Wednesday, August 15, 2012

USP: Using real world skills in a game so that we can hone them.

I am using hours as my “Character Credits”. My system uses the Term “Character Credits”, to differentiate the kinds of hours a character spends. Again my system emphasizes and puts into practice what I have learned my various studies: that practice, elaboration, attachment and inspiration affect our ability to learn skill and knowledge.

Basically I'll make a template spreedsheet/table and some calculation aids to allow GMs to quickly and intuitively calculate how the character spend their time and thus come to how much goes into their “transforming the character”. Of course RAW hours are not enough, Role-playing is pivotal in showing commitment, cleverness, and economy of action.

Inspiration and Persperation.
Character Roll gainst their current level of skill for inspiration. This is like a save more than a “roll” since it tries to against an uphill difficulty. What I mean is that inevitably most character fails the Inspiration roll, BUT they can still get mastery because of perserverance. Failing just means less hours are converted to Character Credits.

Every Story or Chapter in the story character are allowed to roll Inspiration to convert the hourse into CC (Character Credits).

Economy of Action – One action: Many Skills
Some activities affect more skills while others activites affect a very narrow band of a skill. There are certain activities that provide many complimentary hours of practice, take for instance travelling by foot: there are mental activities like navigation, strategic judgements in modes of mobility, perception exercise in analyzing the terrain and hazzards, physical activities like energy management, and more skills in practice depending on the anciliary activities in the act of travelling: like foraging, tracking, hunting, climbing, etc...

These hours are very fruitful and can yield CC for various skills at the same time as it hones its primary focus. Each time a character has the chance to gain inspiration in practice.

Intuition and Insight – Stats Can Be Raised.
Built into the system is that characters who have a rather a lot of skills invested in a particular kind of intelligence or ability can raise that ability. The system accomodates the growth of the character's key abilities over time. This is a special kind of Inspiration Roll, that is modified by the amount of complimentary skills the character has and their average level. This means if a character has a medium level of a bunch of skills that compliment Str, Dex, Con, Int, Wis, Cha.

Wisdom – Non-Standard Intelligence
I know how frustrating to define all the modes of intelligence so I've found it necessary and inspirational to just lump them together under wisdom. The great thing about this is that it defines while allowing greater interpretation of different kinds of Intelligences. I know its wishy washy and the geek should be more exacting and accurate but leaving this room for interpretation will allow a flowering of other modes of thinking and problem solving in the game.

I'm currently listening to How to Think Strategikally and I'm beginning to realize Strategy and Tactical as defined by the course is an exercise in Wisdom. Since the game system is ability modular, a character who is an expert Barkeep may use Wisdom to strategize for his business... of course the difficulty is another matter.

System Peculiarities: All Ability Scores are all a form of Intelligence.
Strengh and Constitution are an Intelligence based Ability. Strength is based on upper body Kinesthetics, while Constitution is conditioning and the body's own non-conscious Intelligence in managing resources, dealing with stress and pain, and hightened efficiency. Build is a factor that trully affects Work or Kinetic Energy output, which is influenced by Strength and Constitution to determine efficiency.

By definition of Constitution certain kinds of breathing and meditation is Constitution based, while some kinds of meditation (like mindfulness) is Wisdom based.

You could say I'm in the Chapter about Differentiation, Cost Leadership, and Targeting. This can be considered my Unique Selling Proposition as I continue to define, differentiate, and set out to achieve a unique strategic proposal for the open rpg system. Using real world skills in a game so that we can hone them. By the system and nature of the character creation format, one can strategize how they will learn skills and more efficiently (with a process that can evolve and improve) make more sensible decision regarding personal development. 
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