Matthew Rasmussen's journal of journals on various topics of interest, published here, there or somewhere since 1999.
The management is not responsible for lost or stolen towel cards. Should your towel card be lost or stolen, you will no longer have access to towels.
File Under: /games
A comparison of the stats used to define a character across eleven popular videogame and pencil-and-paper roleplaying games. (20k PDF)
Not included on the chart are depletable scores. Each game seems to have a concept of Hit Points, a number representing the character's moment-to-moment health, with the possible exception of outlier EVE Online and it's complete lack of physical traits. Most games that invoke magic of one sort or another have a rechargeable score representing the total amount of magic which may be invested in an action at any given time. Wealth is typically also a depletable score.
All games surveyed also deal with situational bonuses. These may be weapons and armor, single-use or depletable items, or learned skills. Even games with simple stat structures like Shining Force II create highly varied play structures using such bonuses.
Being essentially combat-based, none of the games surveyed had more than one social stat, and the majority had none. For those that did, it was always "charisma" -- an ability to gain tangible favors from others. Combat-free games like Harvest Moon may deal more fully with a character's social aspects, but as a component of adventure storytelling it appears tellingly neglected.
>HP: 0
Add Comment:
Return to SpaceToast.net