tag:blogger.com,1999:blog-4691609183217207055.post8014672498325684486..comments2024-03-27T22:20:55.710-04:00Comments on I Fly By Night - clash bowley's blog: See-Saw Statsclash bowleyhttp://www.blogger.com/profile/02867031157318138584noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-4691609183217207055.post-48899026131900147742009-08-15T22:14:59.621-04:002009-08-15T22:14:59.621-04:00Hmm. It's an interesting idea; the main proble...Hmm. It's an interesting idea; the main problem I can see is how easy it is to set up false dichotomies. For example, with Kindness/Cruelty, it's true that they're mutually exclusive when applied to the same circumstance (though the line is fuzzy--which one is it to quickly kill a mortally wounded person without their knowledge, to spare them suffering?), but plenty of people act kind in some circumstnaces and cruel in others--many of the more brutal Nazi officials were loving parents to their children.<br /><br />It can work, but it misses a lot of the complexities and outright contradictions of self that are part of human nature.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-4691609183217207055.post-30167695099036795572009-08-05T19:11:56.520-04:002009-08-05T19:11:56.520-04:00OK - that's what i was thinking. Those are ver...OK - that's what i was thinking. Those are very interesting see-saw stats! Depending on what you choose to emphasize in a game they could be very cool!<br /><br />Thanks for coming back and elaborating a bit! :D<br /><br />-clashclash bowleyhttps://www.blogger.com/profile/02867031157318138584noreply@blogger.comtag:blogger.com,1999:blog-4691609183217207055.post-14300319784994270622009-08-05T12:26:56.128-04:002009-08-05T12:26:56.128-04:00It was really Fading Suns that I was thinking of. ...It was really Fading Suns that I was thinking of. Four of a character's stats are balanced binary pairs:<br />Extrovert/Introvert<br />Passion/Calm<br />Faith/Ego<br />Human/AlienRagnorakkhttps://www.blogger.com/profile/03812860633134547618noreply@blogger.comtag:blogger.com,1999:blog-4691609183217207055.post-61588529301259643362009-08-05T09:08:05.030-04:002009-08-05T09:08:05.030-04:00My point is, in a game with a streamlined theme th...My point is, in a game with a streamlined theme these sorts of stats can measure and influence important aspects of that theme. In a more generally themed game you'd need a few see-saw stats of a more general theme to cover the gamut of social interactions that have the potential to occur. I don't think I can clarify it more than that because it's still sloshing around in the brain custard and hasn't quite congealed yet. <br /><br />Also: I've really got it in my head to do a tongue and cheek Teen-Anxt RPG with a Emo/Horny see saw stat... or something close to that. Hm, maybe for the 24 hour RPG contest.Helmsmanhttps://www.blogger.com/profile/05248835491973291242noreply@blogger.comtag:blogger.com,1999:blog-4691609183217207055.post-7231345518579100302009-08-04T19:50:57.534-04:002009-08-04T19:50:57.534-04:00@ Ragnorak:
I've never had the pleasure of pl...@ Ragnorak:<br /><br />I've never had the pleasure of playing or running Earthdawn, but that does sound interesting. how were the see-saw stats used?<br /><br />@ Matthew:<br /><br />Yeah - I love 'em too! They are a seldom-used but elegant mechanic. I never read or played Firefly, but I playtested TINS over IRC with Steve as GM and S. John Ross and myself as players - wonderful game session, and TINS was brilliant.<br /><br />@ Helmsman:<br /><br />I have found it answers wonderfully well for social interaction. Unfortunately, I have never run a kitchen sink-style game, so I'm not quite sure what you mean, but perhaps several such see-saw stats might be needed in such a game. Should you drop by again, maybe you could clarify? <br /><br />Thanks, guys!<br /><br />-clashclash bowleyhttps://www.blogger.com/profile/02867031157318138584noreply@blogger.comtag:blogger.com,1999:blog-4691609183217207055.post-73173305029780736372009-08-04T08:59:59.904-04:002009-08-04T08:59:59.904-04:00This is one of the first points you've made th...This is one of the first points you've made that I've been genuinely unfamiliar with and it's definitely some food for thought. It's definitely a great idea for social interaction. I'm seeing the potential complication that in kitchen sink style games with large scope it might be difficult not to miss certain social aspects with such stats. Still, some excellent food for thought.Helmsmanhttps://www.blogger.com/profile/05248835491973291242noreply@blogger.comtag:blogger.com,1999:blog-4691609183217207055.post-81593253295506300972009-08-04T01:55:07.599-04:002009-08-04T01:55:07.599-04:00I love these things. I wish more games used them....I love these things. I wish more games used them. Steve Darlington seemed to be heading towards an awesome presentation in his <i>Firefly</i> rpg before he was shut down. I still regard that as a golden lost opportunity.Matthew Slepinhttps://www.blogger.com/profile/04056247825064943944noreply@blogger.comtag:blogger.com,1999:blog-4691609183217207055.post-58798705079422433672009-08-04T00:25:44.974-04:002009-08-04T00:25:44.974-04:00I believe that Earthdawn used such stats also, whe...I believe that Earthdawn used such stats also, where the constant value was 7 (? - could be misremebering...) - anyway, I thought that that was an interesting concept at the time, and still do. Good post!Ragnorakkhttps://www.blogger.com/profile/03812860633134547618noreply@blogger.com