![]() | |||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
0158 - Twins. - 2020.10.12 |
||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Comment: I like tabletop roleplaying games. Of course, I love to play existing games, but I also love whipping up homebrew games, often because I can implement some unique mechanic or unusual gimmick that suits the specific setting. I've done spy games where the superspy gadgets are all on Post-Its that can be swapped between players as needed. I've done cosmic horror set at a school where character sheets are the students' report cards. I've done a pantheon of gods whose stats all got divided by 1000 as they were forced into mortal forms. I've done a game where the players' abilities draw from the reactions they can inspire in others, so their stats are all based on different emotions. I like positing different ways to enumerate and balance a character's abilities. I assume anyone who's played D&D has statted themselves out with Strength and Dexterity and all that at one point or another. I'd say D&D isn't the best way to evaluate a modern real person, though, given how rarely we get into magical combat with wraiths. Take a step out, into the meta. Look down at yourself. What kind of game is your player playing? Is this moment - the time you're reading this - is it being played out, or is it a handwaved thing that is assumed to happen between scenes, something that won't be important to your plot? What are the stats that describe you, and which are your highest ones? If you could pick one of those stats to improve, what would it be? If you could plan out the next five stat changes, what would they be? If your character begins to become less powerful, which of your abilities would be first on the chopping block? And - what'll really bake your noodle - would the choices you make for how to level your character be the same as the choices your hypothetical player is making? |
||
Transcript: --------------------------------------------------------------- |
||