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Survival Games

Industry news, gaming reviews, ideas and any other topics roleplayers might enjoy.
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Re: Survival Games

Postby trodgers » Sun Jul 17, 2011 12:37 pm

The interesting thing about that show was that they had awesome abilities...but they didn't have the experience to put them together so they were inefficient in the beginning. I think a time/resource aspect of the game would be very interesting in a survival game. How much time do you have and how much do you need in the way of resources?

In Dual Survival, one of the two survivors is skilled in primitive technology, walks around barefoot even in the snow, and is almost strictly a vegetarian; the other is a military type who's most accustomed to the Appalachian Mtns. He hates eating anything that's not meat.

They have very different strengths when it comes to survival.
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Re: Survival Games

Postby J.K.Mosher » Mon Jul 18, 2011 9:55 am

So continuing on with this "Project"; at least from the way I'm looking at
how to structure the game system . . .

1) It will use a resource expenditure system (bid) that includes access to several pools of limited points
(ie Time, Expendable Resources, Reusable Resources, Physical Effort, Mental Effort)
They will have better names I promise/hope :D

2) Personality tied with a "Morale/Spirit" theme.
Success keeps hopes high for survival. Failure drops your hopes.

3) Backgrounds (more for flavor but may have a game element tied to resources)
I'm still ify on this. Though I can see it's value just not sure if I can work it. :confused:

4) Injuries as complications.
Morale will be more important then injuries resistance. Injuries will cause the group
to have to expend more resources in order to move forward but suffering an injury
wont bring a party down (I hope)

5) Bid system will be paired off to a 2d6 or a 1d20 roll (not sure which yet, but I can see the mechanic)
but only the Game Leader will need to make any die rolls. The player focus will be on (I hope) driving
the story forward with dialogue and description.

I'm still tweaking notes and playing with ideas, but if it comes together like what I have
pictured in my head it will be a game built around a "party" trying to survive long enough
to get rescued, or making the attempt to save themselves.

Again thanks for the theme and all the input guys. :mrgreen:
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Re: Survival Games

Postby John Michael Crovis » Mon Jul 18, 2011 10:08 am

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Re: Survival Games

Postby trodgers » Mon Jul 18, 2011 10:55 am

JK, I'm not sure if you're familiar with the Role Master rules on skill advancement, but it works in the background/resource issue in this way, for instance:

Suppose you have 10 points for physical effort.

A BUILDER background character might have a shelter rating, say of 3; so it costs 3 points of physical effort to build a class 1 shelter...whatever that is.

A TEACHER background, someone unskilled at building, might have a shelter rating of 8 or 10...meaning even if they have the same amount of physical effort available, one of them can do much more in terms of building than the other.

Something to think about. And it wouldn't necessarily needlessly complicate the game. You can have a raw number for the untrained...and a trained number for those who have the relevant skill. That's it.
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Re: Survival Games

Postby J.K.Mosher » Mon Jul 18, 2011 11:22 am

Game Leader = Game Master (I try not to use D&D associated terms too often Sorry for any confusion)

Currently as I have things setup right now, resolution of an "event" is four stages.
1) Players "Bid" resources
2) The GL compares the "Bid" vs the "cost" of the event. Difference is the roll modifier.
3) The dye/dice is rolled + the modifier vs the "cost of the event to determine the "degree of success".
4) Players are given a chance to improve the degree of success by "biding" more points in response to
any "complications" the GL describes happening due to the first result.

So effectively there is only 1 throw of dice, the rest is by again "bidding points"
I'm looking at the roll as just; for lack of a better term, an add on to keep a chance of "luck included.

I do understand your point, but as contributions of the whole go towards the result, the only thing I could think of
to give players the "roll to the players" is have all the players roll and use an average of the totals, which could be too
much match (it's already getting a little match heavy), or a min/max type deal.

I know there is a possible another way to do it, just not seeing it in my head right now.
But I'm open to suggestions :D
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Re: Survival Games

Postby J.K.Mosher » Mon Jul 18, 2011 11:26 am

Not familiar with "Role Master" but I will look it up.
What your mentioning does sound like (please forgive me) who the Sims series of video games
sort of work towards advancement and creation. (Sims Castaways is a nice little niche game)
that includes various ranked abilities based on profession.

It is a very simple take on what your describing, but I will for sure take a look at "Role Master".

Thanks for the suggestion. :D
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Re: Survival Games

Postby J.K.Mosher » Wed Jul 20, 2011 2:01 pm

So a quick update . . . here's what I'm looking at for attributes
using a point buy system. I'm a little leery of the Attribute descriptions
as in do they explain it well enough. The mechanic is still being tweaked but will
include the use of attributes and a d20 roll.

Attributes
Attributes are indicators used to determine a character’s chance of success with skills or game aspects related to a specific character trait.
Attributes are assigned using a point buy system, with subsequent higher values costing more points than earlier levels. This scale is static.
Each attribute has a maximum value of 10, and a minim value of 0. The population average is 5.
All players get 45 points to use in character generation. Points follow the following table to purchase specific attribute scores. These scores are unmodified.

Attribute Score Point Cost Attribute Score Point Cost
1 1 6 7
2 2 7 9
3 3 8 11
4 4 9 14
5 5 10 17

After purchasing your attribute scores they get modified by your age group as per table 1-A.

Instinct
. . . is the drive to survive. Buried deep within everyone is this need to stay alive and exist. It is what allows us to avoid danger, come back from injury and continue to move forward in the face of adversity.
In game terms Instinct represents a character’s absolute force of will to continue. When everything else fails, it is this drive that can keep you moving towards safety and rescue.

Logic
. . . is critical thinking. As a species humans use higher functions in our brains to conceptualise, and understand situations.
Logic is an expression of a character’s ability to solve problems using a standard cause and effect system.

Perception
. . . noticing the unnoticed. Perception is an expression of a character’s ability to “sense” things relative to their situation and environment.
This includes noticing faint odours, locating the source of sounds, seeing things that are hidden, or partially obscured. As well as catching the signs of another character’s emotional state.

Morale
. . . is a character’s spirit and hope that things will turn out for the best. Morale keeps a character from giving up. Allows him/her to always consider that rescue is just hours away.
High morale will sustain a character even when all else has failed, but morale can also condemn a character who has everything going right. Of all the attributes Morale fluctuates. Each successful or fail action, each good or bad result will cause this expression of hope to rise or fall.

Vitality
. . . is an expression of a character’s physical powers; his/her energy level, and ability to expend energy.
Vitality is life. Life is energy, and without energy a character cannot do what he/she must in order to protect and promote life.
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Re: Survival Games

Postby trodgers » Thu Jul 21, 2011 7:21 am

^ Sounds interesting so far. Am I missing something or is it possible to start with straight 7 abilities, and so be noticeably above average at everything? That's fine if you're going for the heroic (or at least expert) feel.
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Re: Survival Games

Postby J.K.Mosher » Thu Jul 21, 2011 9:25 am

As it currently stands yes it is possible to start with 7's across the board.
If fact I have age also impacting attributes so in some cases the start value will be even higher,
or lower depending on the age group a character fits into. (Which may change)

I am going have to adjust either the point pool (decrease?) or
the "purchase price" of attribute scores (Increase?). Maybe both.

I'll have to "see" which would have a greater impact once I get
more then a general idea on how the bidding & roll system is going
to look like.

But yeah . . . being "above average" across the board is a little much :)
Thanks for confirming what I might have been thinking :)
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Re: Survival Games

Postby trodgers » Thu Jul 21, 2011 9:30 am

I suppose it could even depend on the feel you're going for. Previously in this thread we discussed the very different looks of the experts like Bear Grylls compared to what would happen if I (a philosophy professor) were outdoors. I've camped and fished, and I exercise regularly...but I don't know survival. Depending on the challenge you want to put to your players, you might allow a larger pool.
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