Talk:Abstract Encounters

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Revision as of 19:30, 30 June 2016 by Reese (talk | contribs)
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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?