Need some input Everyone PLEASE vote

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Which Choice would you make see below

Option 1
0
No votes
Option 2
4
17%
Option 3
6
25%
All of the above
5
21%
None of the above I dont have any resources to spare
1
4%
None of the above I dont like any of those options
8
33%
 
Total votes: 24
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WayneO42
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Post by WayneO42 »

Dallid wrote:Don't like Option 1 because I don't feel that wealth should determine skill. Why should the wealthy be able to do many more amazing feats than everyone else (gaining an extra Hero Point every event is a lot)?
How about the allegience bonus? I think that makes alot of sense. Money is power.
Dallid wrote:Don't like #2 for the same reason as #1. Also, those in charge of the vast resource stockpiles basically control who gets what.
Exactly! This causes strife and causes a desire to horde. Its mechanically induced greed. If you have more resources, you eat better, sleep better, have better equipment, etc. The only way for us to represent that without screwing over the craftsman is through hero points.
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Post by GM_Chris »

Wow I am really surprised at the the total of 6 people not liking any of the options.

Now I might have been confusing in my post and I was intentionally being vague, but let me tell you what I am hearing from the people.

Option 1...we dont want this to be a mechanic for gaining hero point.

Option 2...we dont like this option since you are buying hero points.

Option 3...we dont want to be able to purchase or make any new items in the game.

Basically I am hearing that the people who dont like the options dont like them because they dont want there to be any changes to how resources are spent? Players want no new options for spending resources?


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Post by Dallid »

The allegiance bonus makes sense - the wealthy have influence. However, they should not be able to kill seven men with one blow because of it (order them to be killed, yes). Hero Points based on wealth doesn't make sense.

Yes, those in control decide who gets what. I'm not denying that's the way it should be. It makes perfect sense - but ONLY when applied to physical items. Players giving other players Hero Points should never happen.

"I like you. Know what that means? It means your skills have suddenly become god-like. Have 10 Hero Points."

Which also applies to purchasing Hero Points in game. "I'm here to purchase god-mode. Give me 10 Hero Points."

As for getting Resources to flow out of game, the system seems to be all ready in place - all resources get consumed for various things. The rate the reasources come into game is GM controled. The rate at which they leave is PC controlled. It's just a balancing act to get resources to enter game at roughly the same rate they're leaving. That's plot controlled.
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Post by Ug »

I like the idea of sending in merchants to trade for tokens, but I hate the idea of just being able to buy them out of the blue or what-not.

I wouldn't really be for setting up a massive shop with it either, cause most likely we'd attack it and take all of the items.

heh ;-)
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Post by GM_Chris »

I like the idea of sending in merchants to trade for tokens, but I hate the idea of just being able to buy them out of the blue or what-not.
Oh sorry the items that grant bonuses as mentioned would be created by the craftsman..a player could not come to GM camp and just get them. Sorry for the confusion.

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Post by Dallid »

However, another way to get resources out of game is to put experation dates on the tags. Nothing can be stored indefinitely - food and wood rot, cloth and hide are ruined by insects and rodents, metal rusts, etc.
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Post by WayneO42 »

Dallid wrote:However, another way to get resources out of game is to put experation dates on the tags. Nothing can be stored indefinitely - food and wood rot, cloth and hide are ruined by insects and rodents, metal rusts, etc.
Expiration of resources is a good idea but a level of complexity that we are trying to avoid going to. We set the resource cost to survive rather high to simulte this on a smaller level. When you turn in x number of resources, it is assumed that a small portion of those resources were not actually consumed or used by the character but rather destroyed through rot, accident, etc.
Yes, those in control decide who gets what. I'm not denying that's the way it should be. It makes perfect sense - but ONLY when applied to physical items. Players giving other players Hero Points should never happen.

"I like you. Know what that means? It means your skills have suddenly become god-like. Have 10 Hero Points."
Thats not exactly how it would work. A player would turn in the required resources and get a character specific hero point (just like they are now). The wealthy character's floating hero point would be the same way. It would be character specific. If a player wanted to award another character, they would need to give them the resources not the resulting Hero Point
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Post by GM_Chris »

Yeah 1 hero point wouldnt let a person kill 7 people in ne blow :)


It is a function of position. Those who are incharge in fantasy novels are a cut above the rest in one way or another. They are slightly harder to kill. Granted the rich element to granting a hero point is a bit on the evil side, but that is alright. Heck I should really give a player a Hero point anytime they successfully kill another PC. Well ok maybe not Dallid it isnt in his character profile, but Pentag should earn one based on deaths he causes.

Problem is we need a system that is both objective and subjective. If we are totally subjective and only give hero points based on RP (ideal) well we will miss people. If we give them based on levels the cool thing is we give a bennifit for keeping with your character. Your character becomes harder to kill as he or she levels which is good. Problem is well levels is kind of a alame way to go about it too since there is no fexability. A 3 system approach where the player is directly control of some aspects and subjective on others is not too bad.

Plus we dont like comming up with new mechanics in a system that has a reward system in place that is easy tto dip into. "we want to encourage this so let me offer you a hero point"

Now 20 resources should be plent high enough that not many people can suck that much out of the system without alot of people starving. I could be wrong, but we know there isnt that many free resources hanging around for that purpose.

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Post by Peace420 »

LOL 20 resources could probably buy you 2 or more people to protect you for an entire event. Much much preferable to me than 5 hit points or swinging for 2. :P Hell for 20 resources I'd try something as dumb as assasinating a false king with 1000 gaurds again. :shock: :lol:
Last edited by Peace420 on Fri Dec 10, 2004 2:03 pm, edited 1 time in total.
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resources

Post by Nelkie »

I like all the ideas, because most of them will not be used.

It is very hard to get 20 resoures to turn in for 1 hero point. To me, it is a waste of resources, unless it is very critical to have a hero point.

Next, the wealthy hero point is a good idea becasue it cost so many reources to achieve that level.
18 food 6 cloth 12 shelter. That is six people worth of resources. Not event the house can aford that on a regular basis.

My quetion is, what can a hero point do? than it can be detmeined how powerful of a bonus people are recieivng.

I personal would like to spend resources on builds that grant some benifit, armies, tools, equipment, shield, armor, etc...
My Thoughts

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Post by dier_cire »

ok, options are cool except #2 is a little off. Well, if you manage how people get resources it's fine. Just look out for Joe blow doing 20 minor encounters an event for the resources.

Another idea to sap resources... Plots that require us supporting another group doing something that when completed gives a bonus to the whole town. Plots that have might have a resource drain until solved. These don't even need to be mandatory ones, just ones to give minor benefits from people diligent enough to stick with them.
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Post by GM_Chris »

Great Ideas all around

Aaron read Doug's post on what a hero point can do.

Great Idea Reid

Ok so what I am hearing is that the options presented would not come into play all that often, but would every now and then. You are saying the temptaion level is small atleast for option 1 and 2.

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Post by Dallid »

I've only occasionally glimpsed the House stack of resources, but it's looked to me like a dozen Hero Points could easily be bought at the next event. I'm not the one tracking holdings and expendatures, so I could be wrong.

However, Individual Resouce tags have always been played as representing huge quantities. Kill a bear and bring it back to town, and you might get one or two food tags for it. Three food tags will feed a common person for four months! This promotes the use of common stores, thus it promotes cooperation. If you want to promote conflict and hoarding, tag representations will have to change dramatically so an individual can keep several dozen tags on his person.

But physical power through greed really rubs me the wrong way. I just cant accept "With all else equal, I can still railroad you in one-on-one combat because I'm greedier than you."
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Post by GM_Chris »

Yeah life sucks, and even more in bad worlds where there is alot of greed. Sometimes the good people of midle earth need to fight back and stand..hmm I think I am in the wrong game, but you get the point. :)

"four months" well 1 food tag per month. Now 2 dear can feed a family for a year, so already we are not being very accurate only giving out 2 food for a bear, but we cannot flood the market.

Aaron since you are the leader of house resources can you IM me and let me know if you have a stack of resources that can be used to purchase a dozen hero points. that is 240 extra resources.

I really hope there isnt 240 free resources hanging around.

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Post by Peace420 »

Chris have you looked in my envelope lately? And I'm sure the house has atleast 20x what I have personally. And I make sure that a few people don't starve.
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