Glorified Mercenaries (LWRPG) (Still a thing and unsure about playerlist)

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Glorified Mercenaries (LWRPG) (Still a thing and unsure about playerlist)
#4
RE: Glorified Mercenaries (LWRPG)
(12-26-2012, 05:01 AM)SeaWyrm Wrote: »I am not a prospective player but I am pretty interested in the general practice of roleplaying and RPG game design. So I'm wondering about this system? Where'd you get it, and why'd you choose it? I see it's pretty combat/tactics heavy, is that where you're planning on going with this game? Do you have a good sense of how you'll reward boons?
If it were me, I'd be worried about boons. There's no good reward cycle if the GM hands out rewards arbitrarily. It needs to be something the player can deliberately work for, or it's worthless - and particularly when that's the only element of character growth! That means the mechanics rob the players of any mechanically-relevant goals to work towards or control over their own characters. Not just a problem for the "power gamer" approach, but also for players who want their abilities to reflect their character as a character.
I dunno, what do you think about that?

Well, a big part of choosing the system is that I feel like it has a fair amount of meat to it without being excessively complex. I've GM'd super-simple systems in the past, which are easy to run but get boring fast; and other systems I've looked at have often seemed complex enough to make them unfeasible to run. I playtested this one at PAX East, actually, and it struck me as a good balance of depth and ease of access.

As for boons, that's a good question and I'm glad you asked it! I'll probably hand out a few one-or-two use items during lulls, and talk to my players about what they think would be appropriate for that. More major boons I think would be best for when an arc is resolved, which (depending on the depth) might be anywhere from 3 to 6 sessions (of course, that's an estimate). Individual character arcs would also be a factor, of course, and I'll keep thinking that over. I think, given that this is a new system, some of it's going to be trial and error, and I do invite any players to chip in on how they think things could be made to flow better.

As for combat-heaviness, the one-off session I did previously did end up being fairly combat-heavy, so I think something I'll need to be careful about is not having too many large encounters, as well as making sure to load a fair amount of non-combat stuff in (perhaps even what might on paper seem disproportionate, but in practice evens out).

Like I said, some of this is just by nature going to be "we'll see how it goes and adjust it if need be", which I think will be good in some ways and bad in others. But I'll certainly work towards making it a good experience, both in terms of what I observe and what any players mention.


Messages In This Thread
RE: Glorified Mercenaries (LWRPG) - by SeaWyrm - 12-26-2012, 05:01 AM
RE: Glorified Mercenaries (LWRPG) - by MaxieSatan - 12-26-2012, 05:12 AM
RE: Glorified Mercenaries (LWRPG) - by AgentBlue - 12-26-2012, 10:39 AM
RE: Glorified Mercenaries (LWRPG) - by SeaWyrm - 12-26-2012, 10:26 PM
RE: Glorified Mercenaries (LWRPG) - by MaxieSatan - 12-27-2012, 03:46 AM
RE: Glorified Mercenaries (LWRPG) - by Jacquerel - 12-27-2012, 02:40 AM