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Dials, Switches

PostPosted: Thu Aug 26, 2010 2:55 pm
by viziel
Just wanted to note here before I take off for the day an interesting game mechanic that might be of interest.


This is used by the Fuzion Game system (R.Talsorian), and I found it rather interesting.

In a game system where you have a statistic that could be variable depending on the campaign setting you can provide a dial... if something is Optional it could be a switch. A cheat sheet given to the GM would allow them to set the dials and flip the switches to define the campaign setting for themselves. This is visually shown int he rule book as such and I think is a pretty cool way of allowing variance within limits.

An example of a dial:

XP gain
Slow: 2/X
Normal (as per ICAR campaign settings): X
Fast: 2X

An example switch:

Using RP points to re-roll cricital failures: ON/OFF

Re: Dials, Switches

PostPosted: Fri Aug 27, 2010 2:14 am
by Rob Lang
I like the idea of switches. In game systems where there are lots of options (which tend to be lite or generic ones) then it would be very cool. In Icar, all the switches are on (bar a few)!