Quote:
Originally Posted by lawrence.whitaker
Great minds think alike. I've just developed a system for Mongoose's Elric game which focuses precisely on Love and Hate and uses the skills in almost the same way you intimate here. I think there's extreme amounts of mileage in these social and relationship skills, and they add a layer of extra interest to the game that's been lacking before.
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Hi Loz,
I think (perhaps quite unintentionally?) BRP has actually ended up being more than the some of its parts with the new edition, and - for me at least - has taken the rules very gently in quite a new direction (new for BRP type games, perhaps excepting Pendragon) with a decent Opposed Rolls system, the Complimentary Skills rule, the Status skill, Allegiance, and (potentially) a disciplined use of Traits (& perhaps Passions).
I'm pretty cool with how to deploy all of the above (well, still a bit undecided about the extent of Allegiance) with the exception of Traits. What I'm trying to avoid with any kind of trait-based rules is a system where everyone ends up with Brave 90% and augments their attack rolls with it all the time - in my experience HQ has a tendency to go that way. I'm not sure if there's a simple answer to that yet (apart from "no, you can't do that", of course), but I'm rolling it around a bit and seeing if anything settles out.
Good to hear about the Love/Hate rules thing for Mongoose Elric. Are you restricting it to "just" the 2 passions, or also things like Envy, Jealousy, Anger, etc? Somehow I get the feeling that Passions are more manageable and less pedantic in play than Traits - they feel less like "character micro-management", if you know what I mean, and more like broad-brush character "powers" (to overuse the word). The fact they have to be targeted (ie Hate (Lunars) rather than just "Hate") whereas Traits don't to me deepens the role-playing aspect rather than attempts to replace it (which I often get the feeling Traits can do - they can get in the way, anyhow).
Cheers,
Sarah