May 2nd, 2015


[info]modsofpanem in [info]playersofpanem

Because there has been a lot of confusion, I want to try to better explain the rolls system in place for this round. First, here's my reasoning for why I'm attempting to use a system that is more complex than just writing + luck + fight rolls.

So far in the THG games I've seen, the focus has been solely on fighting. Several people expressed to me (and I agreed) that it was frustrating how everyone always seemed to have plenty food and water and things to make traps out of; that it all came pretty easily and people didn't often elect to write narratives about being lightheaded because they hadn't eaten all day, or that interactions were very rarely about theft or hunting/gathering. I thought, there has to be a way to make these things feature a little bit more, and fights a little bit less, so that the game is well-rounded. I tried to think of a way to make a rubric that could determine things other than fights, this is what I came up with:
  • Weapons/Tools: This category encompasses things that could serve as weapons, things to make traps, things that could be useful to have in the Arena such as matches, flashlights, batteries, etc. 5pts. Can be boosted through sponsor gifts or finding useful items native to the arena via plot slots/arena explorations.
  • Health: This is probably the most self-explanatory. This week, the damages came mostly from fights as there were scuffles happening at the Bloodbath. damages can also come from mutts, traps, clumsiness, and consuming poisonous/contaminated items. 5pts. Can be boosted through sponsor gifts or finding naturally occurring medical aids via plot slots/arena explorations.
  • Energy: In short it's food and water. If you don't have these things, you want to be careful about how much energy you're expending. 5pts. Can be boosted through sponsor gifts or finding food/potable water inside the arena via plot slots/arena explorations.
  • Luck: It's always a factor.
Everyone will be rolled for all of these categories every week, 1-5. The highest possible score you can have next week is +1 from where you finish this week (rolls + gifts + plot slots = end of the week score).

If you want to obtain more items (naturally occurring in the arena), submit a dropbox proposal! Examples include theft (both parties must agree to a coin flip), a fight (both parties must agree to a coin flip), using your existing supplies to obtain more items (use your shoelaces to make snares, catch a squirrel), or looting a publicly available item (smashing up a bench to make firewood). Proposals that rely on sheer luck (with your tribute simply spotting an item) are less likely to be approved, same if someone's asking to obtain more than three items a week.

I am making one immediate change to what I said earlier today. We don't normally make changes mid-round, except that in the last 12 hours three people have approached me saying that the concept of averaging rolls between allies is fostering a negative competitive spirit, rather than a positive team one, which was my intention. I thought it would bring about a unity of being on even footing with your allies, working together, but it sounds like it has had a swift backfire, so since it's been less than a day I am going to change that policy -- share your supplies ICly if you want to, but this will have no effect on your own rolls.

Maybe it's naive, but if we can tell a story together rather than try to beat each other or win the Hunger Games, I firmly believe that we'll have more fun. The odds of any individual tribute winning are very low, and in my own personal experience I've found that I enjoy a game so much more when I'm having a good time on the journey to their demise, rather than trying to ensure that they don't die. As a mod, I'm not sitting here eatin' popcorn going 'yaaaaay, they're all freaking out!' I want you guys to be happy, and I want things to be fair.

Basically, I still think there is merit to the idea of trying to branch out from THG rp being mostly about fights, and I want to continue with this rolls system through the end of this round (it hasn't even been 24 hours, we haven't started sponsor gifts, plot slots, etc.). If at the end of the round everyone feels like it was crap and they like the standard activity + luck system better, then that is what we will use if we play a second round!

Okay, now hit me with more questions and feedback. ♥