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Re: Build a Better Mousetrap - Janna's PbP Design Thread
Hm, I seem to be quite a popular topic to discuss on this thread.
Often in AWMBI, if it makes perfect sense for some action to work, I don't even bother with math, or dice. Only if the character itself is capable enough to be successful at said action, and the action itself is not iffy to the point where it's pretty much a hit-or-miss, such as shooting a moving target, picking a lock while being chased, or anything of the kind.
Other than to determine stats and the like, the stats in All Flesh Must be Eaten's rule's just imply how skilled you are in that area, rather than determining a stat bonus, or an extra chance to hit. However, due to this, "leveling up" in AWMBI is nearly non-existent. Although many people, especially the ones who've taken a liking to D&D, dislike the vast inability to advance your character as quickly as they do in just about every other game, I took a liking to the fact that there really is a limit to a normal human's capability, and I could think realistically, just how fast/smart/strong they are based on that number I see on the sheet. While the numbers on an RPG's sheet are... Just numbers.
As many people have said... Fairly hard to avoid, while maintaining a good amount of character depth, without making it into Diablo. However, given whatever circumstance, just about everyone will be wishing they had those stats they neglected to take when a challenge arises that calls upon skill or power in that area. Such as finding a lock, but not having enough skill to pick it, due to pouring all your points into weaponry. Or actually putting your points into those in-depth skills/traits, and happening across a monster that the GM forces you to fight.
I, personally, just like Janna, don't like that scenario, even though I am, in a way, a victim of my own crime. A way around this is to open up more options for what a player character can do, rather than just having one, simple solution. If you give a creature the intellectual ability to speak, have them in a hallway, or open area so that they can run, and perhaps have given them a weapon as well, you open the situation up to a variety of different solutions, that characters of many different skills and attributes can go through, even though the challenge is the same.
I came across this situation before in AWMBI, and surprisingly, no one commented on anything when I myself, intervened with the battle, overruling the dice. Once the battle, and the dice, started to go in a way that annoyed me, I just looked at the stats for some help with the answer, "Who should be winning this battle?" And, when one character's stats said, "This one is faster, and stronger," I immediately made that turn go as if the faster person landed a hit, or managed a grapple. I'm sure that many people playing in AWMBI right now don't even know that I often never use dice, in favor of logic, or simply making my next post less annoying, and possibly adding more to the fun factor to the players, which, asides from fapping material, is the main objective, I believe.
The wall of orgasms; this can be avoided by adding a little bit of realism to the system, and state that the average woman does not cum after 15 seconds upon penetration, without some kind of unholy stimulation coming from somewhere else, or a performance enhancing drug to speed the process. My main gripe with Citadel of Corruption, is that I don't feel that it respects the power of an orgasm enough. Shiva, or any of the other characters in the dungeon, would be penetrated, and it just seems like they're having orgasms just as easily as they shed hair, entirely taking away from the power, and the pure pleasure, of an orgasm.
Orgasms usually occur from prolonged stimulation, and build during any act that causes it, differing in rate from person to person. And if, during the act of rape/sex in your game, you tell the player that their character's pleasure continues to build, and build from the sex, that they explode in a powerful orgasm, then it helps to contribute meaning to the orgasm. Rather than it just being like, "The dick goes in, she orgasms," which is not truly satisfying, in my opinion, as the orgasm is hardly given any of the credit it deserves.
Having players in a one-on-one session with you, the GM, this can be really easy to deal with. However, if characters amass into a group, then this can be a big problem, which I've encountered a couple times during my time running AWMBI, such as when Wallpaper nearly threw-up when a centipede raped her character (>.<). In all honesty... This might be the greatest challenge, asides from making a great storyline. My only reccomendation is, when players sign up, they sign a list, similar to The Egg stating what they're cool with, and what they're not. And when groups come together, just pair their likes together, to send monsters at them that they can all agree on... Although that's more work for the GM, which you've stated you're trying to avoid... Although, that's the best thing I can think of.
In a way... I view futas as guys, and Shiva, a character I role play with very often, and recreate in many games with character customization, I see as a beautiful woman. And when Siphon said she'd turn into a futa, a character I actually came to like very much, turned futa, that was a huge moral blow to my willingness to play.
Hm, I seem to be quite a popular topic to discuss on this thread.
1.) Confusing Math.
Often in AWMBI, if it makes perfect sense for some action to work, I don't even bother with math, or dice. Only if the character itself is capable enough to be successful at said action, and the action itself is not iffy to the point where it's pretty much a hit-or-miss, such as shooting a moving target, picking a lock while being chased, or anything of the kind.
Other than to determine stats and the like, the stats in All Flesh Must be Eaten's rule's just imply how skilled you are in that area, rather than determining a stat bonus, or an extra chance to hit. However, due to this, "leveling up" in AWMBI is nearly non-existent. Although many people, especially the ones who've taken a liking to D&D, dislike the vast inability to advance your character as quickly as they do in just about every other game, I took a liking to the fact that there really is a limit to a normal human's capability, and I could think realistically, just how fast/smart/strong they are based on that number I see on the sheet. While the numbers on an RPG's sheet are... Just numbers.
2.) "Hey look at me, I'm great at something that doesn't matter!"
As many people have said... Fairly hard to avoid, while maintaining a good amount of character depth, without making it into Diablo. However, given whatever circumstance, just about everyone will be wishing they had those stats they neglected to take when a challenge arises that calls upon skill or power in that area. Such as finding a lock, but not having enough skill to pick it, due to pouring all your points into weaponry. Or actually putting your points into those in-depth skills/traits, and happening across a monster that the GM forces you to fight.
I, personally, just like Janna, don't like that scenario, even though I am, in a way, a victim of my own crime. A way around this is to open up more options for what a player character can do, rather than just having one, simple solution. If you give a creature the intellectual ability to speak, have them in a hallway, or open area so that they can run, and perhaps have given them a weapon as well, you open the situation up to a variety of different solutions, that characters of many different skills and attributes can go through, even though the challenge is the same.
3.) Combat Concerns
I came across this situation before in AWMBI, and surprisingly, no one commented on anything when I myself, intervened with the battle, overruling the dice. Once the battle, and the dice, started to go in a way that annoyed me, I just looked at the stats for some help with the answer, "Who should be winning this battle?" And, when one character's stats said, "This one is faster, and stronger," I immediately made that turn go as if the faster person landed a hit, or managed a grapple. I'm sure that many people playing in AWMBI right now don't even know that I often never use dice, in favor of logic, or simply making my next post less annoying, and possibly adding more to the fun factor to the players, which, asides from fapping material, is the main objective, I believe.
4.) Dice as Sextoys and more problems
The wall of orgasms; this can be avoided by adding a little bit of realism to the system, and state that the average woman does not cum after 15 seconds upon penetration, without some kind of unholy stimulation coming from somewhere else, or a performance enhancing drug to speed the process. My main gripe with Citadel of Corruption, is that I don't feel that it respects the power of an orgasm enough. Shiva, or any of the other characters in the dungeon, would be penetrated, and it just seems like they're having orgasms just as easily as they shed hair, entirely taking away from the power, and the pure pleasure, of an orgasm.
Orgasms usually occur from prolonged stimulation, and build during any act that causes it, differing in rate from person to person. And if, during the act of rape/sex in your game, you tell the player that their character's pleasure continues to build, and build from the sex, that they explode in a powerful orgasm, then it helps to contribute meaning to the orgasm. Rather than it just being like, "The dick goes in, she orgasms," which is not truly satisfying, in my opinion, as the orgasm is hardly given any of the credit it deserves.
5.) "Oh no, not ________. Ewwwww!"
Having players in a one-on-one session with you, the GM, this can be really easy to deal with. However, if characters amass into a group, then this can be a big problem, which I've encountered a couple times during my time running AWMBI, such as when Wallpaper nearly threw-up when a centipede raped her character (>.<). In all honesty... This might be the greatest challenge, asides from making a great storyline. My only reccomendation is, when players sign up, they sign a list, similar to The Egg stating what they're cool with, and what they're not. And when groups come together, just pair their likes together, to send monsters at them that they can all agree on... Although that's more work for the GM, which you've stated you're trying to avoid... Although, that's the best thing I can think of.
In RJ's case, considering AWMBI has QUITE a bit of futa in it, I was surprised to see he didn't want his character futa'd.
In a way... I view futas as guys, and Shiva, a character I role play with very often, and recreate in many games with character customization, I see as a beautiful woman. And when Siphon said she'd turn into a futa, a character I actually came to like very much, turned futa, that was a huge moral blow to my willingness to play.