Got myself a bunch of yellow notepads.
I love them, I can fit them in my back pocket and take em anywhere.
Great for spontaneous notes. Now I just have to figure out that car ride home issue.
Started reworking my concepts of technology in the setting. This was apparently a huge sticking point from one player who had to have realism inserted into a setting made for a cinematic game. Anyhow, while I wont be going into Newtonian physics for him, I'm putting more thought into the hows and whys.
Got a good start on the hows and whys of faster than light travel, and how the tech behind it generally is what makes up most of future tech. I'm working on the power source technology now too.
I also decided to add a group temporarily named 'spacers' to be all the rough survivalist folks living in shitholes in space.
Ruleswise I added a lot for Formations in ships. Basically benefits and drawbacks for flying in formation. In general it should be more advantageous to fly in formation if you are skilled pilots, but if you aren't you are going to lose a lot of options in combat for some defensive and offensive bonuses anyhow.
Formations also extends to escorts offering defensive benefits for the escorted ship.
I broke out a lot of the stats into averages for ship sizes and added more listing for ship equipment and the limits of upgrading ships and ship parts.
I'm looking at stepping through a sample combat sequence to understand where I'm lacking. To be honest I should have been doing that from the beginning. It's just playtesting 101.
Showing posts with label Teamwork. Show all posts
Showing posts with label Teamwork. Show all posts
Saturday, February 15, 2014
Progress 2/15
Labels:
Combat,
Equipment,
Intelligently Designed,
Manuevers,
Savage Worlds,
Space,
System,
Teamwork,
Update
Tuesday, February 8, 2011
Teamwork
In a recent bit of commenting the definition of teamwork came up. I'd like to explore the topic. This is one of the moments, where having a blog becomes useful. I would like to propose teamwork as an action or behavior that benefits the team and by extension the self rather than the self and by extension the team. Now lets see what the internet dictionary has to say...
1.
2.
work done with a team.
The second one isn't very useful, it's like looking up painter and finding "one who paints" but for the interests of completeness there it is. So lets break down the definition given for giggles and understanding.
cooperative effort as a group of persons acting as a team.
coordinated effort as a group of persons acting as a team.
cooperative effort in the interests of a common cause.
coordinated effort in the interests of a common cause.
So here we are, we now have an interesting set of four definitions. So lets find out what the difference between coordination and cooperation is...
coordination:
The second one isn't very useful, it's like looking up painter and finding "one who paints" but for the interests of completeness there it is. So lets break down the definition given for giggles and understanding.
cooperative effort as a group of persons acting as a team.
coordinated effort as a group of persons acting as a team.
cooperative effort in the interests of a common cause.
coordinated effort in the interests of a common cause.
So here we are, we now have an interesting set of four definitions. So lets find out what the difference between coordination and cooperation is...
coordination:
harmonious combination or interaction, as of functions or parts.
cooperation:
cooperation:
an act or instance of working or acting together for a common purpose or benefit; joint action.
also interesting
also interesting
Ecology . mutually beneficial interaction among organisms living in a limited area.
So now breaking it down....
working or acting together for a common purpose or benefit as a group of persons acting as a team.
working or acting together for a common purpose or benefit in the interests of a common cause.
harmonious combination or interaction as a group of persons acting as a team.
harmonious combination or interaction in the interests of a common cause.
Now that my fun is over, lets break it down into what that means for me and us as designers and creators.
There is a goal, in 3 of four cases. (5 of 6 if you break down the purpose or benefit in cooperation)
There is a group, sometimes identified as a team. (2 of 4)
There is always joint action.
Every referenced group unit is working or interacting.
Why is this important? Ideally when we make our game, assuming you are not pitting the players against one another, we want all our characters working and interacting towards a goal.
Why is this interesting? Only half the time it is necessary that they identify themselves as a team. Rarely, this doesn't have to really incorporate a goal.
What am I predicting? That many GMs are screaming "Look! Railroading is good! It's a goal!" and others are screaming, "No! Our games where we set no goals should not be marginalized!" And now I quietly reply in my quiet blog, "Nobody said it had to be the GM's goal."
Arguably a good deal of Pen and Paper role playing games are about teamwork. About people sitting down and working together to achieve something greater than their individual players. It makes me wonder if this is why broken characters are disliked. Because a team makes them no better.
When creating my game, running through my mind is a simple question, "How can this character not only effect the party members, but their army, their cooperative units in such a way it becomes easier to reach a goal or cause."
Just some musings of mine I thought I'd share.
So now breaking it down....
working or acting together for a common purpose or benefit as a group of persons acting as a team.
working or acting together for a common purpose or benefit in the interests of a common cause.
harmonious combination or interaction as a group of persons acting as a team.
harmonious combination or interaction in the interests of a common cause.
Now that my fun is over, lets break it down into what that means for me and us as designers and creators.
There is a goal, in 3 of four cases. (5 of 6 if you break down the purpose or benefit in cooperation)
There is a group, sometimes identified as a team. (2 of 4)
There is always joint action.
Every referenced group unit is working or interacting.
Why is this important? Ideally when we make our game, assuming you are not pitting the players against one another, we want all our characters working and interacting towards a goal.
Why is this interesting? Only half the time it is necessary that they identify themselves as a team. Rarely, this doesn't have to really incorporate a goal.
What am I predicting? That many GMs are screaming "Look! Railroading is good! It's a goal!" and others are screaming, "No! Our games where we set no goals should not be marginalized!" And now I quietly reply in my quiet blog, "Nobody said it had to be the GM's goal."
Arguably a good deal of Pen and Paper role playing games are about teamwork. About people sitting down and working together to achieve something greater than their individual players. It makes me wonder if this is why broken characters are disliked. Because a team makes them no better.
When creating my game, running through my mind is a simple question, "How can this character not only effect the party members, but their army, their cooperative units in such a way it becomes easier to reach a goal or cause."
Just some musings of mine I thought I'd share.
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