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conditions [2022/02/10 01:46]
conan created
conditions [2022/02/10 14:30]
conan
Line 113: Line 113:
 ===== Conditions Design ===== ===== Conditions Design =====
  
-{{tag>​rules design psionics}}+Science fiction media is full of all manner of weird afflictions - from exposure to strange radiation to exotic diseases and the effects of alien technology. The sheer variety and complexity of these sorts of things would be impossible to contain within typical LRP calls and memorised effects - they are simply too long and detailed. Additionally,​ if all the rules are front-loaded on the players, as well as being a massive amount to remember, it leaves no room for the unknown - the new, strange and alien afflictions that are often part and parcel of exploration and investigation narratives in sci-fi. The inspirations for OSLRP include series like Star Trek and Babylon 5, all of which have plenty of injuries and strange afflictions,​ and it would be a big loss to the setting to not include anything of that sort. 
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 +Conditions are intended to be a framework for creating stories and allowing characters to experience consequences for the risky actions they take, lending additional weight to the choices to take those actions. Entering a radioactive zone to disable a faulty machine, brashly poking around a precursor artefact or taking on a brutish alien monster are cool things for characters to do. Without risks and stakes they lose some of their dramatic edge, while at the same time if the only real lasting bad outcome for a risky act is character death, that acts as a strong discouraging factor. Conditions allow for a middle ground - consequences of failure or taking risks that matter and have impact, while generally not being so severe that they discourage taking the risk in the first place. Most of the time, the risk of acquiring a Condition will be signposted by hints or mission descriptions,​ but this may not always be the case. 
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 +The factors above are the two main pillars of the Condition system - having a framework to represent all manner of weird afflictions that can create stories, and allowing the system to have consequences for taking risks between quickly recoverable damage and character death. 
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 +Other reasons for  being able to represent more complex afflictions and effects in game we feel are the following:​ 
 +  * Conditions can be an opportunity to roleplay, and potentially a challenge for the character to overcome. 
 +  * It adds a significant extra element to Physician characters’ game - who can sometimes be seen as somewhat of a generic method of recovering hits in some LRP systems. 
 +  * They enhance the narrative scope around combat, investigation and other large elements of the game. 
 +  * They allow for greater characterisation of individual characters suffering from rare afflictions,​ or an inherent part of a Species’ background. 
 + 
 +The Conditions framework is intended to be fairly straightforward in play - when a character gets a Condition, all they need to do is read the card or sheet and adjust their roleplay accordingly. Physician and Scientist characters, who have “bought into” the game space that Conditions occupy, need to know a bit more, but most of the time what they need to do should be fairly self-explanatory. The Keywords system should allow for Conditions to be targeted, and for some characters and species to have advantages or disadvantages when dealing with certain types of Condition - as well as making it easier for Referees to spontaneously deliver or adjudicate a wide range of Conditions in the field. 
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 +{{tag>​rules design ​conditions ​psionics}}
conditions.txt · Last modified: 2024/04/24 23:21 by conan