Help Wanted: Automaton Design
Feb. 17th, 2004 10:53 pmThis is a quick question for the role players in the audience. I'm working on rules for Victorian automaton design (think big clanking steam robots, clockwork musicians, etc.)
I'm writing this as a variation on character generation, with costs in money rather than points, and differences in the base value of some skills and some unavailable. This seems to work well enough, but I now need to think about adding some "chrome" to make it more interesting. Would you prefer:
1: Detailed complicated rules
2: Simple rules but prices for a lot of components e.g. rubber "skin", weapons systems, etc.
3: Vague "think of a number and double it"
4: A mixture of all of the above.
Can't do a poll on a free account, but comments would be very welcome.
I'm writing this as a variation on character generation, with costs in money rather than points, and differences in the base value of some skills and some unavailable. This seems to work well enough, but I now need to think about adding some "chrome" to make it more interesting. Would you prefer:
1: Detailed complicated rules
2: Simple rules but prices for a lot of components e.g. rubber "skin", weapons systems, etc.
3: Vague "think of a number and double it"
4: A mixture of all of the above.
Can't do a poll on a free account, but comments would be very welcome.
no subject
Date: 2004-02-17 03:37 pm (UTC)no subject
Date: 2004-02-17 04:08 pm (UTC)no subject
Date: 2004-02-17 07:49 pm (UTC)no subject
Date: 2004-02-18 03:55 pm (UTC)rules
Date: 2004-02-18 05:44 pm (UTC)I´d go for number 2 never being a friend of overextended rules.
no subject
Date: 2004-02-19 02:58 am (UTC)