Some more Voidstone thoughts
Let’s look at some Voidstone stats. Here’s the chances of
success as they currently stand…
3 (low for a starting character)
23.08% Base Chance of Success
40.83% With Ability or Equipment
54.48% With Both
5 (typical starting character)
38.46% Base Chance of Success
62.13% With Ability or Equipment
76.70% With Both
7 (high for a starting character, typical for a veteran
character)
53.85% Base Chance of Success
78.70% With Ability or Equipment
90.17% With Both
9 (high for a veteran character, typical for a legendary
hero)
69.23% Base Chance of Success
90.53% With Ability or Equipment
97.09% With Both
11 (high, even for a legendary character)
84.62% Base Chance of Success
97.63% With Ability or Equipment
99.64% With Both
That seems like a good distribution to be playing with, but
it really does nothing for tasks with variable difficulty. That’s something I’m
not fond of, and it’s one of those things that bugs me about game engines like “Apocalypse-World”.
I know, AW aficionados will tell me that AW takes this into account by framing
the actions within specific narrative events…you need to be in the right
situation to activate the game mechanism and the difficulty is taken into
account through the complexity of getting into that “right situation”, a
complex task might require several steps before it can be completed. But that’s
not what I want from this game. Voidstone Chronicles draws on an 8-bit
aesthetic, if you attempt something at a low level, there’s a slim chance of
success even if you’ve got the resources to spend in the attempt. At high
levels, the resources might be easier to come by, and the backlash from failure
might be more easily absorbed.
I think we need some kind of simple test system, and an
opposed test system. Simple tests give us a binary decision: yes (I pass), no
(I fail). Opposed tests give us four options: Yes, but (I pass, but so do
they), Yes, and (I pass, and they don’t), No, but (I fail, but they succeed),
and No, and (I fail, and so do they).
Let’s look at this in the form of a treasure chests, one simply
locked and one trapped (a standard console RPG trope)…
Locked
Yes (I open the chest)
No (I can’t open the chest)
Trapped
Yes, but (I open the chest, but set off the trap in my
attempt)
Yes, and (I open the chest, and avoid setting off the trap)
No, but (I can’t open the chest, but set off the trap in my
attempt)
No, and (I can’t open the chest, and yet I avoid setting off
the trap)
It would be tempting to add a mechanism that determines whether
a locked or trapped chest can be reattempted, but most console games don’t do
this. One of the games I can think of that doe take this into account is the PC
game “Dungeon Siege”, which turned the whole trap disarming element into its
own mini-game. I could generate a bunch of mini games like this, but that also
goes against the design philosophy of keeping it simple and open for new
players.
Since we’re basing this on 8-bit console games, and the
setting is a highly mysterious mystical world, we can probably use a healthy
dose of handwavium to discard the whole issue (and a whole lot of similar
issues). Maybe locks are simply magical seals attuned to a character’s DNA, a
thief character’s ability to “pick locks” is now simply an ability to mask
their DNA to allow access to other people’s sealed items. If an “attempted lock
pick” is failed, the mystical lock mechanism now has the thief’s DNA on file as
a “non-match” and thus prevents any future attempts….but that doesn’t stop other
people having a go. Acknowledging problematic elements of a design can always
be handed through modifying the mechanisms, or modifying the world to justify
those mechanisms.
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