Showing posts with label World Builder. Show all posts
Showing posts with label World Builder. Show all posts

Tuesday, September 10, 2013

Modeling the Real World.



You've probably noticed that Tribute doesn't have Elements for things like character-independent duration of Effects, range or reach, and size. Similarly, it doesn't have them for mass or inertia.


The problem I ran into with these was that if I made Elements for them,  they wouldn't be universal. They'd have no application beyond the physical world with the possible exception of  duration. On the other hand, they are inescapable in the physical world and it would be a glaring omission not to address them. Most campaigns will need them in some form. 

Here's how I will be modelling these types of things:

"Size" as an intrinsic aspect of the physical HOUSE  -"Body', for example. I plan to allow any HOUSE to serve as a battlefield with grid/zone combat or something similar, so I imagine that once I get to those rules, we'll get rules for size. The final rules will certainly involve modeling the ease  of targeting large things, or the difficulty of targeting small things with situational FOCUS.  It will also grant the INFLUENCE of "Reach" as described below. 

"Reach" as an INFLUENCE with { RELAY Effect [#]. } inside. 

"Inertia" as an INFLUENCE with { BRACE Position [#]. } inside. 

"Gravity" as an INFLUENCE with { RELAY Target with "Mass" to ("Center of  HOUSE") [#]. } inside.  So far, things fall at a constant speed, but I hope to make it possible to model gravitational acceleration for those who want it. It might have something to do with a refinement of CHARGE. The ground blocks you from falling into the core, unless you have insane mass...

"Mass" as an INFLUENCE with { BRACE ("Gravity", "Inertia" ) [#]. } inside, along with the INFLUENCE of its own "Gravity" for use when required . This means that Mass makes overcoming gravity and inertia harder for any objects that contain it, and that can they exert their own pull .

"Duration" as an INFLUENCE with { HOLD Effect [#]. } inside. 

As you can see, despite the Tribute notation, these effects aren't very complex. I continue to try to work out a more user-readable version of the notation. I just want to make sure I don't lose anything in translation, and that the results of any such verbose Expressions aren't too large. 


Saturday, September 7, 2013

Why Tribute?



Elements, Expressions, and  a new notation to learn might seem like a long way to go just to play a game. It probably seems like a lot of work. So why go to all that trouble? 

Here are seven reasons Tribute might be right for you.  

1. You're a Maker. 

You like to build things for your game, or just for the fun of it. Making equipment,  vehicles, aliens and monsters, or even new abilities is a game within a game for you.  It's something entertaining to do in the time between sessions. 

Rules light systems don't satisfy you here; games need structure to be fun. Also if there's no mechanical difference between a new gun and a new sword you made, you may be left wondering why you bothered. 

Other Effects-based games can be a lot of fun to work with, but maybe sometimes you feel constrained; Why does telepathy have to work like that? Why do the rules say you can't build that?

Conversely, the game might have areas where it treats phenomena the same way as a rules light system; Why is the fire in that energy blast just a special effect -shouldn't it set things on fire? 

In essence, if you're a Maker, you want a system that gives you enough structure to give your creations detail and meaning, and enough freedom to build anything you can imagine.

2. You're a Character Actor. 

Your character's motivations matter to you. You want a game to give mechanical support to them, and to give you moments in the spotlight because of them. Who your character cares about, what they are afraid of, and flaws like addictions help to make the game interesting for you. 

If you're a character actor,  you want your character's personality and background to matter. 

3. You're a Tactician. 

You don't want another game that abstracts tactical options away  in the form of flat bonuses. You want to know *why* an opportunity exists, and *how* to take advantage of it. You want a game that rewards good planning and doesn't simply become a matter of running up to your opponent and repeatedly bashing them with a sharp stick. You want the opportunity to create new tactics, based on the situation,  that aren't pre-defined. You want a game that supports all of this regardless of the plane of conflict, be it physical, social, or spiritual. 

If you're a tactician, you like unambiguous rules that present opportunities. 

4. You're an Explorer.

 You like discovering new things, and strange new phenomena excite you.  You want a game system that will continue to surprise you for years to come.  You like to be fully immersed in the game world. 

If you're an explorer, you like to delve into things and understand how they work. 

5. You're an Improviser. 

 You want to be able to create new effects on the fly.  With system mastery, you expect to be able to create anything you need as quickly as possible- and to have it work. Perhaps you have a mad scientist character in mind, or you simply GM off the cuff. 

If you're an improviser, you want to be able to build things or make rulings as you need them.

6. You're a World Builder. 

You want to model your setting and genre just the way you imagine it, without compromise. Whether it's a known property or a unique vision you have, you want it to be right.  To foster immersion in the game world, emulate genre, or model the world of your favorite TV series, you want a game that helps you achieve your goals. You dislike the setting assumptions that other generic games are forced to make-such as making spells work in a way that you disagree with. 

If you're a World Builder, you want the rules to help you make the setting work the way it should. 

7. You're a Story Weaver.

You want a game that allows you to define what's important to your campaign, and to narrow things down or expand them to give your game its own unique themes. You want a game that lets you decide which types of conflict can happen, and which types are off the table, or whether Bonds and Drives are important.

Still, you want a game that doesn't rigidly enforce theme or require that you play out specific story arcs. 

If you're a story weaver, you want to a game that helps drama along, but doesn't get in the way of possibilities.


In short, if you're like me, you might like Tribute.