gladiusdei:
I have a question for those who play and run freeform games. How do you resolve skill/power level? I see this as applying both in a more fantastic sense, and a more mundane sense.
If you have players with abilities, how do you determine who is better/worse? What system do you use, and does it work well for you?
it applies both to pvp and pve. IF you have two players that can sing, or shoot a gun, or sword fight, or ride a horse, who is better? I understand that some games would simply avoid player versus player direct competition, but it may still come up. But in the same context, if you have, say, a soldier who is a crack shot; is he a better shot than the enemy sniper? or a knight in a fantastic setting. Is he a better swordsman than other knights? than the kings champion?
it becomes even more murky with fantastic powers. If a player is a wizard, or sorcerer, or witch, or fantastic being with magical powers, how do you gauge just how powerful they are? Magic can range from a simple spell to light a candle, to magic that curses or destroys entire peoples.
and do you have a system in place to allow players to get better at these abilities over time?
Just gauging how freeform players/gms handle this issue. Trying to decide if freeform is best for a few game ideas I have, or if it would be better to find a system that fit them.
This is finally a conversation I can sink my teeth into.
In short, the answer is it requires people who really know their characters and what they can do, and how things will look when played out.
I see each free form game as part chess, part dance. If I as a player can make an attack, my oppoent will have to react in some way as according to her abilities, if she can with those abilities figure out a way to dodge or block it, it will fail to hit, and then I must react to how they dodge blocked/countered it.
For example, say I am a fighter, and i swing a sword at someone's chest while kicking at their knee cap.
the other person would have to figure out a way to avoid the sword blow, and the knee attack, they could hop back, but that might leave them on shakey footing, they could spin out of the way and try to kick me as I extend myself into the attack, they could attempt a back flip timed to hit me as I come forward, hell instead of hoping they could Jump, (which is a bad move unless your in DBZ because once in the air changing direction is near impossible without help.)
either way, however they react, I will need to figure out how to dodge/counter/block their reaction. This will continue until one of us can't figure out how to D/C/B once that happens a Hit is scored, and damage is dealt.
This goes on until one person is to damaged to continue the fight.
The method requires A) People who know their characters abilities and Limits and B) People who are responsible and can visualize how things play out. C) Very descriptive people. But it's my preferred way of RPing.
Edit: Just saw this:
gladiusdei:
If one layer's whole goal in joining the game is to play out a story of a lonely knight finding redemption and marrying the widowed queen, and another player wants to overthrow said queen and rule the land, one of them is not going to get what they want. So how do you decide which story to follow? Who decides what makes the best story?
This again comes to a chess battle/ dance, Just on a grander scale, each player making a move and counter move, to their goals, the story that plays out, is the one whose able to outwit and outplay the other.
This message was last edited by the user at 02:18, Thu 15 Feb 2018.