Jun. 11th, 2004

avram: (Default)
Mechanic for allowing flexible character creation in RPGs while preventing schtick dilution, popped into my head instead of sleep, written down here to see if it still makes sense come morning:

Players define character concepts as a group. Each trait (assuming Over the Edge or Risus style trait-based system) covers a bunch of abilities. (For all traits, or just the broad, interesting ones?) Cost is based on number of things it can do. If multiple players are interested in the same trait, they can split it among them at reduced cost.

Example: Players decide that witches can (1) fly on broomstick, (2) make potions, (3) control the weather. If only one player wants to play a witch, she gets all three abilities, paying three character points. If three players want to play witches, they each get one ability, paying one point. Maybe witches can still perform the other abilities, but at half-level.

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