|
Post by Jim ST on Jun 22, 2016 13:38:42 GMT -5
How are we going to track these? What limits should we place on them? [EH had multiple people with 10 Glory which is ridiculous.] How do we want to handle Status? It's easy to power-game character creation to max Status.
|
|
|
Post by travislerol on Jun 22, 2016 13:57:17 GMT -5
My biggest preference would be to make all of them actually functional. Each of them should have some concrete effects on players, be this in influence, resource generation, etc.
I do not consider "you NPC at this level" to be sufficient, as that is largely not a consideration for most players.
The 1-10 range is fairly good, I think, but the 10 glory issue of EH was entirely a result of mass combat being very, very common. The glory from it was initially justified as the counterbalance to the high risk of death. The resulting nerf to mass combat glory gains went far too hard the other way, and made mass combat fairly pointless to engage in as a PC(for mechanical reasons, anyways).
I don't see mass combat as nearly as frequent in this system, and while some glory gains are to be had in skirmishes, we should generally have less of an issue with that.
Honor didn't really spiral out of control, and people above seven honor are extremely rare in EH, while people with miserable honor are decently common. If anything, I'd put honor gains as slightly higher than in EH.
Status is less critical if we're doing an earlier setting, I think. It's less clan-focused, so while there's an advantage there, it's not free arbitrary power over your clan, it's in line with resources expended to get it.
I think glory and honor ten should be achievable, albeit extremely difficult, and it should be pretty unlikely that the same person would manage both.
|
|
|
Post by Jim ST on Jun 22, 2016 15:14:14 GMT -5
The main trick with Honor is reporting on it. Many players don't really understand it and don't know what to look for to report in themselves or others. It's very hard for the STs to monitor. The current EH system results in very rare Honor reporting.
|
|
|
Post by travislerol on Jun 22, 2016 15:17:18 GMT -5
I suggested some time ago that the actual table of honor gain/loss be printed out and placed by the reporting cards. That might help. Not sure. It's a little more detailed than the check boxes.
But maybe something needs to be written on the topic for the players or something? Some way to build familiarity. Maybe some early mods that utilize it heavily or something.
|
|
|
Post by Alex ST on Jun 22, 2016 17:19:24 GMT -5
First, while people reported Glory gains (and they did get lots from mass combat) they ignored the most common cause of Glory loss: time passing. Everyone's Glory is supposed to drop 1 pt. per week without any glory gain (core rulebook p. 93). That means between sessions everyone's Glory should be dropping 4 pts. (to a minimum rank of their Insight Level). While you can still get to 10.0 Glory this way, you can't just get there and stay there; you have to be active about maintaining it.
Likewise, people forget that the Honor Table is a guideline, not a be-all-end-all description of what gains honor. Displaying the tenets of Bushido, or failing them for that matter, should result in Honor changes.
I think we'd get more Honor and Glory reporting as the game introduces more non-combat PVP aspects.
|
|
|
Post by travislerol on Jun 23, 2016 10:01:26 GMT -5
Oh, the glory loss thing we can just auto-calc per session. I never bothered to report that, because I assumed it was just happening.
I do agree that non-combat PvP makes those way more important. And actually having honor matter to most people in some context beyond an honor check helps too. Most folks can shrug and mostly ignore it at present. Once it's an important thing to them mechanically, they'll be more motivated to report it.
|
|
|
Post by Alex ST on Jun 23, 2016 10:12:20 GMT -5
One idea I'd contemplated for Passing Seasons, but that could work just as well for this game, is The Emperor's Blessing. It would work as follows:
At the end of each game, when collecting site fees players have the option to donate some amount ($1, maybe $5) to The Emperor's Blessing Fund (and get 1 bonus XP). At the end end of the entire campaign, this fund (as well as any leftover operating budget) is divided into two equal pools. Whichever clan has the highest average Honor gets to donate one pool to a charity of their choice, and the clan with the highest average glory gets to donate the other pool. It gives an incentive to win the honor game, but not so much that people will end friendships over it.
|
|
|
Post by Jim ST on Jun 23, 2016 12:54:02 GMT -5
I like the idea, except for the "Pay for extra XP" part. Incorporating Honor into the Economy seems to me to be the best way to make players care about it, as well as Travis' idea of having some initial plots focus on it.
|
|
|
Post by Charles ST on Jun 23, 2016 15:03:12 GMT -5
I'm pretty much with Jim on that one, as far as paying for XP. I'm up for anything that results in us donating to charity.
As for honor itself, I don't really think we need to do anything extra to make it 'more important'. It's already pretty important, we just don't often use the elements of the game that make it so.
Honor is used to resistant a large variety of social manipulation draws - but social draws (especially the ones resisted with honor) are rarely used in this game - or at least, rarely compared to other types of draws. It's also used to withstand fear - which is a big deal.
People under a certain Honor just shouldn't have access to some things. They should be barred from certain courts, and shunned by most Samurai - but no one bothers to check.
I'd much rather focus on emphasizing the things that Honor already aids in than trying to artificially make it 'more important.' Using Honor as an entry requirement to certain plots is a good idea, and doesn't feel arbitrary to me.
|
|
|
Post by Alex ST on Jun 23, 2016 15:20:43 GMT -5
Honor is used to resistant a large variety of social manipulation draws - but social draws (especially the ones resisted with honor) are rarely used in this game - or at least, rarely compared to other types of draws. It's also used to withstand fear - which is a big deal. People under a certain Honor just shouldn't have access to some things. They should be barred from certain courts, and shunned by most Samurai - but no one bothers to check. I'd much rather focus on emphasizing the things that Honor already aids in than trying to artificially make it 'more important.' Using Honor as an entry requirement to certain plots is a good idea, and doesn't feel arbitrary to me. The problem is that Honor has both public and private elements. Most people can't discern other people's honor very effectively (even Lore: Bushido is limited). Glory is what is publicly known. I'm all for using that as a requirement (though I much favor giving bonuses to players with something rather than penalizing players without it) but Honor strikes me as a difficult measure in most circumstances. Some exceptions will exist - spiritual challenges, for example - but they are by and large exceptional.
|
|
|
Post by Resler ST on Jun 24, 2016 16:28:21 GMT -5
This is a shot in the dark, but the NPC that I thought about to do the map movement stuff (whatever Miya we design) would have Inner Gift: Honor Check. Essentially he could see everyone's honor with card check immediately and wouldn't deal with anyone less than Honor 3, they can't enter his map room. Honor isn't impossible to work with, it's just difficult, but the designers of the game gave us a great advantage to fill in for things they just never thought about or cared to design.
|
|
|
Post by Alex ST on Jun 24, 2016 16:40:12 GMT -5
That feels extremely punative. There's already a penalty for low honor: Honor Rolls are worthless and less of a bonus to resist fear and temptation.
For that matter I don't this as being something directly affected by Honor. Maybe by Glory, but even that would be more about troop command (hmm... give a bonus on pre-battle speech equal to your Glory? Yet more reasons the Lion dominate mass battle but that's setting-appropriate so not necessarily a problem). I think what really bothers me about it is if I've paid for troops already why am I being blocked from using them by another requirement?
|
|
|
Post by travislerol on Jun 24, 2016 16:41:19 GMT -5
Huh. Perceived honor still applying, of course?
It's interesting...particularly if, rather than a hard cap at 3.0, it results in variable treatment. Two people wishing to move at the same time, higher honor requester goes first? So people still *can* move, but there's a perk for high honor? I usually prefer gradual bonuses over hard "you can't do this" things.
Edit: Well, it works until the scorpion murder that Miya, anyways.
|
|
|
Post by Resler ST on Jun 24, 2016 17:28:39 GMT -5
I understand where you're coming from Alex, my reasoning behind this is that honor is worthless in EH because adding honor to intimidation or fear rolls never matters. Almost every player I have seen can succeed the TNs anyways because all of the static numbers are stupid. Also honor checks are rarely used, the players that use them use them because its not only terribly designed in EH but they are part of the very small group that knows it exists and wants to play with it. I have been approached by Peter on numerous occasions for different honor roll mechanics because he had been frustrated by both the abuse of honor rolls and how honor just didn't mater in EH. Unfortunately every single one of my redesigns has been dropped by someone on the staff and they could never agree to any of them.
That being said I want honor to matter in this game. I want to see penalties for having shit honor. I specifically looked at the honor section of the core book to understand the social penalties to honor and attempt to interpret them as mechanics. Now I don't mind working around thing, even lowering the honor barrier to 2, but from an in game point of view I don't see why an Imperial Miya would even want to have someone who is an "honorless dog" be in their map room unless we design a mechanic around curbing the Miya's favor so that they can interact with him (such as favors or gifts or whatever).
|
|
|
Post by travislerol on Jun 24, 2016 22:14:08 GMT -5
Well, ultimately, if the map is a significant component of the game, we want people to be able to play with that. Saying "You can't play this part" is a little rough. Yeah, I want honor to matter, but I want it to be...less binary than that.
It can even make sense in char. The Miya has a duty to perform, presumably, and cannot be entirely arbitrary in who he must talk to. But he can do small favors, like giving priority to those he favors, which is honestly pretty similar to how EH handled movement priority. It's basically just "honor + favors and such" instead of solely favors.
I also think it's a good general principle to not have the powerful NPC not be too much of a driver of stuff. That can frustrate players, sometime. If they don't see it as fair, it'll quickly bleed over to frustration with the game. Sure, use them to throw plot hooks or whatever, to enable things, but if it's a lot of "you can't", there's some risk there.
|
|