tag:blogger.com,1999:blog-3493946997489326661.post320842017466919843..comments2023-08-11T05:49:23.366-04:00Comments on Exploring Believability: Role-playing mechanicsJ. Sheahttp://www.blogger.com/profile/10652255892382558843noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-3493946997489326661.post-44391153661129864132013-12-08T09:23:03.009-05:002013-12-08T09:23:03.009-05:00Hi, Is there any one who can help me with informa...Hi, Is there any one who can help me with information , that what current research can be done , in area of game ai in "social believability in role playing games".. I will be highly thankfull .Anonymoushttps://www.blogger.com/profile/02338637541511685782noreply@blogger.comtag:blogger.com,1999:blog-3493946997489326661.post-12706106704514318362013-05-29T15:25:56.458-04:002013-05-29T15:25:56.458-04:00It's late (2013), but I find the thoroughness ...It's late (2013), but I find the thoroughness and thoughtfullness of this article to be super refreshing. The title of your blog caught my attention. Your points about turns, armor, damage and record-keeping are at the heart of much of my gripes about pen/paper RPGs. Well done!<br /><br />I have ideas about nearly everything you said, but I will just pick one small area: Shields. They were a big deal. They are really effective. Traditional armies invested in them normally for this reason. They are versatile. They also should have a passive 'cover' based on their size. Smaller ones (bucklers and smallish ones) would have less cover but could move that cover around more quickly-relying on movement/placement. I am testing a hit-location armor system and the size of the shield is very important for this. The larger the shield is, the less a defender could react with it, but the large coverage compensated for this. Other, more 'dextrous' defenders would favor a smaller shield and use 'parrying' actions to move the smaller coverage to compensate for the smaller size. It is a matter of preferences and maximizing what the 'hero' is capable of. It is about the game allowing the player-character to have interesting options to explore. Making interesting decisions justifies the 'crunch'. If the 'crunch' is just 'crunch' then it needs to be purged from the system. rogerdupuy@gmail.comhttps://www.blogger.com/profile/11269952854698387271noreply@blogger.comtag:blogger.com,1999:blog-3493946997489326661.post-84402964437484629762011-01-27T11:47:42.820-05:002011-01-27T11:47:42.820-05:00I am currently undecided on the Bellcurve vs. Perc...I am currently undecided on the Bellcurve vs. Percentage issue. I haven't noticed a difference in my FUN between 3d6 and 1d100(or 2d10, whatever). They both give me a sufficient idea of how likely my success is and feel sufficiently "random".<br /><br />I've never played WFRP, but from what I've heard Dark Heresy is largely similar. The potential for anachronism was an aspect that initially drew me to the system. I recall a story of a campaign wherein the players were under the impression they were playing WFRP until the everything they had done turned out to be the trial to become a Space Marine, at which point the game continued using the same system with better equipment and some stat boosts.Anonymoushttps://www.blogger.com/profile/15736223659421239410noreply@blogger.comtag:blogger.com,1999:blog-3493946997489326661.post-85103939373594632902011-01-26T21:53:25.069-05:002011-01-26T21:53:25.069-05:00Here's one thing I do like about GURPS concept...Here's one thing I do like about GURPS conceptually, though: it ties together all the different eras of human existence. A lot of games have to balance and re-balance things because of unrealistic aspects like hit points and so on. <br /><br />GURPS works in such a way that it seems like you could easily bring a firearm into a medieval world and use it in a way that would make sense, instead of having to make it comply with existing unrealistic concepts. It's not like "medieval times" and "modern times" are sectioned off - the rules are the same, it's just newly introduced technology.J. Sheahttps://www.blogger.com/profile/10652255892382558843noreply@blogger.comtag:blogger.com,1999:blog-3493946997489326661.post-21924854136614942022011-01-26T21:48:16.924-05:002011-01-26T21:48:16.924-05:00The "lite" version looks pretty good, th...The "lite" version looks pretty good, though I prefer WFRP's D100 concept (since it's a solid percentage instead of the bell curve present in multiple D6s). I think the lite thing helps a lot, because when I was doing WFRP I actually went out of my way to make a sheet with all the basic rules on it, since they can be obfuscated by poor writing or editing.<br /><br />Still, the tone of the writing is pretty funny (not really in a bad way) - shifting from "here's how many points an average person has, like a cop or a teacher" to "HERE'S HOW MANY POINTS IT TAKES TO BUY THE TIME-JUMPER ABILITY".J. Sheahttps://www.blogger.com/profile/10652255892382558843noreply@blogger.comtag:blogger.com,1999:blog-3493946997489326661.post-47509210522654661372011-01-26T19:01:37.704-05:002011-01-26T19:01:37.704-05:00GURPS Lite is free on their website and has all th...GURPS Lite is free on their website and has all the core rules.<br /><br />The real rulebook looks a lot more complicated than it is. Part of the issue is that, by design, the complexity is "front loaded" (their words). You do almost all of the calculations (with the exception of a few obscure advanced survival and firearm rules that I've never used.) during character creation. It leaves you with a single roll to resolve issues during play, but can be unnecessarily intimidating.<br /><br />Even if you still hate the system, you should check out the source books. They do a crapton of research and present it well from a gaming standpoint, so it's not hard to use that information in other game systems.Anonymoushttps://www.blogger.com/profile/15736223659421239410noreply@blogger.comtag:blogger.com,1999:blog-3493946997489326661.post-20974845072700396632011-01-26T12:12:14.000-05:002011-01-26T12:12:14.000-05:00I've looked it up before and didn't like i...I've looked it up before and didn't like it, though at this point it was so long ago I don't recall why. I suppose it deserves another look.J. Sheahttps://www.blogger.com/profile/10652255892382558843noreply@blogger.comtag:blogger.com,1999:blog-3493946997489326661.post-83115595648755856522011-01-26T03:03:52.008-05:002011-01-26T03:03:52.008-05:00Do you play GURPS? It sounds like it's everyth...Do you play GURPS? It sounds like it's everything you're looking for in a PnP system. One-second (in game) turns where you are generally allowed one action and have an opportunity to react defensively to an opponent's reaction. Armor absorbs damage based on hit location. Core gameplay is simple but there are piles of modular rules and reference for obscure things just for the sake of looking up if you want.<br /><br />It's certainly my system of choice for those reasons. Also: I hate class restrictions, and GURPS is classless.Anonymoushttps://www.blogger.com/profile/15736223659421239410noreply@blogger.com