Sunday, January 9, 2011

Tron 1.08 Beta Update

So we've been playing around with the Tron mechanics, but before we delve into how things went and what that means for the game, i have to update everyone on new mechanics that have been added to the system.

Classification
  • General Use
  • User Application
  • Utility
  • Control
So these represent classification of program and relates directly to function and circuitry color.

User application is blue, deals hands on with users, reports to them, may display or intake information.
Utility programs are yellow, they manage and modify other programs.
Control programs are Red, they represent the authority.
That being said, white programs are general use, they perform general tasks throughout the systems. This color includes Users, ISOs and programs with hidden or undefined function.

Finally there is a crossover between Utility and User Application which is Green, indicating limited user interaction and control over others (middle management). There is also crossover between Utility and Control, which is orange (imagine someone watching a security camera, they don't respond directly but send commands to others).

So these are identifiers of programs, from this a player can determine a basic idea of someone's function, the extent of their ability and their rank. Essentially its the race and class of the grid.

Resource and Resource Capacity

Resource and Resource Capacity is a new system that acts like a combination of Hit points, Mana, Currency, Plot Points and Experience Points. When Resource reaches 0, the energy state moves to +1 which adds a die to further rolls.

Resource

Rule 1 - Resource can not exceede Resource Capacity.
Rule 2 - Protocols and Subroutines require resource to use unless they have another power source (this'll be addressed later).
Rule 3 - Resouce can be burned on any roll. For each resource you burn, you gain an extra die.
Rule 4 - Resource isn't nessicarilly tangible. It can be gained by imbibing energy, usually in the form of blue or green fizzy drinks.

Resource Capacity

Rule 1 - Resource Capacity can be tangible, can be a form of currency.
Rule 2 - Resource Capacity can be used to build things, this includes weaponry.
Rule 3 - Resource Capacity can be burned after a roll to gain an automatic success.
Rule 4 - Resource Capacity can be burned to increase stats or substats or to purchase access to new Protocols and Subroutines.

GM - Resource Capacity should be awarded as an immediate response to behavior that accords with the theme. This means if players do something good, alter the scenerio, or do your work for you, reward them.

Subroutines

Subroutines are stuff. In particular, these are the lightcycles and various other vehicles, these also include weaponry, such as the discs, swords and guns.. Included in this are bits and small animals (animated subroutines). Some may deliver messages, others open up pathways, all have purpose and complete specific tasks.

Status

I've added a few states to the character sheet, this includes injured, hidden, and corrupted. It may eventually encompass more. A corrupted status changes the requirements of success from 5+ to 6+. Injured requires an extra success to complete an action. Hidden allows a program to move unacknowledged.

Challenges

Challenges can present in a couple of ways. Some protocols create challenges, other times challenges can be physical or social. This also presents itself as an opposed roll and is used to begin initiative. An offensive party decairs an action, may define a target for that action and rolls the appropriate stat and substat combination. The number of successes presents a challenge number. The defender declairs action and rolls the appropriate stat and substat to defend. The defender must meet the challenge number to succeed. If the challenge number is not met, the initiative moves to the next person. The challenge must be overcome in order for that player to continue.

In gameplay, this presented itself as an acutal attack by a player, in particualr a ddos attack. The player put up a baracade and the opposing force had to tear it down or go around in order to proceede.

This can also be modified to include lethal consequences such as within the game grid. If a player puts a jetwall infront of another player, it creates a challenge number that must be overcome in a certain number of turns. That'll force a player to use resource and resource cap in order to overcome the challenge.

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