Mano a Mano:Design Decisions: Difference between revisions
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[[Category:Mano a Mano]] | |||
These concepts have influenced [[Mano a Mano]] development. | These concepts have influenced [[Mano a Mano]] development. | ||
Latest revision as of 17:13, 16 November 2008
These concepts have influenced Mano a Mano development.
Simplicity[edit]
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[edit]
- 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[edit]
- 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[edit]
- In combat, the player chooses (or constructs) individual moves for each situation 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 "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[edit]
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 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