Thought born of renewed insomnia
Posted: Fri Sep 28, 2007 1:28 pm
Somehow I find myself at work being able to connect to the internet from my work station. So while I wait for the email telling me that I have obtained the job I have so hoped I would gain. As I am also on lunch break, I've decided to post. What I've decided to post is something I've thought about last night and actually do not hope to have truly considered for future use. It's just a thought I had rumbling around in my mind that stubbornly refuses to remove itself.
Last night I was searching through different google words. Which led me to the fact that they are actually creating Lost Boys 2 *which has nothing to do with the rest of this post*. It also led me to european larps. I found out that many european larps are amazingly large in scope. Some of them, almost to movie quality in proportions. There are people who actually get up for work and go to a cubicle that has "Larp Organizer" over their names. What I've found in the rules aspect is that they range from simple enough that anyone immature can easily cut corners and start slapping other PCs around and so complex that the books rival Nero size.
The thought is that if we were to take paths and make them disciplines and then rewrite disciplines to conform to how many skills paths actually contain, it would allow for a lot more customization. That's a lot of what I hear in many games I've played, people want atleast the illusion of uniqueness; therefore a varity of choices. And in actuality is what we have already in the current FH. The mechanics in this game are so dynamic and yet defined that anyone can play just about anything. A skills name doesn't define what it actually can do for the character. A person can throw a 1 vorpal throwing star spell packet after 10 seconds or a 1 damage rock spell packet depending on which skill they'd like to take.
My point on this idea that I don't want actually used *now that I feel insane about posting it*, is what I just said in the last paragraph. No difference between the paths and skills. So a person could start out as a full diplomat and nothing else. Or a full rogue and nothing else. Or bits of this and that. I've found myself usually wanting to get many class skills for characters rather than buy discipline skills for the characters I've built. And I feel this is where that idea may have been born, with alittle help from my reading the online european larps and being amazed.
The enheriant problems with this are obvious. An insane amount of work would have to be done to change everything over. The point system would have to be reworked. There would be no guarentee that the new point system would actually allow new players to feel as though they haven't been left behind players that have been playing for years. It would allow for a lot more skill mechanic abused, making possible more combinations that would unbalance the game. All of this even with seperating the skills into their lifestyles. I feel I posted this because of plain boredom or maybe anxiety over the upcoming job announcement. I guess that is why I've posted it in random junk, rather than anywhere else. Though I feel it's always good to get the PC and GM populous talking in general. Perhaps this post may do that. Perhaps not.
Last night I was searching through different google words. Which led me to the fact that they are actually creating Lost Boys 2 *which has nothing to do with the rest of this post*. It also led me to european larps. I found out that many european larps are amazingly large in scope. Some of them, almost to movie quality in proportions. There are people who actually get up for work and go to a cubicle that has "Larp Organizer" over their names. What I've found in the rules aspect is that they range from simple enough that anyone immature can easily cut corners and start slapping other PCs around and so complex that the books rival Nero size.
The thought is that if we were to take paths and make them disciplines and then rewrite disciplines to conform to how many skills paths actually contain, it would allow for a lot more customization. That's a lot of what I hear in many games I've played, people want atleast the illusion of uniqueness; therefore a varity of choices. And in actuality is what we have already in the current FH. The mechanics in this game are so dynamic and yet defined that anyone can play just about anything. A skills name doesn't define what it actually can do for the character. A person can throw a 1 vorpal throwing star spell packet after 10 seconds or a 1 damage rock spell packet depending on which skill they'd like to take.
My point on this idea that I don't want actually used *now that I feel insane about posting it*, is what I just said in the last paragraph. No difference between the paths and skills. So a person could start out as a full diplomat and nothing else. Or a full rogue and nothing else. Or bits of this and that. I've found myself usually wanting to get many class skills for characters rather than buy discipline skills for the characters I've built. And I feel this is where that idea may have been born, with alittle help from my reading the online european larps and being amazed.
The enheriant problems with this are obvious. An insane amount of work would have to be done to change everything over. The point system would have to be reworked. There would be no guarentee that the new point system would actually allow new players to feel as though they haven't been left behind players that have been playing for years. It would allow for a lot more skill mechanic abused, making possible more combinations that would unbalance the game. All of this even with seperating the skills into their lifestyles. I feel I posted this because of plain boredom or maybe anxiety over the upcoming job announcement. I guess that is why I've posted it in random junk, rather than anywhere else. Though I feel it's always good to get the PC and GM populous talking in general. Perhaps this post may do that. Perhaps not.