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livehack:model_of_play [2013/08/19 16:09] – Mike Holmes | livehack:model_of_play [2013/08/19 16:21] (current) – Mike Holmes |
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=====Rigor===== | =====Rigor===== |
The game does all of this in relatively rigorous fashion, just as a roguelike game does (and in contrast to how some live RPGs work). Optimally, the GM will never have to resort to fiat to answer a question of success or failure, or even quantification of results. LIveHack should almost not require a GM, just as a CRPG does not. Almost. | The game does all of this in relatively rigorous fashion, just as a roguelike game does (and in contrast to how some live RPGs work). Optimally, the GM will never have to resort to fiat to answer a question of success or failure, or even quantification of results. LiveHack should almost not require a GM, just as a CRPG does not. Almost. |
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Note that this makes this game completely unsuitable for those who prefer the sort of free-form problem solving that some people ascribe to play of early versions of D&D, where resolution of most actions is a matter of convincing the GM that the player's clever plan for their character's success will succeed, and having the GM decide on that success or failure without reference to any standardized mechanics. In fact, if anything, LiveHack is a reaction to that sort of play. | Note that this makes this game completely unsuitable for those who prefer the sort of free-form problem solving that some people ascribe to play of early versions of D&D, where resolution of most actions is a matter of convincing the GM that the player's clever plan for their character's success will succeed, and having the GM decide on that success or failure without reference to any standardized mechanics. In fact, if anything, LiveHack is a reaction to that sort of play. |
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====Method==== | ====Method==== |
LiveHack has a simple method of resolution, and set of abilities, which should, however, from which the GM should be able to discern what abilities make sense to use in a roll to resolve an action. And, yes, the GM does have a responsibility to determine when an action is either so probable, or so improbable as to not require a roll, just as in all RPGs. But where the GM is not absolutely sure, he can simply assign a very high or very low DR to a roll, and let fate decide. There is NO POINT where the GM must decide the success or failure of an action by fiat. And indeed, the mandate in LiveHack is to maintain the appearance of a rigorous simulation of events, in order for the player to feel the illusion that their progress through the dungeon is a matter of their characters encountering a sort of complex "physics model." | LiveHack has a simple method of resolution, and set of abilities, which should hopefully make it easy for a GM to discern what abilities make sense to use in a roll to resolve a particular action. And, yes, the GM does have a responsibility to determine when an action is either so probable, or so improbable as to not require a roll, just as in all RPGs. But where the GM is not absolutely sure, he can simply assign a very high or very low DR to a roll, and let fate decide. There is NO POINT where the GM must decide the success or failure of an action by fiat. And indeed, the mandate in LiveHack is to maintain the appearance of a rigorous simulation of events, in order for the player to feel the illusion that their progress through the dungeon is a matter of their characters encountering a sort of complex "physics model." |
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====Creativity Encouraged==== | ====Creativity Encouraged==== |
Given that we want to encourage creativity, do not punish the players for it ever. If the players come up with some method of proceeding that makes things seem "too easy" then they're playing correctly, and should be commensurately rewarded by the system. If the players find that such a strategy becomes degenerate, making the game too simple, then it's up to them to request that the GM change the game model in some way to make it more difficult. The GM has no responsibility to try to increase or decrease the challenge in LiveHack. The GM's role is simply to add content where needed, and to act as a complex command parser. | Given that we want to encourage creativity, do not punish the players for it ever. If the players come up with some method of proceeding that makes things seem "too easy" then they're playing correctly, and should be commensurately rewarded by the system. If the players find that such a strategy becomes degenerate, making the game too simple, then it's up to them to request that the GM change the game model in some way to make it more difficult. The GM has no responsibility to try to increase or decrease the challenge in LiveHack. The GM's role is simply to add content where needed, and to act as a complex command parser. |
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| If this sounds interesting proceed on to [[LiveHack:Adventurer Construction]]. |