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.
No comments:
Post a Comment