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Comments on Profile Post by Crawkid

  1. molemole
    molemole
    So don't do too much mechanics. Keep them offscreen and make the quest as light on them as possible. Depend on narrative.
    Oct 7, 2019
  2. Crawkid
    Crawkid
    I mean...even if they're off screen...they're still mechanics. I just suck that much at making them up.
    Oct 7, 2019
    molemole likes this.
  3. molemole
    molemole
    True. Maybe model the storyline on a book? Gives a framework that doesn't need as many rolls I find.
    Oct 7, 2019
  4. ReinZero
    ReinZero
    Or just make a system that uses one basic template for *everything* and is both vague and concrete enough for you to work with.

    Crawkid has the right idea since trying to dump/bypass mechanics when they're more or less necessary is actually worse than revamping them into a easier-to-handle mechanics.
    Oct 7, 2019
    molemole likes this.
  5. Crawkid
    Crawkid
    I dont even know how to make basic mechanics. i fail to comprehend what is good maths for levels and shit
    Oct 7, 2019
    molemole likes this.
  6. ReinZero
    ReinZero
    For example you can use numbers to give a general estimate as to someone's capabilities... in prospective to others. At the *same* time, you don't necessarily need hard numbers as to /how/ much effort is needed to climb up in level. Instead you can just track it /narratively/.
    Oct 7, 2019
  7. ReinZero
    ReinZero
    Hence that allows you to have mechanics and yet fudge them enough that they aren't too difficult to manage. All you need to do then is be *consistent*.

    If you say have a turn based bit system for covering large tracks of time, you could use that to gauge how many "turns" it'd take if they don't get narratively creative -outside- of turns.
    Oct 7, 2019
  8. ReinZero
    ReinZero
    For instance, my Bearer Quest stuffs way prior used a Rank and Tier based system that shared the same framework for everything, making it easier for me to manage things without much maths.
    Oct 7, 2019
  9. ReinZero
    ReinZero
    In short the problem is more that what works for others/most isn't what necessarily works for *you* hence getting creative about how to /fudge/ it is a workable solution.

    All that takes then is being willing to tinker around and creativity. Math and levels are then pretty much components you can twist to your means as opposed to turning yourself into a pretzel to suit them.
    Oct 7, 2019
  10. Valette-Serafina
    Valette-Serafina
    Do you want help with mechanics? Because if you do, you can probably get help with mechanics.
    Oct 7, 2019