Cool name as a tie-breaker


RPG Superstar™ General Discussion

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Anyone else find themselves doing this? Either because both of the items are so incredibly cool and well-written that you just can't decide on one, or - more likely - because they both suck so bad that you want to simply pick one in hopes of never having to see it again.

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Yes. Mostly the latter.

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Humm, Well this has made me think about how I am ranking items.

I would say it is mostly as follows:

Balance: (40%)

Writing: (35%)

Template following: (15%)

Name: (6%)

Pricing: (4%)

To me this means that a name could definitely act as a tie breaker, however my decisions are rarely if ever driven to take it into account, simply due to the fact that either quality of balance or writing usually makes the decision for me.

It has happened a few time however, it was always with a pair of items that had serious problems.

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I am putting writing above balance. If my eyes are drifting away to the other side after the first 50-60 words, you already lost me.

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Coridan wrote:
I am putting writing above balance. If my eyes are drifting away to the other side after the first 50-60 words, you already lost me.

I can understand that. I think I am just being influenced by the number of items I have recently seen that were overwhelmingly game-breaking.

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Coridan wrote:
I am putting writing above balance. If my eyes are drifting away to the other side after the first 50-60 words, you already lost me.

Agreed.

Plus, i think balance is much more subjective and dependent on individual campaigns. Whereas good or bad writing is universal.

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james knowles wrote:
Coridan wrote:
I am putting writing above balance. If my eyes are drifting away to the other side after the first 50-60 words, you already lost me.

Agreed.

Plus, i think balance is much more subjective and dependent on individual campaigns. Whereas good or bad writing is universal.

While I agree that balance can be moderately subjective, we are writing to the established standard power level of the CRB here, so any item that grossly magnifies a character or grants any character the ability to auto win any possible combination of situations is not desirable.

Those were the kind of balance issues I meant.

I would also contend that while a basic standard of writing is very much unquestionable, once past that writing is entirely subjective.

As an example I have two friends who both enjoy the wheel of time series. One of them despises Robert Jordon's writing style, while the other adores it.

Both are entirely subjective opinions.

Just my thoughts.

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People really need to give us an idea of what the item does before the mechanics hit. A lot of the time the point of the item is buried either in the mechanics or backstory.

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I think maybe I've just been unfortunate, but a lot of the "Cool" item names I've seen have really been more "Kewl!!!1!" item names. Like comically over the top. And I have seen a couple that actually pulled it off, but it's hard to do.

I've also seen a few item names that already got me into TL;DR mode. Not that long names are bad, but if they're so wordy they trip across the tongue, then that can be bad.

Bottom line: I've found myself favoring a short, punchy (and maybe boring, but at least accurate) name over one that seems to just be trying way too hard.

I think it's really subjective, though. I guess maybe I'm just far more likely to use other criteria as a tie-breaker over the name.


If you've named your item the Thing of Thingyness, chances are the other item not only has a better name, but may also be a better submission.

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Covent wrote:

Humm, Well this has made me think about how I am ranking items.

I would say it is mostly as follows:

Balance: (40%)

Writing: (35%)

Template following: (15%)

Name: (6%)

Pricing: (4%)

To me this means that a name could definitely act as a tie breaker, however my decisions are rarely if ever driven to take it into account, simply due to the fact that either quality of balance or writing usually makes the decision for me.

It has happened a few time however, it was always with a pair of items that had serious problems.

What about the thing called "mojo", or is it part of writing and balance? I think it is the single most valuable quality of an item. Though I may not notice the mojo if the writing and formatting is so bad I want to look away.

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Mikko Kallio wrote:
Covent wrote:

Humm, Well this has made me think about how I am ranking items.

I would say it is mostly as follows:

Balance: (40%)

Writing: (35%)

Template following: (15%)

Name: (6%)

Pricing: (4%)

To me this means that a name could definitely act as a tie breaker, however my decisions are rarely if ever driven to take it into account, simply due to the fact that either quality of balance or writing usually makes the decision for me.

It has happened a few time however, it was always with a pair of items that had serious problems.

What about the thing called "mojo", or is it part of writing and balance? I think it is the single most valuable quality of an item. Though I may not notice the mojo if the writing and formatting is so bad I want to look away.

Yes, "Mojo" is generally in my opinion a synergistic combination of good writing and excellent balance that creates a smooth flavorful item that I instantly believe my players would respond to with; "Yes! I want this! It's cool and useful". I would then be able to allow such without loss of game balance.

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