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Post by Gigermann on Mar 14, 2012 9:20:18 GMT -6
Let's try this again… My beef: I don't like arbitrary awards "for showing up" because it's lame, and doesn't encourage good play - Flat-Rate: The usual—if this is where we want to go (despite my objections), we'll have to work out how much per-session
- Keys (Individual): Like we used for Star Wars
- Keys (Group): As above, but everyone has the same Keys, oriented toward group behavior, rather than individual
- Victory Conditions: Simple enough concept I've been using in the online group—during an encounter, accomplish [x] to get scored; problem: very rarely doesn't happen, so it ends up looking rather arbitrary—to avoid that, I'd have to make it harder to achieve. If so, scoring would end up a bit "inconsistent"
Better ideas are welcome
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Post by WxMAN on Mar 14, 2012 9:46:55 GMT -6
How about a combination of Keys [Individual] and Keys [Group]?
People have personal goals and larger group goals in real life. ie, my character may wish to improve his knowledge on the miniaturization of space engines, but the group goal may be "save the bar"...
Each key can be worth a specific amount of points.
This could lead to some very harmonizing situations where individual keys work well with group keys... Such as: Individual Key: Prevent local mafia from running protection racket. Group Key: Save the Bar. If the situation arises where the local mafia starts pushing for protection on the group's bar. Standing up against the mafia members may be seen as fulfilling both keys.
It could lead to some interesting situations where individual keys come in conflict with group keys... Such as: Individual Key: Avoid conflict with local authorities. Group Key: Save the bar. If the situation arises where the group needs to do some, questionably legal things in order to keep the bar going, this could be seen as two keys that conflict.
Maybe a person would have to "buy off" a conflicted key, representing only being able to choose one key to advance... and maybe a person would receive less points for the harmonizing keys, since they are so in line with each other they can be seen as almost 2 "mini keys" towards a fully completed key. Thoughts?
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Post by Gigermann on Mar 14, 2012 10:19:27 GMT -6
I don't have a problem with mixing. I had been considering the "show up" CP combined with something else. However, (a) I don't want to charge CPs for Keys, regardless, and (b) I don't want to overdo the number of Keys (whatever kind) such that you could end up with 7pts earned in a session—ideally, we would still end up with 2-3 per session; my beef is not with the amount, so much as the reason
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Post by zenwolf on Mar 14, 2012 16:28:43 GMT -6
Perhaps something like: 1CP - just showing up 1CP - working towards/achieving a character goal even though doing so is disadvantageous to you in some way. (a form of the individual key) 1CP - achieving a group goal in a meaningful(?) way. (some form of group key)
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Post by Rigil Kent on Mar 14, 2012 16:36:21 GMT -6
Perhaps something like: 1CP - just showing up 1CP - working towards/achieving a character goal even though doing so is disadvantageous to you in some way. (a form of the individual key) 1CP - achieving a group goal in a meaningful(?) way. (some form of group key) I like. This fosters both individual effort and group cooperation.
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Post by Gigermann on Mar 14, 2012 16:51:49 GMT -6
Perhaps something like: 1CP - just showing up 1CP - working towards/achieving a character goal even though doing so is disadvantageous to you in some way. (a form of the individual key) 1CP - achieving a group goal in a meaningful(?) way. (some form of group key) Reasonable, and somewhat simplified. Just need to codify what those goals are, maybe? Set the Keys.
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Post by Rigil Kent on Mar 14, 2012 17:18:42 GMT -6
Obviously, the Group one should be something like "Company Man" and revolve around taking action that directly affects (hopefully positively) the outcome of Deep Space Deliveries, LLP." This might require some tweaking so a PC doesn't get a CP for just showing up and go on an adventure for the company.
The character one should probably be something that doesn't come up every single adventure, but requires a PC to actually make some effort.
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