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Post by Baron Greystone on Feb 18, 2020 1:39:46 GMT
I love the quackstories, very creative and vibrant! Nice that you allow players to also make their own. It's got a very Arduin-esque feel to it, IMO. And it avoids skill-list bloat.
So, how does that come into play? Say you have a generic task-resolution mechanic. Would it use a characteristic as a target number? And then if the player describes how his quackstory is relevant, and a creative action, he gets a bonus to the roll?
Or did you have something else in mind?
Oh, for the mechanical characters, did you have a healing mechanism in mind? Since I assume that whatever the method used for living creatures isn't applicable to them...
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Post by Admin on Feb 18, 2020 2:12:53 GMT
Hey Baron, I am certainly doing my best to avoid long lists of skills, etc. Anything that needs to be looked up during play may slow down the game. Ideally DuckQuest is fast-paced and fun. The Quackstory is leverage for the player. So a character with a certain background will get an advantage for an action but it is a negotiation between game master and player as to how it works, at the time of play.
Player: "Hey, Billbo Bufflehead is an Astronaut Burglar... can he get a bonus for finding the hidden cargo on this spaceship?"
Game Master: "Sure, his years of smuggling with space pirates across the Three Sisters make this an easy find."
When it comes to robots, cyborgs and other not quite organic creatures, "healing" will be "repair". It will still be a matter of "Health" but the way it's narrated will be different. Some thought will have to go into this by the player.
I will post the attributes soon.
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