> And, FWIW, keyword-like abilities rather than long ability lists seem to
> be the state of the art in narrative RPGs. Evidently a quite a few game
> designers and players believe this is a superior way of doing things.
>
I think we are at risk of comparing apples and oranges here - many of the situations these games model are very limited (e.g. Contenders) and so the descriptive names for abilities have a strong obvious context to be interpreted in.
> For example, we played 3:16 last night: in that game, each PC has only
> TWO abilities, Fighting Ability and Non-Fighting Ability.
(Another fine Ronnies winner!)
FA and NFA are very clearly explained in unambiguous terms. Keywords like "Riddle of Nysalor' are less easily understood by the uninitiated.
-- John Machin "Nothing is more beautiful than to know the All." - Athanasius Kircher, 'The Great Art of Knowledge'.
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