aspect of "but a person just couldn't do that!" about them. In Mythology, I've chosen to make this a part of the game setting.

13.) How does the character advancement (or lack thereof) reinforce what your game is about?

I hesitate to call statistical improvements 'advancements' since I don't want to put down other aspects of advancement in people. Characters definitely become more capable over time. It's great fun to have a character which is great at some task. However, unless that capability is earned, it's not as real. If someone is told, "okay, your starting character is so powerful they can crush almost any opponent", then the entertainment value from being that powerful is pretty low. The novelty wears off when it becomes apparent that the game offers no challenges, no structure and no restrictions. The opportunity for growth through experience is really important. Ideally, character advancement should be fast enough to give players a sense of achievement, but slow enough that managing their level-ups is not a full time job! Each new ability should be gained, practised and enjoyed before the next new thing comes along.

14.) What sort of product or effect do you want your game to produce in or for the players?

Above all, a sense of having great fun by being caught up in the action.

15.) What areas of your game receive extra attention and color? Why?

The character archetypes have received a lot of attention, as have the conflict mechanics. But this initial design work should be invisible. In playing the game, the extra attention and colour should be in the interesting things the characters can do, and the fascination that the game world holds for the players.

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