Hi guys:
My current project, In Harm's Way StarCluster, has three different task resolution options in the core book. There was another game back around 2000 or so that had multiple T-R options, but it didn't exactly light fires. What do you guys think of this idea? Do any of you have any experience with that other game - whose name I can't recall for the life of me? I'm more than a little nervous about this.
-clash
As you've said options, i presume that the players can choose which one they want to use? If that's the case, then i doubt there's a problem, if all 3 are used during the game, then i'd share your concerns.
Incidentally, why have you chosen to present 3 different resolution mechanics?
Quote from: One Horse Town;292220As you've said options, i presume that the players can choose which one they want to use? If that's the case, then i doubt there's a problem, if all 3 are used during the game, then i'd share your concerns.
No - the group chooses one and runs with it.
QuoteIncidentally, why have you chosen to present 3 different resolution mechanics?
Because each one has a very different feel in-play. Some people would prefer one over another, and making folks happy is my goal.
A lot of it depends on the group. Really I've had groups who just want to sit down and make characters then play. Not make any "hard" decisions like which mechanics to use. Then I've had groups that found certain mechanical aspects of some games problematic, and so wanted to change them, usually simplify them.
I don't see a problem with offering options, as long as they're clearly organized and explained. Albeit it seems to be taking up space that could be used for more information on how to do X (usually on how to build adventures, keep conflict going, and run the world..)
Quote from: flyingmice;292240No - the group chooses one and runs with it.
Because each one has a very different feel in-play. Some people would prefer one over another, and making folks happy is my goal.
Gotcha. In that case, i'd try to discuss the different feel each one has in the book, so that folk can make an informed choice rather than spend time in-game finding the one they're happy with. :)
Quote from: Silverlion;292241A lot of it depends on the group. Really I've had groups who just want to sit down and make characters then play. Not make any "hard" decisions like which mechanics to use. Then I've had groups that found certain mechanical aspects of some games problematic, and so wanted to change them, usually simplify them.
I don't see a problem with offering options, as long as they're clearly organized and explained. Albeit it seems to be taking up space that could be used for more information on how to do X (usually on how to build adventures, keep conflict going, and run the world..)
Good point. A group can just sit down and make characters with the game - that's unaffected by T-R system - delegating choice of system to the GM, like in most games, so that's no problem. As to taking up space... There's no escaping the fact that this will be a big book. From there, it's just a question of "How Big?" The three T-R sub-systems run 9, 8, and 6 pages respectively. In a game that is already at 200 pages in pre-beta, that's not a lot. I'm expecting it to run well over 300 pages by the time I'm done.
-clash