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posted by [personal profile] mylescorcoran at 12:22pm on 12/01/2005 under
Working from some sort of resource management mechanic (like MURPG or Nobilis, or even D&D 3.x) we'd have some central resource that benefits everyone, like a pool of hero points, or whatever, that is available to all, but does not recover from the expenditure or does so only slowly. This leads to the Tragedy of the Commons, and the dilemma of a common resource being exhausted by the short-sightedness of those who benefit from it. Also raises question of “Who Watches the Watchmen”, if some sort of policing structure is created to insure the longevity of the scarce resource. I could see plenty of player inter-play arising from the negotiation over the use of those points.

This is, however, a mechanic (or the germ of one) in search of a game. I'm not sure if the players' negotiations could be tied back to anything specific in the game world. That is, what is it to the PCs when the players break to discuss the use of the common resource. Metagame mechanics like hero points have their appeal but they are always intrusive to some degree. The player has to stop and think about using them, breaking from character as they do so.

If you can put up with hero point mechanics, you could tie particular game-roles or plot related events to specific hero points from the pool. e.g. if you had a pool of stones to represent communal HP, most could be black, but one or two could be white, or red, or green. The white ones might mean that PC gets the spotlight for a subplot next session, the red one means the player gets a life/death choice to make (not necessarily for their PC), the green one allows the player to create a completely new campaign element (character, setting, plot twist, etc.). I'm all in favour of getting the players to do the plot work. If only I could encourage more of it with my current group.
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posted by (anonymous) at 09:09pm on 12/01/2005

I recall recently reading on RPG.net a suggestion for a somewhat tangentially related machanic for a Dr. Who game. Whoever gets to play the Doctor can have awesome power, but is greatly limited in the number of plot points they have to spend. How to get plot points? It seems that they can only be generated through the (bumbling) actions, adventures and mishaps that happen to the Doctor's various Companions. And what to spend those plot points on? Rescuing those hostages--I mean Companions--from various nefarious plots and fates!

You could even use, as in your example above, a pool of black and white stones that can be passed back and forth between GM, the Doctor Player and the Companion Players.

One could easily imagine a similar styled reciprocity of Plot Points<-->Action points in a Doc Savage pulp-genre game where the leader of the Pulp Action troupe acts much like the Doctor in the above example.

::Brian::

P.S. Hi from A&E overhear from Canada!
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posted by [personal profile] mylescorcoran at 01:45am on 13/01/2005
Yes, that's sort of the idea I was thinking of with the coloured stones. I first came up with the idea when I was working on a system for Le Guin's Earthsea, using the black and white stones to represent the Balance. I wasn't happy with the strictly black and white (sorry about the pun) interpretations this led too, but I wasn't thinking so hard about player input to the narration back in 1995. Today I'd try to tie the narration to the players' actions and their choice of stone, and therefore their choice of how they affect the Balance.

I like the idea of the Doctor's Companions generating stones from their various perils and peregrinations. It's a bit like my wife and I talking about fights in Buffy. Buffy gets bashed around for the first half of the fight and we say she's generating fudge points; she comes back strong in the second half, spending the fudge points she got from her earlier setbacks.

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