poetic
Poetic
- Joined
- Apr 17, 2014
- Messages
- 195
poetic which RPG rulesets were the biggest inspiration for Sacred Fire, if any?
Udm, I love this question. It brings back a lot of fun memories. The first inspiration and influence was a funny situation in my childhood: I briefly came into contact with some version of D&D, I borrowed the rule-book from a friend. But the next day, my friend burned the rule-book as he became convinced it's occult literature Yes I, know. But it had the inevitable effect that I started to create my own rulesets as I had no idea as a kid where to buy that rule-book.
Then I came across many system in video games. There were things I liked a lot (Fallout traits and perks) and there were things I felt were missing (e.g. the simplicity of the alignment system in D&D. And it's lack of use of Charisma).
But one influence that stand out in my mind is the P&P ruleset The Riddle of Steel, with its intricate set of detailed combat rules. So the takeaway from it was: it's a source of fun to focus on one area that you are really passionate about.
Then I had some P&P experience. The great thing about P&P is the group of people and the GM. The bad thing about the P&P is the group of people and the GM. So another inspiration was the times when I wanted to do someting out of the box and the GM just wouldn't go for it. Or when someone was out of character and the GM wouldn't call bullshit on it.
Then there was inspiration from books and movies. In fairy tales, the hero wins because he has a magic sword and a magic horse. In serious stories, the hero wins/survives with inner strength: cunning, willpower, beliefs, hope, what have you based on the story.
Then there was the real life experience from rock climbing. Fear affects your performance in a brutal way. Yet all the characters in the RPGs I played perform at peak performance no matter the odds.
My thinking is, the reason why P&P doesn't bring these aspects: personality, emotions, motivation, relations into it's ruleset is that it would bring the live session to a halt for each interaction. So the idea was: with the cRPG experience there would be no slow-down as the computer can run the numbers and determine how likely is it, that you will find the courage to speak up to the bully, and it can crank all the numbers: you predisposition to fear, your history with bullying, your history with this character, his appearance, his renown and allies + the circumstances you are in and who is witnessing the situation.
I really hoped some would make such an cRPG. I remember thinking Peter Molineaux would do it, when he first started to talk about the first Fable. Lol. I got to run around and kick a chicken and fight a dragon, again. Or the next Elder Scrolls would do it. No, I got to listen to the arrow wounded knee and run around a vast and shallow world, again. That being said, I do like the Witcher games and the Shadowrun games. They have serious focus on storytelling and characters, where the devs don't just think about WHO the characters are, but WHO YOU get to be to these characters.