tag:blogger.com,1999:blog-11758224.post6307746998930261146..comments2023-09-28T07:23:51.376-07:00Comments on ProjectPerko: Social Play and SuperheroesCraig Perkohttp://www.blogger.com/profile/13173752470581218239noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-11758224.post-25645575532127179942010-05-24T11:30:24.869-07:002010-05-24T11:30:24.869-07:00Well, I definitely skimmed over the details. The f...Well, I definitely skimmed over the details. The fundamental AI isn't based around the experience system, that's just the weighting. So it is intended to be paired with a relatively intelligent system of actually accomplishing what you need to accomplish, rather than defining the end goal itself.<br /><br />I do think you're dramatically underestimating this experience system, ESPECIALLY for a tabletop or LARP environment. In those situations, I can tell you that it absolutely works. Just period. It works better than anything I've ever seen, and I've seen a lot.<br /><br />If you're curious as to some other ways to use the same power=RP methods in tabletops, you can look through my Bastard Jedi posts: http://projectperko.blogspot.com/search?q=bastard+jedi<br /><br />I've also tried your happiness pool, of course. It's a very common method of doing things, and I've never been happy with it. It's possible to use it simultaneously with an experience/power system, but I usually find it doesn't actually add anything except overhead: it doesn't make anyone RP better.<br /><br />Arguably, in a computer game, it might be useful as a proxy for player intelligence. But in a tabletop? I don't know.<br /><br />You'll have to let me know if you get it to work well!Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-61002973578051188332010-05-24T11:02:10.513-07:002010-05-24T11:02:10.513-07:00I am designing a game(tabletop rpg) now loosely ba...I am designing a game(tabletop rpg) now loosely based off Dwarf-Fortress (I am using it for map and history generation).<br /><br />I am trying to generate a like/dislike system where you have a sort of 'happiness' pool. When you do things you like it goes up, when bad things happen it goes down, but most of these things are according to personal taste.<br /><br />When you hit 0 happiness you break-down in a way fitting for your race (there is a list). When you go into the negatives you go crazy in a way fitting for your race (dwarves, for example, go berserk and start attacking people).<br /><br />It is similar to a numbers-only game I made with an actual emotional stability track.<br /><br />I think that this sort of guidance would work better than experience. <br /><br />For example if you hate killing people, you will stay away from working with Wolverine because he is a murder machine. You will tend to choose missions where murder probably won't be necessary. When you DO work with him, you will probably leave the room so it bothers you less.<br /><br />I think this sort of system, even if it is just based around being 'happy' would lead to more convincing personalities than your experience based system.<br /><br />I believe the problem is two-fold. Experience is something you are personally very distant from. It doesn't really apply immediate feedback, just long-term feedback. It is the bonus points at the end of the race rather than the speed boost after a power-slide. <br /><br />Additionally, the experience system isn't very good at going down. You just sorta rack up points for following it, but you get alot more deviant behavior than if you have a specific reason to follow it. <br /><br />Spiderman has earned his bonus points for being a 'quip machine' and saving a life, now he needs to sneak through a section in order to get his sneaking points. This means he will sneak through the vents as he watches Wolverine disembowel each enemy on their path to the final area.<br /><br />If he lost experience he would be less likely to let that slide, but he would also be less likely to even go on a mission with such a horrible killing machine. With an 'emotional' or short-term penalty based system he is more likely to suck it up because he can ignore 'a little' murder and there won't be any long-term costs.<br /><br />Basically I am arguing that such systems shouldn't be based around a long term thing like experience, and probably should be based around a penalty rather than a bonus.Khttps://www.blogger.com/profile/10571693100591327256noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-76553491415680964792010-05-08T06:13:57.478-07:002010-05-08T06:13:57.478-07:00The core idea is similar, except that in this vers...The core idea is similar, except that in this version the heroes have different and unique things that give them XP. This gives them a "personality", which is something that a player would handle in a live game.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-41079244490354206852010-05-08T00:36:16.254-07:002010-05-08T00:36:16.254-07:00This reminds me somewhat of the old Marvel Super H...This reminds me somewhat of the old Marvel Super Heroes game, a highly malleable (on the verge of annoying) superhero game.<br /><br />You got xp for acting like a hero. Like for rescuing someone, or stopping a crisis. You also got some minor xp for meeting weekly responsibilities, or hanging out with friends, or even signing autographs.<br /><br />You lose xp for allowing crimes to be done, or for a public defeat (oddly, private defeats had no such penalty, although we usually give a less harsh one). Also you lose all your unspent advancement xp for killing someone.<br /><br />It means that if you're playing a hero in new york game you get a lot of xp. If you're playing a primarily social Xmen game, where the team-drama comes before saving the world... not so much. And then the X-men started hanging around New York, in order to find people to save... And of course, even when it made total sense that killing someone was the way to eliminate him, they would not, because of the high penalty.Olickhttps://www.blogger.com/profile/15516414416783046990noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-77632070986660163382010-05-07T07:00:15.434-07:002010-05-07T07:00:15.434-07:00Well, no, that's a pretty basic problem to sol...Well, no, that's a pretty basic problem to solve: just put in some delay before an action becomes available again, and make sure there's plenty of external noise to shake things up. That's why I chose superheroes: they'll never just be sitting around all day drinking beer. Or, if they are, it will descend into an uncomfortable but hilarious silence.<br /><br />There would certainly be variations available. Spider-Man can quip a million times a day, as long as it's never the same quip twice. Quip against different targets, quip about different things, quip quip quip.<br /><br />We could also have a "counter", where people get sick of the same social activity over and over. So Spider-Man could quip once or twice before Wolverine would shout at him to shut up.<br /><br />It would have to be tweaked, but fundamentally it's a manageable situation. The added variety of social effects should allow for a variety if actions, if you balance it right.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-30588320257906774502010-05-06T21:23:26.218-07:002010-05-06T21:23:26.218-07:00It seems like some groups of characters would caus...It seems like some groups of characters would cause a positive feedback loop, and you'd just end up with something like this: http://www.nuklearpower.com/2001/04/12/episode-015-a-little-intellectual-conversation/Ryanhttps://www.blogger.com/profile/17574626231451600275noreply@blogger.com