Good design principles

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Post by Username17 »

Murtak wrote:NPCs in my games (both when I GM and when a friend does) frequently do worry about conserving, for example, their spells slots. They also occasionally encounter the PCs at low health, out of spells or prebuffed from a previous fight.
No they don't.

They encounter the PCs with spells active, or damaged, or at reduced charge capacities because of DM fiat in an effort to increase the immersion. There was no previous combat so any "effects" left over from them are entirely at your discretion.

Enemy enters stage left with bleeding wound. Sure, in the story it was caused by the raging minotaur in the next encounter, but in reality that wound was placed on that orc by the makeup department to build up the next encounter.

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Post by PhoneLobster »

FrankTrollman wrote:No they don't.
I call shenanigans.

Not only do you have a long history of demanding that game mechanics have complex off screen impacts on the game setting, society and economy you also in this very thread demanded that use of some set of partial overlapping rules for NPCs and PCs required long fluffy background development for NPCs.

Now you say they don't get to have five minutes of off screen past events?

"Shenanigans" you dishonest fuck.
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Post by CatharzGodfoot »

So how do you generate a rubric for balancing encounters based on how fucked up the heroes and opposition are? I mean, if you're really lucky in your first encounter of the day, you're more likely do do better on subsequent encounters. If you do poorly, the opposite holds. It would be nice if one could always use enemies that are exactly as exhausted as the PCs, but that rarely fits well with the story.

How feasible would it be to have the math run ahead of time on a big table?
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Post by Starmaker »

Murtak wrote: That sounds like willful ignorance of said NPCs abilities to me. If Beholders can disintegrate at will there should damn well be elaborate tunnel systems where they swoop down from holes in the ceiling.
Beholders are [awesome]. Aboleths are [awesome]. Dragons are [awesome]. These monsters have super intellect and varied abilities enough to kill at least a ToA CR+2 -level party if given sufficient preparation. Beholders tunnel impossible-to-navigate passages and employ hit-and-run, aboleths layer illusions so that the PCs are effectively worse than blind, dragons can literally do everything. A monster that is more intelligent than the DM can be logically expected to construct the most elaborate deathtrap the DM is capable of constructing. And then it's game over unless the PCs retreat and make up a plan to foil the trap. And if the DM trumps it by plain cheating (like, for example, the WW Exalted Abyssals sourcebook suggests), he should an hero asap.
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Post by Username17 »

PL wrote:I call shenanigans.
You actually roll dice for characters when they aren't on screen? How do you find the time?

The fact is that while the universe is supposedly created by an interaction of the rules, the rules are not actually used to generate the universe. The universe is ad hocced and approximated as something that could be generated by the rules.

You don't actually roll dice to see where acorns land, you just put them in an arbitrary pattern that hopefully the rules could have generated with a set of die rolls no more unlikely than any other. You need falling mechanics and deviation determinations such that when acorns fall onscreen (or whatever) they don't land in patterns wildly different from the patterns that they landed in off screen, but you're never ever going to roll for all the falling acorns.

NPCs need a special set of rules so that they have the look and feel of PCs while they are on screen. And these will necessarily be different from PC rules, because PCs are on screen all the time. At the very least, the NPCs need some sort of arbitrary system to determine where their acorns have fallen without having to actually roll dice to determine the results of their days.

The stuff onscreen runs by different rules than the stuff offscreen. For example, it actually has rules. Which is why t is so important to get those two parts of the game to agree. Or at least, to look and feel like they agree.

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Post by Murtak »

Whether you actually roll, approximate or arbitrarily assign stuff like damage from previous combat, you are still better off when you use one system for everything. You earlier said NPCs are always at full health. Great, now you lost the ability to heal a supposedly-damaged NPC up to full. He already is at full HPs mechanically, but wounded according to his flavor text. When you substitute arbitrary bonuses for actual buff spells you lose counterspelling. And when you hand out at-will abilities left and right which would be instantly broken in PC hands you destroy the believability of your entire campaign setting (see beholders).
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Post by Username17 »

Murtak wrote:Whether you actually roll, approximate or arbitrarily assign stuff like damage from previous combat, you are still better off when you use one system for everything.
No.

Actually rolling and arbitrarily assigning things are different systems. You can't use the same system if you are actually rolling one and arbitrarily assigning the other.

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Post by Murtak »

Are you still talking about character creation or have you crossed over into running the game?
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Post by Username17 »

Murtak wrote:Are you still talking about character creation or have you crossed over into running the game?
You're the one who's talking about previous combats, so we must be talking about actually running the game.

But the two aren't really different. Characters assigning and using their abilities are both part of the game. NPCs are going to be dragged into and out of the game on very short notice, so they need to have arbitrary and very fast systems to have them play in the periods that they are physically in the play area as if they were player characters the whole time.

But these systems will necessarily be different from the systems that make the player characters play like player characters, because unlike the player characters who actually are being procedurally generated the whole time, the NPCs seriously are not.

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Post by PhoneLobster »

FrankTrollman wrote:Actually rolling and arbitrarily assigning things are different systems.
Again, no they aren't, taking damage from a fully formally resolved dagger strike or taking damage from an off screen approximated dagger strike still involves the same damage rules system.

To claim otherwise is to declare that dagger damage rolls and axe damage rolls are in fact separate rules systems.

Again your lack of good design methodology leads you to make fundamental definitional errors and end up with complications to your design that demand ridiculous and counter productive concepts like NPCs that can never have prior damage or resource expenditure and use a fundamentally different hit point, damage and resource system anyway. Much of which is built off bad design assumptions about resource systems anyway.

It's fail built off fail because you don't use good design methodology from your basic premises.
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Post by RandomCasualty2 »

PhoneLobster wrote: Again, no they aren't, taking damage from a fully formally resolved dagger strike or taking damage from an off screen approximated dagger strike still involves the same damage rules system.
Um what?

No they don't.

If it happens off screen between two NPCs, then there are no dice rolls made for it, and therefore isn't using a system at all. It's just pure DM fiat. Are you saying that you as a DM roll for every single off screen encounter? So if the PCs come in the middle of a fight between bandits and the king's knights, you waste 20 minutes rolling for the bandits and the knights for the 6 rounds that occurred before the PCs even got on screen? If so, I pity your PCs because you'd be wasting all your game time playing with yourself.
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Post by PhoneLobster »

RandomCasualty2 wrote:If it happens off screen between two NPCs, then there are no dice rolls made for it,
And it uses the same fucking damage rules you moron. You don't switch to magic pixie dust hit points just because you choose a number within the damage range instead of rolling one.

Same god damn system. Fractional, infinitesimally, different application of it.

Like I said, to argue that rolled dagger damage and approximately estimated off screen dagger damage require different unique rules systems. As you actually in a fit of spectacular stupidity seem intent on doing. Is identical to arguing that a dagger rolling a d4 and an axe rolling 2d6 constitute separate rules systems.

You start with poor design principles behind your HP resource system and dodgey NPC creation short cuts and you end up in fucking crazy town where you demand separate damage management systems for off screen damage and fucking axes.

If you held to any kind of design integrity from the start you'd never have ended up making that stupid stupid argument.
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Post by Orion »

What is wrong with our HP systems? And/or, what are these "good design principles" we should be adhering to?
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Post by PhoneLobster »

Boolean wrote:What is wrong with our HP systems?
Time based resource depletion (or rather renewal) is a somewhat severely discredited system. It can Vancian right the hell off.
Boolean wrote:And/or, what are these "good design principles" we should be adhering to?
In this case assuming you wanted to have adhered to things like the following principles...

Modular design - When you write something, like the rules for a wizard ability set, you write them in nice discrete chunks covering specific actions and abilities. These chunks are specifically designed for general re-use within the greater system. Later when you write things (like NPCs) that require support for similar actions and abilities you use these chunks as required.

This creates a simpler, better, more stable system. It means that every rule you write is not merely a one off rule but also a tool added to a diverse toolkit that can be easily accessed and used to describe previously unaccounted for characters and game events.

A separate rules system to handle NPCs is rather clearly not the result of following this methodology. You might conceivably have NPC or PC only modules as part of this system but only assuming you want to emulate power disparity without a level system.

The "wing everything from scratch" attitude is directly a result of the failure to provide a proper Modular rules system in the first place as a Modular implementation would have greatly aided in "Winging it by the rules" by allowing you to easily select modular components on the fly from an expanded modular toolkit.

Standardised design - Similar in a lot of ways to modular design. However specifically this differs in that it means you are using similar rules and methods across multiple chunks of modular rules, indeed ideally across the entire rules set.

This is beneficial as it makes the rules easier to learn, understand, remember and apply. It also makes the rules more intuitive and easier to extend both "on the fly" and otherwise.

This principle is directly counter to having a major breach in standardisation, in the form of a new parallel rules system, across arbitrary groups of characters. Breaking it in this manner leads to situations where PCs are running around with one (or more) "Fire Sword" abilities, while NPCs run around with 'Sword of Fire" abilities that look the same, are described the same but resolve with different rules. That being very clearly a bad thing in many ways.

Extensible design - Ideally the entire system should be designed from scratch to support extension and additions in future, and possibly not by the same people who create it in the first place.

This means, among other things, adhering as strictly as possible to Modular Design and Standardised Design. But it also means things like documenting the methods and reasons behind rules and outlining their less obvious implications, even documenting and providing material on the rules and guidelines used in order to generate the actual game rules provided.

The benefits of an extensible design are fairly obvious, but in an RPG it is worth noting that simple use of the system almost ALWAYS involves some form of extension or addition to the material created. Providing no support for this activity, or indeed designing in such a way as to sabotage it, is clearly severely limiting the accessibility of the rules system to ANY actual gaming group.

Creating a distinct NPC rules set is not in and of itself counter to this methodology/goal, but if you followed the other design methods here you are furthering this goal and they are damaged by the distinct NPC rules.

Minimising Complexity - A rather obvious activity with rather obvious benefits, it also further aids in other good design principles. You avoid numerous difficulties by keeping your system as simple as it can afford to be while still describing what you have defined to be the minimum amount of complexity required to be engaging and useful.

However it also has a some interesting implications, especially when used in combination with other good design principles.

Modular Design combined with Minimising Complexity would imply that your character ability sets describe only those abilities you care about describing and that you can select modular chunks of the rules such that you only describe the aspects of any single specific character that you need to and that you do so in the simplest possible manner

So when Frank and RC complain about the massive complexity of standardised, modular, minimal complexity Laser Turrets they are talking out of their asses. A character that does nothing but shoot a laser bolt already does nothing but use the minimal number of rules modules already simplified to the maximum level of simplicity we can afford to allow.

Granularity and Data Loss - When you simplify your system you have set a certain level of detail that you do not wish the game to drop below, or to needlessly exceed.

If you have two parallel rules sets that interact with each other you gain NO efficiency in complexity because if you have been meeting your Complexity Minimising goals the two rules sets are of the same complexity.

If the PC rules set is more complex than your minimal level of detail goal you have major design issues with a whole bunch of wasted complexity cluttering the place up and fooling around with your other design principles and goals.

If your NPC rules set is LESS complex than your minimal level of detail goal you have a portion of the system that is unable to describe the game play you need it to and unable to provide what you have determined to be the minimum amount of interest and engagement for the players.

Worse still the PC and NPC systems have to interact, regularly and in large volume. All sorts of data is exchanged back and forth, and if the systems are indeed different it is translated. This creates an information bottleneck. When the PC system passes information to the NPC system detail is lost. When the NPC system passes information back to the PC system there is either some volume of information just plain missing or you have to go to the effort of generating it on the spot.

And if that weren't enough PCs interacting with NPCs is largely what the entire fucking game is about. Whatever trade offs that say, 4E, makes by simplifying it's NPCs until they are unplayable characters with no attributes, equipment, or social elements are trade offs that will get rammed into the players faces endlessly for 90% of the game.

Interacting with NPCs is the majority of the game. The granularity of the detail and complexity you set for them is the defining granularity of the majority of the greater rules system.

Practical Goals in resource management and encounter threat ratings - I bring this one up just for the whole time based resourcing system thing and issues with guys walking into combats and such with pre-existing damage or resource expenditure that may or may not have happened off screen.

The problem is that the five minute working day (or rather assumption that it either will or won't happen) as a balance mechanism is really bad for game play. And that trying to emulate it as a goal is effectively setting yourself not just a bad goal but a pretty much unattainable one, it just WON'T balance your resource expenditure.

Character strength for things like CR comparison needs to be balanced on the resources they enter combat with (in which case where they expended resources they don't have at that point is completely irrelevant). NOT on the resources they COULD have entered combat with.

Either that or the rules governing resources need to avoid these issues as much as possible in the first place. Killing off expendable time renewing resources like daily abilities is a damn good move. Even HP are basically an arbitrary out of combat time renewing resource that could be killed off.

"But what about damage, Everyone always entering combat undamaged is no less stupid than NPCs always doing so". Well then I suggest that removing every "daily" type resource we can should leave you with a relatively small volume of "lasting" negative status conditions like injuries that could be specifically measured as modifiers to a character's comparative strength, then you don't care if it takes five minutes or five YEARS to heal them, you have their effective strength to compare to potential challenges on hand as required.

And So...
I think it is very important to note the interaction of good design principles. Modular Design helps Standardisation, helps Simplification helps extensibility, etc...

You get good results that meet goals and which DON'T include writing complex, parallel, different and sub standard rules systems that take over your game and suck the fun out of it.

Indeed as you encounter issues in your system design sticking to good design principles from scratch means when you encounter issues like "I need fast to build adaptable and simple as reasonably possible NPCs" you find that the majority of the issue is ALREADY WELL ADDRESSED by your prior use of design principles such as modularity and minimised complexity.

Design principles that led you to use the same modular system to generate NPCs as you use for PCs and which will lead to further benefits when you encounter more issues in future such as converting NPCs to PCs and so on.

Good design principles generate good results. "Just fucking winging it" as a design principle will lead to an endless need to "Just fucking wing it" in more and more complex and unpleasant ways in future feeding into an ever worsening mess.

I also want to point out that a lot of these design principles look a lot like good, professional, high quality, software design principles. There are reasons for that. Think on it.
Last edited by PhoneLobster on Tue Mar 17, 2009 4:27 am, edited 4 times in total.
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Post by RandomCasualty2 »

PhoneLobster wrote: I also want to point out that a lot of these design principles look a lot like good, professional, high quality, software design principles. There are reasons for that. Think on it.
Designing software is different because computers are fast. Really fast.

So if I want to run the same rules for PCs for NPCs, I can very well do that because a computer is quick enough to generate that and calculate possibilities with no loss of time.

Unfortunately the human brain can't work that fast.

And in spite of all the design principles I've seen out of you, I haven't seen any solution to the fact that it takes the DM forever to prepare. You're just glossing over that, and that's a huge consideration.

How does the DM improvise in your system? Or are you encouraging a fully railroaded quest?
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Post by PhoneLobster »

RandomCasualty2 wrote:Designing software is different because computers are fast. Really fast.
But programmers aren't these principles share a lot in common with the ones you use to design design good code because these are the principles required to design code other programmers can understand, use and extend.

The list above specifically includes simplification and stream lining goals as well as exactly the sort of standardization and modularity goals that assist human learning and use. And it does NOT include ANY hard math so fuck you for pulling complexity on it when you have utterly no grounds to do so.
And in spite of all the design principles I've seen out of you, I haven't seen any solution to the fact that it takes the DM forever to prepare. You're just glossing over that, and that's a huge consideration.

How does the DM improvise in your system? Or are you encouraging a fully railroaded quest?
You didn't read it then, go back, try again. I'd specifically refer to one section but frankly almost my entire last post addresses these issues in extensive fucking detail.

Meanwhile glossing over? You want to write an entire parallel character generation AND resolution system. How long does it take a GM to learn and use that system compared to selecting "Shoot Laser" of the same modular ability list he already knows? How much complexity and time does on the fly dealing with data bottlenecking and it's weird effects cost? How much complexity and how many mis-rulings are caused by confusions between similar effects in parallel systems?

YOU are glossing over with your "separate but not equal" plan.
Last edited by PhoneLobster on Tue Mar 17, 2009 6:03 am, edited 1 time in total.
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Post by Orion »

Um, PhoneLobster, we all think that modular design is a good thing. We all think that there should be a "shoot laser" ability in the PC rules that can be ported over to the monster rules easily.

The point is that monster's are going to have a different *generation* mechanism even if they interact with the same game rules. A Laser Turret may very well have only one ability, Shoot Laser. Since a PC always has more than one ability, that Laser Turret was obviously not generated by the PC creation rules.
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Post by PhoneLobster »

Boolean wrote:Um, PhoneLobster, we all think that modular design is a good thing. We all think that there should be a "shoot laser" ability in the PC rules that can be ported over to the monster rules easily.
No, they don't, reread their posts because currently you have it wrong.
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Post by Username17 »

PhoneLobster wrote:
Boolean wrote:Um, PhoneLobster, we all think that modular design is a good thing. We all think that there should be a "shoot laser" ability in the PC rules that can be ported over to the monster rules easily.
No, they don't, reread their posts because currently you have it wrong.
Ported easily does not mean "exactly the same." The laser turret not only has many fewer abilities than the laser sniper player character, but it also necessarily deals with many aspects of resource management by a simplistic system that approximates the resource system the players use. If the PC lasers have light recharged batteries or have to spend credits to get plasma converters in your system, the laser turret will enter the playing area with some meta system that encourages it to conserve resources in the same way that the PCs do.

It won't just fire its laser on overcharge every round just because it won't be subject to actual mechanical representation before or after the battle. While of course a PC who wasn't going to be represented before or after the battle would be expected to burn through their whole battery pack as rapidly as possible. But since the PCs have to make those batteries last, they would be expected to not do that. So to keep the illusion that the laser turret is running on exactly the same system and is a persistent entity in a persistent world, it needs to have modifications made to the system it uses. Simple as that.

Using the exact same system for the players and the extras makes the extras behave as if they have a very different system. The importance is that the PCs and the NPCs have to look and feel like they are doing the same things, despite the fact that they have very different theatrical concerns. An NPC vampire can burn through blood like it was opium on a Saturday. An NPC wizard can blow through spell points like it was Daddy's credit card. NPC shadowrunners can blow Edge up their nose like found cocaine. They can do these things because they don't actually have to worry about feeding or resting or whatever because they are not going to be procedurally generated after they leave the stage. Whether they return again and in what form is an arbitrary decision on the part of the GM. However, when NPC vampires go alpha strike whenever they show up, they don't feel like they are the same vampires as the player character versions. There needs to be a system modification to the vampires to make them look like they are playing the same game.

This doesn't mean that 4e had it right. The thing where NPCs get their Encounter Powers back and PCs don't does exactly the opposite of what I'm talking about. That makes it really obvious that the PCs and NPCs work differently, because the NPCs are cycle fighting and the PCs are clockwork fighting. To make NPCs feel like PCs in that system, Team Monster should roll for all their Daily powers to see if they are available during that battle and have some of their Dailies only come online when things get desperate (they get bloodied or half their team goes down).

But verisimilitude does demand a difference in resource management between PCs and NPCs because NPCs are not actually being played when the PCs are not interacting with them.

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Post by PhoneLobster »

And all that requires some really terrible resource systems in order to be valid (if it is valid at all, but I see no need to address it because of the fundamental resource issues).

But it handily displays the point that there is in fact an argument between differing views happening here.

Edit: Actually come to think of it I would like to address the resource issues somewhat because it's interesting in itself.

Franks outline involving resource expenditure for characters that see one fight vs characters that see many is within it's complex set of rather bald assumptions fairly valid.

He addresses it with a crude strategy of not actually fixing the basic problem (the bad resource management) and though he may fix the specific identified issue fails to fix, and potentially worsens a different problem.

The outlined model suggested ignores impacts on encounter challenge ratings.

Having an NPC ability system where their resources start encounters depleted or not at random certainly emulates a situation where NPCs either have had (or plan to have) other fights they care about. But then it also emulates just arbitrarily deciding to deplete those resources, because it's almost exactly the same.

What neither does is address the genuine issue, that NPCs of a specific challenge rating are arbitrarily weaker challenges some of the time if you arbitrarily, or randomly, deplete their resources.

Had he instead approached it from the position of fixing the balance issues with some good design methodoly It may have mimicked the model I derived from some actual god damn design principles and he would instead have "depleted lasers" be a status condition that happened to have an accounted for impact on encounter CR. Then it would have the convenient upshot that he could apply it arbitrarily or randomly as he saw fit as long as appropriate encounter challenge ratings were then met.

Instead he approached the "problem" with the goal of supporting a poor resource model which in turn was included to justify the bad design concept of the "Separate But Not Equal" model.

He allowed his design methodology to be shaped by a predetermined conclusion rather than by good principles and actual practical well thought out useful goals and the result is a clumsy patch that achieves basically nothing.
Last edited by PhoneLobster on Tue Mar 17, 2009 7:49 am, edited 2 times in total.
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Post by RandomCasualty2 »

PhoneLobster wrote: You didn't read it then, go back, try again. I'd specifically refer to one section but frankly almost my entire last post addresses these issues in extensive fucking detail.
I did read it. But it wasn't any kind of explanation, it was a bunch of words, with very little real content.

I gave an example a few pages back of how my proposed system would work for designing monsters on the fly. I'm curious how yours would work, because you're making a lot of claims but thus far haven't shown any actual system. It's all design concepts, but as I stated many posts ago, I don't think those concepts are actually achievable in a real system.

Lets say I'm the DM and I need to stat up some goblin warriors and a wizard. How do I go about doing that quickly? How do I assign the wizard spells in a fast manner when using the PC generation system? Do you propose that PC stats should be simple?

Because seriously if you design NPCs using the PC system and you can do that fast, then your PCs need to be relatively simple and probably have few options. You can't have rich detailed PCs/NPCs and also construct that fast all with one system. I seriously don't think you can do it all, and if you can, then prove me wrong.

Meanwhile glossing over? You want to write an entire parallel character generation AND resolution system. How long does it take a GM to learn and use that system compared to selecting "Shoot Laser" of the same modular ability list he already knows? How much complexity and time does on the fly dealing with data bottlenecking and it's weird effects cost? How much complexity and how many mis-rulings are caused by confusions between similar effects in parallel systems?
I've at least shown that my system can be fast. You have not yet done so. And until you do, really I don't consider it a viable option.

And yes, I'm glossing some minor details. Will it cause some confusion having two different systems? Probably. Would I wish we could just have one easy system? Yes. But as I said I don't feel it's possible to have a system that allows for a reasonably complex and tactical system and also allows for fast generation of NPCs. And even beyond that you still have to fix the issues with resource depletion that Frank talks about.

If you have any resource system that transfers between encounters, then as Frank states, you're better off having separate systems, because you want NPCs to behave as though they were PCs, and having them have identical stat blocks doesn't always achieve that, because they are playing different games.

But seriously, lets hear your system. I don't mean concepts, but I mean an actual set of steps that you go through to create a monster that can be done in a couple of minutes. And seriously either your system can do that, or it can't. If it can't then it's not viable in my mind because it doesn't allow a DM to generate monsters and NPCs on the fly.

So really, if you can't prove to me that you can generate NPCs on the fly, then your system has no real merit, because regardless of its other benefits, you're still selling your dick for condom money. If you can't stat out an encounter quickly then your system can't create the kind of adaptable game environment that everyone wants.
Last edited by RandomCasualty2 on Tue Mar 17, 2009 7:42 am, edited 1 time in total.
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Post by Murtak »

By the way, could we please leave the silly laser turret by the side? This discussion is about PC generation vs NPC generation. A laser turret is neither.
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Post by Username17 »

PL wrote:And all that requires some really terrible resource systems in order to be valid...
Wait... the actual resource systems that people actually use in the real world are terrible systems for a game to use when it is trying to generate a story about the world? Seriously, what are you smoking?

If your game can't handle a character carrying some amount of ammunition and using it up whenever you fire your AK-47 at whatever rate you fire your AK-47, then you can't really tell a story about Afghanistan or Fallout California. If your game can't handle an injury persisting from one fight to another, then it can't really handle Stalingrad.

So before I dignify any of your discussion with more discussion of my own: what would you say is a resource scheme that isn't "terrible?" You're a soldier in Central Asia, you have an AK-47 and a backpack full of supplies. You're supposed to hunt down some Pashtun extremists along the ridge line. What resource management system do you use?

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Post by Murtak »

RandomCasualty2 wrote:But as I said I don't feel it's possible to have a system that allows for a reasonably complex and tactical system and also allows for fast generation of NPCs.
Feng Shui does complete PCs, including background story in minutes.

RandomCasualty2 wrote:And even beyond that you still have to fix the issues with resource depletion that Frank talks about.
There is no issue with resource depletion in general. There is only an issue with DnD, because resources are horribly complicated in that game. DnD has resource depletion issues with player characters too - ever wondered, after breaking up a gaming session at 4am and not getting together for two weeks how many HPs everyone has, which daily powers have been used and what spell slots have been used?

RandomCasualty2 wrote:But seriously, lets hear your system. I don't mean concepts, but I mean an actual set of steps that you go through to create a monster that can be done in a couple of minutes.
Stolen from Feng Shui:
1. Pick an archetype (0 minutes)
2. Adjust attributes (readjust skills accordingly) (half a minute, tops)
3. Spend skill points (another half minute)
4. Pick powers from a list (maybe 3 minutes, if you are looking for a specific wording or something)
5. Think of a few memorable lines or special effects (1 minute)
--------------------
5 Minutes
Murtak
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Murtak
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Joined: Fri Mar 07, 2008 7:54 pm

Post by Murtak »

FrankTrollman wrote:If your game can't handle a character carrying some amount of ammunition and using it up whenever you fire your AK-47 at whatever rate you fire your AK-47, then you can't really tell a story about Afghanistan or Fallout California. If your game can't handle an injury persisting from one fight to another, then it can't really handle Stalingrad.
So according to you, all of that is not needed for NPCs, hence it is impossible to have any of the following:
- NPC wounds persist from one fight to another
- NPCs run out of bullets on their own
- The PCs trick the NPCs into running out of bullets
- The PCs hear fighting in the distance and later meet the survivors, all of them wounded and low on ammo

Is that seriously your idea of good NPC generation? In a game where you just stated it is important to be able for the PCs to slowly get worn down you also insist it is a good thing for none of that happening to NPCs?

Edit: bad quote tag
Last edited by Murtak on Tue Mar 17, 2009 8:10 am, edited 1 time in total.
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