[Ar-list] Re: Ar-list digest, Vol 1 #5 - 4 msgs
Carter Butts
ctb@andrew.cmu.edu
Sat, 13 Apr 2002 18:44:01 -0400
Ira wrote:
>
> the RG will come last and we haven't even got all the characters created
> yet--though we had two really cool mediated character creation sessions.
>
> broadly what it'll be is a mystery/suspense oriented game involving the
> supernatural in a modern setting. so far, we have one character who's a
> strong psychokinetic, one who's a vampire, and another one (not yet
> really worked on yet) who will probably be a mage.
>
> I'm waiting to see what the characters are like before really working
> too hard on the game world, though I have some general ideas. for one
> thing, it'll be very low-magic (as part of the reason why science hasn't
> discovered it yet and started in on magichnology) which will mean that
> those relying on magic will have sharp limits. however, their magical
> powers will be very broad in the first place to compensate for this.
> also, only certain people will be able to channel magical energy in the
> first place.
>
> the psychokinetic character has a cult-group as an enemy, which should
> be interesting since they have magical power backed up by some sort of
> supernatural creature.
>
> the basic format is that each character was normal at one time and then
> had some kind of encounter with the supernatural...
Sounds like fun; I'll be interested in seeing what your group comes up with!
> that'd be cool to take a look at. getting the right mentality for AR is
> still a little difficult for me sometimes, and those would probably help.
See my previous message on this....
> I'd love to help with the LaTeX conversion of all that; indeed, I'd like
> to be writing my stuff in LaTeX or Tex. however, my TeX is poor and
> LaTeX nonexistent. maybe in a while I can get into it again and make
> some progress. I'd love to support anything working with TeX.
Actually, the conversion per se is not so hard; getting the result to
look more like an RPG book and less like an academic text may take some
doing. :-) Still, we shall see....
> unless I'm wrong (which is easily possible), it should just be a matter
> of making the roll and working back to what the per minute bonus must
> be... that is to say:
> 1. roll d100 (eg. 42)
> 2. add 1 to find the rolling target (eg. 43%)
> 3. apply the inverse DRF to the result of #2 (eg. -7)
> 4. find the rating of the attribute being tested, apply all modifiers
> EXCEPT the time bonus (eg. -20)
> 5. the result of #4 plus the time bonus should equal #3, so we subtract
> #4 from #3. (eg. 13 minutes)
>
> does that look right to everyone? the only numbers I made up for that
> are the result of the die roll and the rating being tested, which is how
> it should be.
>
As I mentioned, I like this approach; it's not canonical, but seems to
make a certain amount of sense...the result can be interpreted as the
minimum time which would have to have elapsed for your roll to be a
success. Initially, I thought it might be a bit cumbersome, but in
retrospect I am not sure this is so; I'd be interested in hearing about
how this "plays" in actual use.
-Carter