Talk:Abstract Encounters: Difference between revisions

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(Created page with "===Using Abstract Encounters:=== * vehicle combat * sieges * magic item creation * research * mazes? * bar fights? * chase scenes? ===to create a system, pre-work required:=...")
 
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===Using Abstract Encounters:===
===Using Abstract Encounters:===
* vehicle combat
* vehicle combat
:* roles: 5 stations
:* things to do with pips: yes
:* antagonist/consequences: enemy ships
* sieges
* sieges
:* roles:
:* things to do with pips:
:* antagonist/consequences:
* magic item creation
* magic item creation
:* roles:
:* things to do with pips:
:* antagonist/consequences:
* research
* research
:* roles:
:* things to do with pips:
:* antagonist/consequences:
* mazes?
* mazes?
:* roles:
:* things to do with pips:
:* antagonist/consequences:
* bar fights?
* bar fights?
:* roles:
:* things to do with pips:
:* antagonist/consequences:
* chase scenes?
* chase scenes?
:* roles:
:* things to do with pips:
:* antagonist/consequences:




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* different tasks/stations/assignments
* different tasks/stations/assignments
** things to do with your pips (per task/station/assignment)
** things to do with your pips (per task/station/assignment)
* some form of antagonist or resistance or consequences for failure


===some general theories:===
===some general theories:===
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** usable for immediate gain
** usable for immediate gain
** usable to aid an ally's station
** usable to aid an ally's station
* since the action pool mechanic will always eventually succeed, there needs to be some external mechanism which rewards quick results and punishes slow results.  The real currency is time. How many intervals can you afford to bank dice before you need to act?  What are the consequences for not acting sooner?

Revision as of 19:30, 30 June 2016

Using Abstract Encounters:

  • vehicle combat
  • roles: 5 stations
  • things to do with pips: yes
  • antagonist/consequences: enemy ships
  • sieges
  • roles:
  • things to do with pips:
  • antagonist/consequences:
  • magic item creation
  • roles:
  • things to do with pips:
  • antagonist/consequences:
  • research
  • roles:
  • things to do with pips:
  • antagonist/consequences:
  • mazes?
  • roles:
  • things to do with pips:
  • antagonist/consequences:
  • bar fights?
  • roles:
  • things to do with pips:
  • antagonist/consequences:
  • chase scenes?
  • roles:
  • things to do with pips:
  • antagonist/consequences:


to create a system, pre-work required:

  • different tasks/stations/assignments
    • things to do with your pips (per task/station/assignment)
  • some form of antagonist or resistance or consequences for failure


some general theories:

  • each station should feel different, but should empower progress
  • pips should be:
    • bankable
    • usable to improve the meta of the station - makes future rolls better, in exchange for not really doing anything now
    • usable for immediate gain
    • usable to aid an ally's station
  • since the action pool mechanic will always eventually succeed, there needs to be some external mechanism which rewards quick results and punishes slow results. The real currency is time. How many intervals can you afford to bank dice before you need to act? What are the consequences for not acting sooner?