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Post by keetfursunderland on Mar 28, 2020 10:37:19 GMT
Darcy~
Please tell me one of the Stats used in DuckQuest is called.....
...wait for it....
" Pluck "
{ rim-shot }
"A man who could make so vile a pun would not scruple to pick a pocket." ~ John Dennis, in The Gentleman's Magazine
"" (Puns) torture one poor word ten thousand ways." ~ Samuel Johnson
This Thread is envisioned as a bit of a Guessing Game, a bit of speculation, and mostly just a way to pass the time, wherein the Various Contributors & Lurkers ask Darcy leading questions about the Game (and perhaps provide inspiration behind the scenes through suggestions and random bon mots)
Darcy and the Backers, in regards to DuckQuest ~~~~>
" Gradually and mistily it became apparent that the Most Ancient One was holding something— some object clutched in the outflung folds of his robe as if for the sight, or what answered for sight, of the cloaked Companions. "
—Through the Gates of the Silver Key (1934), H.P. Lovecraft (with E. Hoffmann Price)
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Post by keetfursunderland on Mar 30, 2020 4:42:48 GMT
So Darcy ~~ Given that the core of DuckQuest is undoubtedly Set & Setting, that is 'the Fluff', What are the ' Crunchy Bitz' ...? (The resolution system, progress tree, and mechanical character definition) (Fluffy Bitz + Crunchy Bitz = Yummy RPG !)
So: what sort of Mechanics are you looking at? 1) Standard stat spread w/ traditional polyhedral dice ? 2) Bell curve w/ D6's ? 3) 'Exploding' dice (that is: fistfuls of dice resolution) 4) A Diceless system (such as Baron Munchausen, Universalis, Amber, or Tokyo Brain pop ? 5) A Diceless system such as World of Darkness' Mage: the Ascension (and the rest of those less interesting titles) 6) Some variant of ol' boring and played out D20 ...? (boooooo ! Hissss !!) This morning whilst brewing the coffee, I had a thought: #5, but expanded to Rock-Paper-Scissors-Lizard-Spock. Something like Egg-Nest-Bill-Foot-Pluck, so, ummm Egg goes in Nest...Bill Builds Nest..... Foot ummm..ah... Well, I haven't thought it out that far yet. The idea is that it would both both Ducky and Punny. Whilst searching, I found a seven-fold expansion of the sand concept (below). This idea could be tied directly to Stats, somehow.... if there were seven stats, I mean. Or any stats, which there may not be, because I don't know ... But, yeah: Diceless, Ducky, Punny.... (Hah!!) It must be Springtime, 'Cause the Ducky is looking for the Easter Punny !
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Post by Admin on Apr 1, 2020 9:37:15 GMT
So Darcy ~~ Given that the core of DuckQuest is undoubtedly Set & Setting, that is 'the Fluff', What are the ' Crunchy Bitz' ...? (The resolution system, progress tree, and mechanical character definition) (Fluffy Bitz + Crunchy Bitz = Yummy RPG !)
So: what sort of Mechanics are you looking at? 1) Standard stat spread w/ traditional polyhedral dice ? 2) Bell curve w/ D6's ? 3) 'Exploding' dice (that is: fistfuls of dice resolution) 4) A Diceless system (such as Baron Munchausen, Universalis, Amber, or Tokyo Brain pop ? 5) A Diceless system such as World of Darkness' Mage: the Ascension (and the rest of those less interesting titles) 6) Some variant of ol' boring and played out D20 ...? (boooooo ! Hissss !!) The original idea was to take a set of dice d4/d6/d8/d10/d12 and apply them to the QUACK-tributes; your Adventurer's ability to do things. In order, they are called Quickness, Ugly, Arcana, Cool and Kismet. Quickness - Are you agile and adroit or uncoordinated and clumsy? Ugly - Basically how tough you are. Equal parts grit, stamina, size and brawn. Arcana - Your broad knowledge and aptitude for magic. Cool - A measure of your force of personality; your presence, bearing and social influence. Kismet - May aid you in mysterious ways. Call it destiny, fate or blind luck, you may be fortunate enough to be the right duck, at the right place and the right time. These attributes are enough to run a game on. If you can convince the Game Master that your Adventurer has an advantage due to prior experience (the task matches their Quackstory or their Quirks), then the d20 comes into play. So your Adventurer could look like this: Billbo Bufflehead Paranoid Psion* Quickness d8 Ugly d4 Arcana d12 Cool d10 Kismet d6 There are some other stats on the sheet but you can do mostly everything with the QUACK-tributes, modified by your Quackstory and your Quirks. I was heading down this path because I like the funky dice but I could just as easily run with a 2d6 system. There ain't nothing wrong with d20 or d100 either. In my experience, it's making sure that their is plenty of room for narrative attached to the dice rolls. Or even, just plenty of room for the story. I have run Amber diceless (many moons ago!) and it was a fine example of what RPGs are all about. There are a lot of games out there. DuckQuest can have it's own mechanics but it will still feel similar to other RPGs. I like dice pools also... so look out. Exploding dice are cool. I like them in d6 games. Badgers and Burrows rolls with polyhedral dice that explode - which means the underdog has slightly better odds than normal in a fight. For the moment I must admit the "fluffy" duck side has been the main focus. The "crunchy" bits need work. There are plenty of d20 systems and I don't mind them at all. The best part of D&D for me has always been what happens when a critical failure or critical hit comes up. That's an opportunity for making memories!
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Post by keetfursunderland on Apr 1, 2020 13:57:50 GMT
So Darcy ~~ Given that the core of DuckQuest is undoubtedly Set & Setting, that is 'the Fluff', What are the ' Crunchy Bitz' ...? (The resolution system, progress tree, and mechanical character definition) (Fluffy Bitz + Crunchy Bitz = Yummy RPG !)
So: what sort of Mechanics are you looking at? The original idea was to take a set of dice d4/d6/d8/d10/d12 and apply them to the QUACK-tributes; your Adventurer's ability to do things. In order, they are called Quickness, Ugly, Arcana, Cool and Kismet. .... These attributes are enough to run a game on. If you can convince the Game Master that your Adventurer has an advantage due to prior experience (the task matches their Quackstory or their Quirks), then the d20 comes into play. ... I like the funky dice... ain't nothing wrong with d20 or d100 either. In my experience, it's making sure that their is plenty of room for narrative attached to the dice rolls. Or even, just plenty of room for the story. I have run Amber diceless (many moons ago!) and it was a fine example of what RPGs are all about. There are a lot of games out there. DuckQuest can have it's own mechanics but it will still feel similar to other RPGs. I like dice pools also... so look out. Exploding dice are cool. I like them in d6 games. Badgers and Burrows rolls with polyhedral dice that explode - which means the underdog has slightly better odds than normal in a fight. For the moment I must admit the "fluffy" duck side has been the main focus. The "crunchy" bits need work. Get ... Out ... Of ... My ... Head !!!!! I have an RPG system I've been working on for ... a lot of years ... that uses all the Polyhedrals, in turn,to represent Stats, as well .....!!!! The 'Blue Harvest' working title of the Crunchy Omniversal Generic Resolution Matrix System:
(¡¡¡¡ .... Serendipity Rules™ ....!!!!) >>>>~-> Playing Platonically <~-<<<
The 'Crunchy Bitz) have been in a stable core form for roughly a decade, and Milieu specific Modules are (planned to be) published in a standard 'Comic Book' format; when all 10 (more or less) modules are finally published, all 10 Milieu-modules will be re-published together in a collected 'Graphic Novel' format.
The Original Concept started as an attempt to expand In the Labyrinth: The Fantasy Trip to go places that 2nd Gen systems like Ars Magica, & Call of Cthulhu modeled. It was later merged with a latter separate attempt to "Fix" the Tri-Stat system, and revised & simplified to go places that 3rd Gen systems like White Wolf's RPG's, Savage Worlds, Universalis & Tokyo Brain-pop modeled.
My stat lines are : ~> Proclivity ~~> Praxis ~~~> Predisposition ~~~~> Practice ~~~~~> Proficiency ~~~~~~> Providence ~~~~~~~> Prodigiality
The First three (proclivity, Praxis, Predisposition) are roughly 'physical'/autonomic stats The Middle Three (predisposition, practice, proficiency) are roughly emotional/subconscious stats The next three (Proficiency, Providence, Prodigiality) are roughly intellectual/mental stats Yes, they overlap; this is a Feature, not a Bug!
The Last Stat (Prodigiality) taken by itself, IS Numinous, Undefined (or rather: "definition" is setting specific!) ... Multitasking... Indefatigable, and ...ummm Agh ! Mnemonic Time !
The NUMEN: (Numinous, Undefined Multitasking Endefatigable(sic) Narrischkeit) or more simply Prodigiality Prodigiality IS Wild/Wooly/Wyrd/Weird/Wylde/WOW/Woe and/or WHOAH ! depending on Character and Genre (set&setting)
All the stats interact w/ each other in a... complicated to explain verbally, but easy to visualize system: This represents the body/mind/indefatigable connection... sort of: (alchemical heptagram something-something ) multiplied by (sumfin'-sumfin' Faerie Star) divided by (sumt'ing-sumt'ing ennegram) BUT (Mandrake Gestures Hypnoticaly) ...nobody wants to see the Sausage being made.. (ObiWon Jedi Mind tricks)
Anyways... All that nonsense percolated around, but didn't "gel" until I threw it all out as Stuff and Nonsense and revised the mechanics based on simple traditional Music & Color Theory. " IT.... COULD.... WORK ! " ~ Victor Fronkinsteen
Character Sheet Concept from the Serendipty Rules™ ~:~"MediævalMagic & Madness Module"
Character Sheet Concept from the Serendipty Rules™: 'The Fifth Harmonic'~ ~"Ham-Fisted Cosmic Cowpunchers Across the AetherVerse"
~~ BUT THE BEST PART IS YET TO COME ~~ Next post: "How Math Made It Better" or 'Repetitive Recursion and the Search for Consistent Mechanics'
" I am never forget the day I am given first original paper to write It was on analytical algebraic topology Of locally Euclidean metrization Of infinitely differentiable Riemannian manifold Bozhe moy! This I know from Nothing! What I'm going to do.... I think of great Lobachevsky and get idea - haha! And ever since I meet this man My life is not the same And Nicolai Ivanovich Lobachevsky is his name ... Oy! Nicolai Ivanovich Lobach..." ~ Tom LehrerAttachments:
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Post by keetfursunderland on Apr 1, 2020 14:19:55 GMT
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Post by Admin on Apr 2, 2020 9:20:53 GMT
Say, Darcy...? You ever Watch 'Pinky and The Brain...?' There's this catchphrase they use every episode, see, and.... Pinky: Gee, Brain, what do you want to do tonight? Brain: The same thing we do every night, Pinky - try to take over the world!
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Post by Admin on Apr 3, 2020 6:17:25 GMT
How about "Plucky" as a Quirk?
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