Wow, great answers guys! Frankly, I was sitting here trying to write and having trouble getting my creative brain going. Your answers gave me some real insight; got me on the right track.
Thanks a bunch!
Thanks a bunch!
Generating scenarios randomly with no regard to the previous one is okay to quickly get models on the table although it does not add to the storytelling.I've returned with another design question for you fine folks. This time, it's about procedurally generated scenarios. These are scenarios that are randomly thrown together using dice rolls and some tables of different options.
My question is about a "defend" scenario. Does the idea of a defend scenario need to be clarified by determining what you are defending? Does it matter if you are defending a building, or a person, or an item you found? In all of these, you would basically be in a specific area, defending whatever that area has in it. I'm wondering if it's worth adding that clarifying element to make the scenario more enjoyable for the player. Perhaps it adds to the narrative of that random scenario?
What do you think? Any other thoughts on procedural scenarios in general?
I am thinking of a random weather table, specifically a cloud of radiation. It would float randomly. Although, an intelligent cloud of AI-controlled microbots certainly has some potentialOut of curiosity though, do you mean like poisonous gas cloud that drift in the randomly generated direction of the wide, or maybe alien death clouds that slowly chase people around?
It depends on the scale you're thinking off. 2nd ed 40k and Necromunda had a couple of blast template sized clouds from grenades that were only really a hassle when the scenery got in the way. Anything much larger than that is going to get impractical quickly.So...what experience do you you folks have with clouds or floating elements in games? Do they add or detract? Any good or less-than-good examples?
Use air elementals for the cloud. Maybe multiple elementals on a fairly large base.I am thinking of a random weather table, specifically a cloud of radiation. It would float randomly. Although, an intelligent cloud of AI-controlled microbots certainly has some potential
My biggest challenge is to figure out how players could represent such a thing. I can come up with rules for it floating around but I want to try and see what thoughts are about having to represent it on the tabletop. Some might like the challenge, others might think it's a pain. That's why I have designated it as an optional rule.
It shouldn't, assuming it is generally separate. Most games with a narrative component can have a separate section that doesn't affect the overall narrative.1) Does the procedural idea clash terribly with the narrative nature of the rest of the game?
As I've mentioned above, if it is separate, then it works. But it could also be, for some people, a problem.2) These procedural scenarios would not count towards the ongoing campaign game and would not generate any experience or real gain. They would be for entertainment only. Any thoughts on that approach?
Absolutely!Mad Robot did invite us to ask our own questions here, sooo...
This seems to make sense; at least seems the best way to begin and see where it goes. The idea is interesting. You could also work in the idea of emotions, anger can be quite compelling in certain situations.My first thought is to roll plus natural aggression plus situational modifiers (like are the target is unarmed or they have 'bitter enmity') then compare it to a chart to see if you are allowed to shoot, you keep cool, etc