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!98PcYIvlCI 02/18/11(Fri)11:18 No.13946792My mistake folks, thread in the archive is titled "The Breaking Point".
Anyway... The essence of Break is the Breaks themselves. I'll give it its own simple, flexible system, but that really isn't important right now. The system is generic and boring, and only really there to be broken.
Breaks are points which let your character Break something. Or, rather, break Anything. This is the core of Break.
The rules of the game? Breakable. The laws of physics? Breakable. If it exists, you can Break it, by spending a break.
Yes, this is designed to have things go utterly insane very rapidly. That's pretty much the point.
For games which want things to be less outright ludicrous, you can set limits on how Breaks are spent. In a mecha show styled game, they're your special attacks, fusions and super techniques. In a slower, more thoughtful game you could use them philosophically, breaking concepts and warping reality. Choice is yours.
Although, there are two things which let you control the pace. How fast people gain Breaks, and how fast people hit Breaking Points.
With gaining Breaks, there are a few things to define. How do you get them, how many you get, and how long does it take to get them.
For fast paced game, you could have every Break you spend returning two almost instantly. Or, if you spend multiple, the number of breaks you spent plus one. This will cause things to escalate fast.
To turn that into a more animu styled progression, you could have Breaks reset to one at the beginning of each scene- So, you have to start small and build up.
A slower paced game, however, you could only hand out one per scene, or even one per session, and encourage or reward intelligent, clever usage of Breaks.
This post is getting long, so I'll finish it here and then check if I've missed anything... |