| Professor Rabbit |
I’m going to apologize up front, because this is going to be a relatively long post. I printed out the entire thread and looked it over and here’s some things I just caught:
I'm a big fan of NOT using classes (also a big fan of NOT using levels and NOT using "hit points").
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I prefer a hand of cards for each player though - gives players more of a choice in where to use their better cards and when not to (adds more narrative story control). Drawing a random card, especially with a range between 1 and 30 is a fair bit of random.
I was thinking the maybe the hand could be a type of life point/skills control mechanism. Each player get ten cards per “game day” and makes their decisions based on their hand and their skills. Also, their a “penalty” for being too aggressive with their action as it will wear them out sooner.
[Anyhow, I thought it might be worth picking up as a project. Stonehenge generates multiple "killer apps" in multiple genres, then it will take off in a big way. Icehouse, for example, does have Zendo, and some others.
As a “Demo Rabbit,” that’s the hook of this proposed game. The minigame for each type of skill will draw people to play this game.
I think you want the attribute blocks broken up into more general categories, and you can mix two or more colors together to get other attributes.
That’s what I wanted too. For the basic “stats” of the player, I was looking at a holistic view of the human condition based on other RPGs and thought how that might work in this system. You can combine physical and mental to get DEX for example.
In the case of attack and defense, I think black and white should represent more basic attributes, and you combine them with another attribute to get attack and defend. You want the system to be general enough, that you can run a wide enough range of genres, even factoring in there not being any combat.
Yea, sorry about that. Attack and defense was a bad choice of words. I was looking for something more yin/yang. Black is an active color and white, for a lack of a better term, was supposed to be passive. I was looking at those two stats to be the foundation of the rest of the skills set. (I don’t know how yet, I’m still working on it)
There is also day and night to be factored in also.
With regards to the cards, it is a 50/50 shot of getting one or the another. It could be “a hand of fate” or something like that.
What about reworking the published rules for a roleplaying version?
I’m not sure what you mean by “reworking.” We can’t adapt other RPGs (even OGL stuff) to this system because of the “third-party” rule in the game creation license.
Well the board and stuff can be used to represent a control panel for higher power beings to manipulate the affairs of the characters. You could also end up having different mini-games, like Stackhenge, to represent different types of challenge situations for players, with their stats giving them...
I was longing at the inner and outer ring as “power” of the character in a situation based what skills they have and the nature of the situation. For example, if it is a battle, the figure could position themselves on the outer ring based on their strength and the disks could represent different types of enemies. The bars could represent “friendly” npcs.
Wow, that was a long one. Two more points:
1.) We need to start writing some of this stuff in rule form.
2.) At GenCon, there’s a “design a Stonehenge game” (SEM00216) Sunday Aug. 19th Noon to 1 PM at the Embassy Suites (Chancellor 3). I think it would be cool if all of us were there working on this game.
That’s all