Janna
Lurker
- Joined
- Dec 14, 2008
- Messages
- 625
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As a player or a GM, I really do like the more dice-based, game-y PbP systems; Raptor Jesus' AWMBI, Icelus' Nightmares Unnamed, Wraust's Dungeon of Pleasure, Ryu's Arena of Lust and my own sadly aborted Fear of the Dark. (I also like the looks of Siphon's Citadel of Corruption and Keylo's Witch's Chess but I haven't played in either of those games). I like the added structure that the extra rules bring to the PbP and the way that, with a well made system, it becomes easy for the GM to adjucate just about anything that the players might want to try and the players gain the freedom to build just about any kind of character or idea that comes into their heads.
When I took my brother's old copy of BESM 2nd edition and started stripping out the rules and filing off serial numbers to put together my own PbP system (that was eventually much more successfully updated for Nightmares Unnamed), that was the idea. Create something that was simple enough to be easily used for PbP and versatile enough that it wouldn't be boring. I helped Icelus tweak things around for Nightmares Unnamed based on the goals of that game and based on my own experiences when I was running Fear of the Dark and now I'd like to use this thread as a way to keep refining the game system.
To that end, I'd really like to hear from players who took part in Nightmares Unnamed or Fear of the Dark about how they thought the rules worked out and ways that you think the game could have been improved (other than "Finish the damn RP" maybe
). I'd also like feedback from anybody who has played in other PbP systems about things that you like and dislike about the games that you've played. Any ideas are good ideas and will help me to refine things and make them better.
At this point, I'm specifically looking to run a game myself again, at least not right away. I've got a few ideas but I think I'd like to tinker with the rules a bit more before I take another swing at running things.
You know what really chaps my hide?:
I've seen a few issues with the game myself already. At this point I'm just brainstorming and I don't have any clear solutions to everything yet so I'd really like to hear people's opinions about this stuff.
1.) Confusing Math.
The combat rules, in particular, were pretty much lifted right out of the original game system. So you get fun things like adding all your stats together and dividing by three and then subtracting two from the result before adding some other numbers to get your starting attack bonus. It's easy for me, but that's just because I'm familiar with the system already; for someone who's trying to learn just enough to RP tentacle raep on a message board this can be kind of annoying.
2.) "Hey look at me, I'm great at something that doesn't matter!"
Since this is essentially the reason I'm not playing in AWMBI any more (and I'm absolutely not saying that there's anything wrong with the AWMBI system -- This is a universal concern with every game ever), I'm deeply embarassed that I didn't take more steps to correct this in my own system. It's something that happens way too easily in a point based character creation system; unless everything that you can spend points on is incredibly well balanced you can end up spending points on things that end up being point sinks and traps. To give an example from my system: You can buy the "Perceptive" trait for 2 points that gives you a +2 bonus to any dice rolls involving noticing stuff. Or, if you're smart, you can notice that perception ends up being used primarily to notice hidden things and search and just buy the Awareness skills for 1 point and get the same +2 bonus. It's even worse with some of the less used traits like "Smart" or some of the equipment that I made the mistake of trying to charge points to get.
3.) Combat Concerns
Tied in to the above problem, it's fairly easy to spend your points in a way that makes your character into what Wallpaper called a "trenchie", after a stereotypical character type from another game that she used to play; a person with minimal non-combat abilities who is just waiting, with katana half-drawn, for the first sign of trouble to leap out an hit enemies for a million-billion damage. These character make life hard on the GM because in order to have a challenging combat encounter for them you need to include enemies that are essentially invulnerable to non-combat focused characters.
Combat (and the sexy fun version) should move fairly quickly; but the last time that I talked to Icelus he was saying that there was a battle that had been going on for like 25 rounds. That's crazy. There's not usually enough interesting stuff to do to keep someone interested for that long.
4.) Dice as Sextoys and more problems
I'm not sure if this is a problem or not, but I'd really like to hear what people think about the way that systems handle sex. My goal with the rules was to make the system work a lot like combat (and again I'm worried about the same kind of concerns) while still feeling different enough that "I attack" doesn't just get replaced with "I fuck". I wanted to (and still want to) avoid the instant helplessness and wall of orgasms as soon as a character ends up grabbed by a monster.
5.) "Oh no, not ________. Ewwwww!"
I don't personally like animal sex. Raptor Jesus, over in CoC isn't happy with his character being futa-ized. We've all got our own collection of little twitchy squick points that are hard to account for in advance. This isn't under system concerns, I guess, but more of a general PbP discussion thing; I'd like it if people talk in advance about things that might come up in a game before we things start.
Anyway, I'm going to try to keep posting here and coming up with solutions or ideas about how to make things work better. I'd really like to hear from other PbP players or GMs about what they've experienced doing PbP and any specific system ideas that they've come up with.
When I took my brother's old copy of BESM 2nd edition and started stripping out the rules and filing off serial numbers to put together my own PbP system (that was eventually much more successfully updated for Nightmares Unnamed), that was the idea. Create something that was simple enough to be easily used for PbP and versatile enough that it wouldn't be boring. I helped Icelus tweak things around for Nightmares Unnamed based on the goals of that game and based on my own experiences when I was running Fear of the Dark and now I'd like to use this thread as a way to keep refining the game system.
To that end, I'd really like to hear from players who took part in Nightmares Unnamed or Fear of the Dark about how they thought the rules worked out and ways that you think the game could have been improved (other than "Finish the damn RP" maybe
At this point, I'm specifically looking to run a game myself again, at least not right away. I've got a few ideas but I think I'd like to tinker with the rules a bit more before I take another swing at running things.
You know what really chaps my hide?:
I've seen a few issues with the game myself already. At this point I'm just brainstorming and I don't have any clear solutions to everything yet so I'd really like to hear people's opinions about this stuff.
1.) Confusing Math.
The combat rules, in particular, were pretty much lifted right out of the original game system. So you get fun things like adding all your stats together and dividing by three and then subtracting two from the result before adding some other numbers to get your starting attack bonus. It's easy for me, but that's just because I'm familiar with the system already; for someone who's trying to learn just enough to RP tentacle raep on a message board this can be kind of annoying.
2.) "Hey look at me, I'm great at something that doesn't matter!"
Since this is essentially the reason I'm not playing in AWMBI any more (and I'm absolutely not saying that there's anything wrong with the AWMBI system -- This is a universal concern with every game ever), I'm deeply embarassed that I didn't take more steps to correct this in my own system. It's something that happens way too easily in a point based character creation system; unless everything that you can spend points on is incredibly well balanced you can end up spending points on things that end up being point sinks and traps. To give an example from my system: You can buy the "Perceptive" trait for 2 points that gives you a +2 bonus to any dice rolls involving noticing stuff. Or, if you're smart, you can notice that perception ends up being used primarily to notice hidden things and search and just buy the Awareness skills for 1 point and get the same +2 bonus. It's even worse with some of the less used traits like "Smart" or some of the equipment that I made the mistake of trying to charge points to get.
3.) Combat Concerns
Tied in to the above problem, it's fairly easy to spend your points in a way that makes your character into what Wallpaper called a "trenchie", after a stereotypical character type from another game that she used to play; a person with minimal non-combat abilities who is just waiting, with katana half-drawn, for the first sign of trouble to leap out an hit enemies for a million-billion damage. These character make life hard on the GM because in order to have a challenging combat encounter for them you need to include enemies that are essentially invulnerable to non-combat focused characters.
Combat (and the sexy fun version) should move fairly quickly; but the last time that I talked to Icelus he was saying that there was a battle that had been going on for like 25 rounds. That's crazy. There's not usually enough interesting stuff to do to keep someone interested for that long.
4.) Dice as Sextoys and more problems
I'm not sure if this is a problem or not, but I'd really like to hear what people think about the way that systems handle sex. My goal with the rules was to make the system work a lot like combat (and again I'm worried about the same kind of concerns) while still feeling different enough that "I attack" doesn't just get replaced with "I fuck". I wanted to (and still want to) avoid the instant helplessness and wall of orgasms as soon as a character ends up grabbed by a monster.
5.) "Oh no, not ________. Ewwwww!"
I don't personally like animal sex. Raptor Jesus, over in CoC isn't happy with his character being futa-ized. We've all got our own collection of little twitchy squick points that are hard to account for in advance. This isn't under system concerns, I guess, but more of a general PbP discussion thing; I'd like it if people talk in advance about things that might come up in a game before we things start.
Anyway, I'm going to try to keep posting here and coming up with solutions or ideas about how to make things work better. I'd really like to hear from other PbP players or GMs about what they've experienced doing PbP and any specific system ideas that they've come up with.