Wednesday, September 4, 2013

Introduction to the Elements Part 1- Overview.

Note: This post is out of date. For an up to date explanation of the Elements, go here


Here's a relatively short overview of the system. I'll be posting more fully on each of the things I cover in the  next day or so. If you haven't seen it, you might want to read the first post I made on Tribute. 

Elements:


  • Are the ingredients that you combine to create all in-game phenomena, from Powers and equipment to full characters. 
  • Each do one "thing" in terms of game mechanics. 
  • Each stand in for broad mechanical concepts so that each can be used in many different ways, without requiring exceptions to the rules for strange phenomena.

They are 29 words that: 


  • Are simultaneously nouns and verbs so they can be used as either. 
  • Have rules attached to them that do most of the mechanical work of the game system. 
  • Are always written in all capital letters to draw the eye.

In Tribute, there are currently four types of Elements. These categories are Attributes, Frames, Powers, and Functions.

There are 3 Attributes, 7 Frames, 7 Powers, and 12 Functions.  

Attributes are Tribute's answer to stats like Strength and Intelligence in other games.  I'll cover them in the next post.

Frames provide a structure for Effects to have meaning in the game world. Think of them as boxes that you keep effects and abilities in. They help to "flavor" Effects- an effect originating from the body has a different tone than an effect using the same mechanics that originates from the mind. They answer the question of the origin of an effect.They also help with answering the question of why an effect occurs.

Powers provide a context for Effects. They're the type of action you're taking. They help define an action. Is a { BLOCK FORCE } effect an ATTACK or a SHIELD (reactive, defensive action)? They answer the question of "What" you're trying to achieve in a broad sense.They provide rules for how an effect is applied.

Functions For now, suffice it to say that Functions are the specific result that an Effect delivers, like RELAY (something) or BLOCK (something). I'll cover them in more detail in the fourth post in this series.

As mentioned, Element names are always written in all caps to to draw the eye, and to point out that we're talking about a game mechanic.

CONNECTION to KABBALAH


Those of you who read the first post in this blog may note that that's more than 22 Elements, if every letter of the Hebrew alphabet was tied to one Element. Well, in Hebrew, 7 of the 22 letters are called "Double" Letters, in that they have a hard and a soft pronunciation.  Technically, in current Hebrew only four of them do ,but the tradition stands.  I figured this gave me license to use them to cover two bases in Powers and Frames.  For the most part, there is a clear correlation between a given Frame and a corresponding Power.

I'll cover Powers and Frames in detail in posts 3 and 4 of this series.    

Ultimately, a true Kabbalist, unlike me,  might take issue with this, or any of my interpretations.  That doesn't matter to me. If I grossly misunderstand a Kabbalistic concept, or even warp it a bit to make it work better in the game, it's mostly fine with me.  A good game is what matters to me- not slavish adherence to the system I'm using as an inspiration.  Still, it's really cool when it works perfectly, so when I can, I try to make it work. 

Next: Attributes.

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