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	<title>Mano a Mano:Design Decisions - Revision history</title>
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	<updated>2026-05-18T03:59:00Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Design_Decisions&amp;diff=95304&amp;oldid=prev</id>
		<title>Master Of Desaster at 17:13, 16 November 2008</title>
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		<updated>2008-11-16T17:13:35Z</updated>

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&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:13, 16 November 2008&lt;/td&gt;
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&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Mano a Mano]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;These concepts have influenced [[Mano a Mano]] development.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;These concepts have influenced [[Mano a Mano]] development.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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		<author><name>Master Of Desaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Design_Decisions&amp;diff=29946&amp;oldid=prev</id>
		<title>SerpLord at 17:04, 17 August 2006</title>
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		<updated>2006-08-17T17:04:09Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;These concepts have influenced [[Mano a Mano]] development.&lt;br /&gt;
&lt;br /&gt;
== Simplicity == &lt;br /&gt;
&lt;br /&gt;
Mano a mano should be simple, cheap and portable - so it can be played informally, even if you don&amp;#039;t have any materials except what you have memorized and things most people have on hand.&lt;br /&gt;
&lt;br /&gt;
*6 sided dice are used because they are easy to find. (They can even be made by hand.)&lt;br /&gt;
*Only one type of die roll (success rolls)&lt;br /&gt;
*Character sheets are designed to fit on 3x5 cards.&lt;br /&gt;
&lt;br /&gt;
== Flexibility ==&lt;br /&gt;
&lt;br /&gt;
*Mano a mano can be used for almost any genre&lt;br /&gt;
&lt;br /&gt;
*Most things can be modeled as a character (people, animals, vehicles)&lt;br /&gt;
**&amp;quot;Race&amp;quot; packages replaced by the more abstract &amp;quot;Character Template&amp;quot; concept&lt;br /&gt;
**Character size can be extremely variable&lt;br /&gt;
&lt;br /&gt;
*Modular system with lots of optional rules&lt;br /&gt;
**ideally &amp;quot;core rules&amp;quot; are optional too, though more strongly recommended&lt;br /&gt;
**Examples provided for things not covered in the rules (abilities, equipment ...)&lt;br /&gt;
&lt;br /&gt;
== Realistic Martial Arts ==&lt;br /&gt;
&lt;br /&gt;
*Mano a Mano can do many other things, but it&amp;#039;s main focus is fighting.&lt;br /&gt;
*The rules strive to model what happens in full contact martial arts competition.&lt;br /&gt;
*When you get hurt, you slow down and become less dangerous than you used to be.&lt;br /&gt;
*The rules also model armed combat and combat between different sized opponents.&lt;br /&gt;
*Character and equipment stats are based on physical properties.&lt;br /&gt;
*Character size is a very big deal in this role-playing system.&lt;br /&gt;
&lt;br /&gt;
== Player-focused ==&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*Instigators and targets of actions are equal participants in a collaborative story. (A kind of [http://en.wikipedia.org/wiki/Ad_lib &amp;quot;ad-lib&amp;quot;] - literally &amp;quot;at liberty&amp;quot;)&lt;br /&gt;
*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.&lt;br /&gt;
*Character generation and development is very open-ended.&lt;br /&gt;
*Generalizations like &amp;quot;class&amp;quot;, &amp;quot;level&amp;quot; and &amp;quot;alignment&amp;quot; are avoided.&lt;br /&gt;
&lt;br /&gt;
What Player-focused is NOT:&lt;br /&gt;
&lt;br /&gt;
*GM-focused - action and characters totally conform to the GM&amp;#039;s description and schemes&lt;br /&gt;
*setting-focused - action and character development defined by the adventure or campaign material&lt;br /&gt;
*genre-focused - action and character development models stereotypes and archetypes&lt;br /&gt;
&lt;br /&gt;
== Real Time ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
(Here &amp;quot;real time&amp;quot; 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)&lt;br /&gt;
&lt;br /&gt;
*In combat, characters are assumed to be continually moving&lt;br /&gt;
*Players take turns controlling their characters in a fixed order&lt;br /&gt;
*Time is measured from a player&amp;#039;s turn until their next turn&lt;br /&gt;
*Some actions cannot be performed every turn (example: &amp;quot;wind up&amp;quot;)&lt;br /&gt;
*Characters can perform more than one action in a turn&lt;br /&gt;
*Some characters can do more things per turn than other characters&lt;br /&gt;
*Sometimes a player&amp;#039;s character can act on another player&amp;#039;s turn&lt;/div&gt;</summary>
		<author><name>SerpLord</name></author>
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