Tuesday, September 25, 2018

I have a question that's been bothering me for a long time: how do you determine when a character takes enough harm to die in FU: Freeform Universal? That one question keeps me from playing FU, since I can't seem to come up with something that feels right for determining when a character takes enough conditions to die. Or even the amount of conditions to call for the character's death. And just saying the character dies doesn't gel with me, since I would prefer a mechanical means of determining that.

I have a question that's been bothering me for a long time: how do you determine when a character takes enough harm to die in FU: Freeform Universal? That one question keeps me from playing FU, since I can't seem to come up with something that feels right for determining when a character takes enough conditions to die. Or even the amount of conditions to call for the character's death. And just saying the character dies doesn't gel with me, since I would prefer a mechanical means of determining that.

I've considered the HP system from Tiny Frontiers. But that's not a good feel for me, either. And I just don't care for using standard HP with FU.

3 comments:

  1. I technically belong to the Yahoo group, though I forgot my password or something. I had trouble logging in the last time I visited.

    I'm thinking that 3 wounds are the best way to go for the type of games I like to play.

    However, I think the "beat the odds" system works best as an oracle, the more I think about it.

    I would also like to add: as I was thinking about it today, I realized that my hang-up wasn't so much about the wound system, but how to quantify the "but" answers. Yes/no answers are straightforward. They are what Miso and Bivius are based on. The addition of "and" is a good stand-in for criticals. But the "but" answers get kinda funky when applied directly to character actions. I was thinking that I would just ignore them for specific character actions but use them for Oracle questions.

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  2. I had a hard time getting used to the "buts" as well. As I played it more, it got easier. Don't know if it helps, but when I thought of "buts" as silver linings to a bad roll or dark linings for a good roll, it helped to guide my decisions for narration.

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