Goodness, it’s hard to keep up with the conversation!
So, about mechanics, first I wanted to explain why I deviated from the standard approach…
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With standard (*if charisma > 65) approach, sometimes your character will either be totally greyed out from taking an action (if the author chooses a gatekeeping approach) or otherwise your character is doomed to fail if they take the action (another approach) or perhaps they can partially succeed by failing the action but still pumping up that tested attribute as a bit of a consolation prize.
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But with all of the above, it’s usually a blind guess; you’re left guessing whether your attribute is “good enough” with no real context to make the decision (although it’s possible greyed out choices might mention the stat needed to explain why it’s greyed out).
So with the die mechanic…
1)I felt it brought more transparency (you know your chances)…
- and I felt since nothing was ever impossible, you could take a risk on certain actions, because there was never a guaranteed loss awaiting you.
BUT…I found myself nodding to much of what @KZV said, that putting the numbers out there and being transparent and relying on die rolls almost certainly draws players’ attention to the mechanics, perhaps to the detriment of the story, and I HATE HATE HATE the idea of that, because I feel much more comfortable in my storytelling abilities than with my mechanical approaches. As someone said in another thread I think (or maybe it was this one?), video games can almost always do mechanics better than we can with IF, but we should definitely be able to do story better.
So where does that leave us?
The advantages of the ‘regular system’ are that you can always code dive and figure out how to succeed on a subsequent playthrough by building your character in a certain way, so there’s that, but it still pushes people to play to their highest stats over and over.
With the die roll mechanic, nothing is off the table, anything is possible, but perhaps it draw too much attention to the math, and it makes it impossible to build your MC a certain way to guarantee victories (unless a ‘blackstop’ mechanism is included to make sure MCs with like 90 strength don’t fail simple strength rolls by rolling unluckily rolling a 10.
So what’s the lesson here?
Rewards - focus more on the rewards/secondary variables you earn with each victory, and how much of them you win? So if you could win double XP by choosing an action that just-so-happened to test one of your lower variables, would you 'roll the dice?" This seems interesting to me, but it still seems like it would reduce game play to a mathematical exercise.
Are Failures Bad? Okay, yes it’s bad to die in Talon City, I accept that, but outside of dying, is it “bad” to fail some rolls and be embarrassed? In this story, no I don’t think so. It’s not really a power fantasy, and the natural beats of a story generally include some “yes buts” or “no ands” where your character experiences failure but either finds a new way or gets some help. I personally think failing some die rolls in Talon City enhances the experience, because you can maybe sympathize more with Feeders and other birds with lower societal ranks than yours. There’s not as much tension when you win win win.
In a power fantasy, I guess I’d see the appeal of having no stat checks at all, just letting the MC do as they pleased, with making the emphasis on WHY they do what they do, and how their actions impact others.
I remember playing this Marvel table top rpg with my brothers when I was in middle school, and I just remember that whenever I was Thor, I would play like this:
Swing my hammer!
Swing my hammer!
Swing my hammer!
It was both Thor’s best chance to hit and his biggest damage-dealer. You could not convince 11-year-old me to adopt any other approach (it’s possible a good GM could have done that); left to our own devices we just went with our characters’ strengths every single time, and it got really boring. So I don’t want to make games like that. If I failed with Talon City in that regard, that’s all on me, and it would be an error I regret. I just wanted to try something different, I wanted to make all wins possible, and I wanted players to have a better idea of their chances of success (but yes they are still “chances of success,” not “promises of success.”)
Now this whole discussion is making my second-guess all the work I’ve put into Final Monologue, which is VERY stat-heavy.
Anyways, here are some more questions as I engage in stream-of-consciousness typing…
About Balance: If you played Talon City and then afterwards I told you, “Yeah, Talons gets tested a lot more than the others,” what would be your reaction? Would you be like, “Why? That seems to be the author telling us the best way to play!” or would you be like, “Cool!
I’m gonna roll a fighter MC next time then!”
There seems to be a big split in people’s approaches to that. I thought I was doing right by the players to balance all the stats, to make none of them better or worse than the others, to encourage a variety of builds, BUT…do people actually want unbalanced? Do they response positively to certain stats being more OP, because then they get excited about rerolling and playing an OP character? Or maybe they say, “I’ll stay away from Talons to make more of a challenge for myself!” I don’t quite understand the consensus, I guess.