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Mano a Mano:Design Decisions
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[[Category:Mano a Mano]] These concepts have influenced [[Mano a Mano]] development. == Simplicity == Mano a mano should be simple, cheap and portable - so it can be played informally, even if you don't have any materials except what you have memorized and things most people have on hand. *6 sided dice are used because they are easy to find. (They can even be made by hand.) *Only one type of die roll (success rolls) *Character sheets are designed to fit on 3x5 cards. == Flexibility == *Mano a mano can be used for almost any genre *Most things can be modeled as a character (people, animals, vehicles) **"Race" packages replaced by the more abstract "Character Template" concept **Character size can be extremely variable *Modular system with lots of optional rules **ideally "core rules" are optional too, though more strongly recommended **Examples provided for things not covered in the rules (abilities, equipment ...) == Realistic Martial Arts == *Mano a Mano can do many other things, but it's main focus is fighting. *The rules strive to model what happens in full contact martial arts competition. *When you get hurt, you slow down and become less dangerous than you used to be. *The rules also model armed combat and combat between different sized opponents. *Character and equipment stats are based on physical properties. *Character size is a very big deal in this role-playing system. == Player-focused == *In combat, the player chooses (or constructs) individual moves for each situation [http://en.wikipedia.org/wiki/On_the_fly on the fly], as opposed to selecting from a menu of combat options each turn. *Instigators and targets of actions are equal participants in a collaborative story. (A kind of [http://en.wikipedia.org/wiki/Ad_lib "ad-lib"] - literally "at liberty") *Character points are more strongly associated with players (CP/Character Points.) Players could control more than one character, or CP could balance two unequally-sized groups of competing players. *Character generation and development is very open-ended. *Generalizations like "class", "level" and "alignment" are avoided. What Player-focused is NOT: *GM-focused - action and characters totally conform to the GM's description and schemes *setting-focused - action and character development defined by the adventure or campaign material *genre-focused - action and character development models stereotypes and archetypes == Real Time == The relationship of the turn-based gameplay to real time action adds to the realistic action and martial arts of the system and makes it possible to apply the Mano a Mano system to real time computer simulations: action games as well as more strategic games. (Here "real time" refers to both the information systems concept of [http://en.wikipedia.org/wiki/Real-time Real-time], and realistic representation of time in the game fiction) *In combat, characters are assumed to be continually moving *Players take turns controlling their characters in a fixed order *Time is measured from a player's turn until their next turn *Some actions cannot be performed every turn (example: "wind up") *Characters can perform more than one action in a turn *Some characters can do more things per turn than other characters *Sometimes a player's character can act on another player's turn
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