Post Terminus, and Halcyon Days before it, has always been summed up as a Writing Roleplaying Game. In reality, it's more of a shared writing environment or just roleplaying. There's not a lot of 'game' in it because even though we have stats and rules, we lack in a legitimate challenge. There is almost no means to fail, unless you want to fail. With my recent push to try to downplay the 'rules' side of things, there will be even less feeling of threat or accomplishment. This thread is meant to be a discussion. I want to hear your thoughts on this, whether you like or hate it, what you'd like to see from it, and so forth.
I believe many of you have played D&D at least a little, and may be familiar with the basic premise of ability checks. What I have in mind is for most of the upcoming PM threads to have a Success Check. Threads will have an open, hidden, or random difficulty threshold, and you'll have different things you can do to increase your chances for success. Simple example of a possible 'open' mission prompt:
In the example, a writer who hits at least 3k words, and uses a variety of techs (up to Skilled, with feats) would be starting with 55 points. Finishing the thread should bring them up to 75, enough to be considered resolved. But if they wrote it in particularly interesting ways (finding a non-violent solution, fleshing out the baddies, bringing personal plot into the mix), they could rate a great success, which would open up the possibilities for extra rewards of some kind. Conversely, letting the thread drag too long or noselling every conflict could cost points, causing failure (cutting the writers out of possible rewards, and with plot consequences) or a critical failure (the above plus potentially lasting repercussions for the characters).
I mentioned having open, closed, and random types of these -- in addition to normal chapters and collabs, of course. The 'closed' type would have an unknown difficulty goal, and the 'random' type would have the writer leave off on a cliffhanger, using a Roll function to determine what the difficulty was and whether the player hit goal.
What do you all think? Does this sound interesting? Have any suggestions for changes or improvements, or just think the idea should be scrapped?
I believe many of you have played D&D at least a little, and may be familiar with the basic premise of ability checks. What I have in mind is for most of the upcoming PM threads to have a Success Check. Threads will have an open, hidden, or random difficulty threshold, and you'll have different things you can do to increase your chances for success. Simple example of a possible 'open' mission prompt:
Example said:Your ship is waylaid by pirates en route to Pelagia. The pirates outnumber your ship's crew and passengers two to one, but your crew is made up of experienced fighters, potentially evening the odds. Your goal is to survive the ambush and drive away the pirate crew by any means necessary.
Difficulty: 70
>100 Great Success
< 70 Failure
< 50 Critical
Mission Bonuses (Unique to the Mission)
Standard Bonuses (each available once):
+/-?? - The Upset: The situation resolved in an unexpected way.
+20 - Driven Off: The pirates were forced to retreat, but they might be back.
+20 - Genocide: The pirates should have worn their red shirts.
+30 - Parlay: A deal of some kind was brokered in exchange for safety.
+0 - Deus Ex Machina: Someone or something saved the protagonists.
+10 - Hard Mode: The pirate crew is particularly formidable, with lasting consequences to the protagonists.
-30 - Fade to Black: The thread was not completed in a timely manner. Repercussions for the protagonists may follow.
Roleplaying Bonuses (subject to reader scrutiny):
+30 - Page-turner: Wrote at least 3000 words.
+5 - Neophyte: Used a novice- or adept-tier ability.
+10 - Veteran: Used a skilled- or master-tier ability.
+20 - Legend: Used a grandmaster-tier ability.
+10 - Great Feats: Used a feat ability of any tier.
+10 - Magnum Performance: Used a magnum or ultimum ability of any type.
+10 - It's Personal: Your PC has a history with one of the enemies, which is touched on or fleshed out here.
+10 - Rogues' Gallery: The antagonists were given distinct personalities.
+10 - Playing the Part: You performed actions iconic to your character.
+10 - Assimilation: The overarching plot has been woven into personal plot.
-10 - Mary Sue and Gary Stu: It's 1000 years too early for you to break a sweat.
-30 - Fade to Black: The thread was not completed in a timely manner. Repercussions for the protagonists may follow.
In the example, a writer who hits at least 3k words, and uses a variety of techs (up to Skilled, with feats) would be starting with 55 points. Finishing the thread should bring them up to 75, enough to be considered resolved. But if they wrote it in particularly interesting ways (finding a non-violent solution, fleshing out the baddies, bringing personal plot into the mix), they could rate a great success, which would open up the possibilities for extra rewards of some kind. Conversely, letting the thread drag too long or noselling every conflict could cost points, causing failure (cutting the writers out of possible rewards, and with plot consequences) or a critical failure (the above plus potentially lasting repercussions for the characters).
I mentioned having open, closed, and random types of these -- in addition to normal chapters and collabs, of course. The 'closed' type would have an unknown difficulty goal, and the 'random' type would have the writer leave off on a cliffhanger, using a Roll function to determine what the difficulty was and whether the player hit goal.
What do you all think? Does this sound interesting? Have any suggestions for changes or improvements, or just think the idea should be scrapped?