Difference between revisions of "Talk:Mano a Mano"

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==Armor==
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==Control & Grappling==
  
I think our example character should have armor. This would lengthen the character generation and combat examples, but I think this is important enough to warrant the extra effort.
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Should control (reach advantage) be added to grappling?
  
==Organization==
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For:
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*Longer reach gives you access to "more grips".
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*Longer weapons give you more leverage.
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*Longer weapons are harder than the soft parts of your body.
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*There are sports called "staff wrestling".
  
There are two different movement sections, which is confusing when looking for movement speed numbers for character generation. [BFG]
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Against:
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*Most throws require multiple points of contact with the opponent's body, and outreaching them with a long weapon also isolates them from grappling parts of your body.
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*Reach only counts if there is something to grip with at the end of the reach.
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*In staff wrestling there is just one staff for two people: these games are part of other grappling games preparing people for grappling.  This teaches people to grapple for a weapon, not because the long weapon reach gives one opponent a reach advantage over another.
  
:I merged them into the Action/Movement section. Notice that Character Creation now depends on Inventory Management and Movement. You need to read those sections and understand how to add equipment and calculate ground, water and sometimes air movement before you can create a character. [SL]
 
  
I have up until very recently thought of explaining MaM in terms of CP calcuations, starting with the simplest first: first weapon genaration, then template generation, then character generation, and then finally how to use characters.  Now that I'm in the process of making about 60 NPCs, I have a new perspective on what order the information should be presented to the prospective player.
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==Armor==
  
If we assume the player already has a pregenerated character to start with (and even MaM has Steven,) then the first thing they need to know is how to use the character (combat, action.)  Then they need to know character development, and after that character generation.  Even weapon generation would come before template generation, which would be last.
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I think our example character should have armor. This would lengthen the character generation and combat examples, but I think this is important enough to warrant the extra effort.
 
This is important because we want to be able to have the player's using the system with having to master the least amount of the system: beginning players may use pregenerated characters, and in many games player-generated templates may actually be innappropriate.  People should be able to play the game without having to learn how to design it first. [BFG]
 
  
:I agree that we need to change the order to build from the simplest, gameplay-oriented rules to the more complex and design-oriented rules. This is important enough to start with a pre-generated character. We can still show how that same character was generated later, so this doesn't even require us to create a second character.  
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:I am currently working on the Squawk RPG book, once the first rough draft is together I'll revisit MaM for this and other editorial enhancements. (I'm waiting for the rough draft to get done so I know what '''I''' need MaM to do.)[BFG]
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==Organization==
  
:I have re-ordered the sections on the [[Mano a Mano|Table of Contents]] and [[Mano a Mano:Complete System|Complete System on One Page]] to reflect this. The broad overview of Gameplay is still first, followed by Action, Character Development, Character Creation and finally Game Design. We will probably want to make further changes so that the system makes sense when presented in this order. We may even want to move the example Ability and Equipment lists into Character Creation or even Character Development. [SL]
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I have re-ordered the sections on the [[Mano a Mano|Table of Contents]] and [[Mano a Mano:Complete System|Complete System on One Page]] to reflect this. The broad overview of Gameplay is still first, followed by Action, Character Development, Character Creation and finally Game Design. We will probably want to make further changes so that the system makes sense when presented in this order. We may even want to move the example Ability and Equipment lists into Character Creation or even Character Development. [SL]
  
:: Yeah, that's what I figured.  Now it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG]
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: Yeah, that's what I figured.  Now it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG]
  
 
==Compact NPCs==
 
==Compact NPCs==

Revision as of 23:11, 7 November 2008

Control & Grappling

Should control (reach advantage) be added to grappling?

For:

  • Longer reach gives you access to "more grips".
  • Longer weapons give you more leverage.
  • Longer weapons are harder than the soft parts of your body.
  • There are sports called "staff wrestling".

Against:

  • Most throws require multiple points of contact with the opponent's body, and outreaching them with a long weapon also isolates them from grappling parts of your body.
  • Reach only counts if there is something to grip with at the end of the reach.
  • In staff wrestling there is just one staff for two people: these games are part of other grappling games preparing people for grappling. This teaches people to grapple for a weapon, not because the long weapon reach gives one opponent a reach advantage over another.


Armor

I think our example character should have armor. This would lengthen the character generation and combat examples, but I think this is important enough to warrant the extra effort.

I am currently working on the Squawk RPG book, once the first rough draft is together I'll revisit MaM for this and other editorial enhancements. (I'm waiting for the rough draft to get done so I know what I need MaM to do.)[BFG]

Organization

I have re-ordered the sections on the Table of Contents and Complete System on One Page to reflect this. The broad overview of Gameplay is still first, followed by Action, Character Development, Character Creation and finally Game Design. We will probably want to make further changes so that the system makes sense when presented in this order. We may even want to move the example Ability and Equipment lists into Character Creation or even Character Development. [SL]

Yeah, that's what I figured. Now it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG]

Compact NPCs

Can we abbreviate NPC stats by omitting some details?

  • Carrying capacity, equipment mass and encumbrance are only needed to calculate movement.
  • Movement, best absorption and total cover can be assumed to be 0 if they are not listed.
  • Stun and damage can go on scratch paper.

Editing Character Sheet

If you change the character sheet format when editing any of the following, you must update the others:

Be sure you know which character sheet you are updating:

  • The template creation example includes both the blank character sheet and the example template.
  • The character creation example includes both the example template and the example character sheet.