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There is a local game convention approaching, and since I always do an experimental game alongside something that has been tested time and time again I'm thinking of revisiting an old idea of mine.

The players are - just that - players of some popular MMO (A copyright-friendly expy of Secret World). Bonus points for vRPG, but probabaly that's a simple computer powered screen and mouse requiring game. With skills and levels.

The problem is, when they are in the real wold, some mysterious business starts cropping up, and it turns out that there are similarities with the game - especially monsters and locations. And players would have to both face the challenges in the game and in the real world to beat the scenario. That's basically all I can tell without spoiling everything.

The point is this - do you know a relatively simple (or have ideas for a homebrew) system that could carry over the feel of MMO to the tabletop? At the same time, the Modern part would hang on very basic, down to earth mechanics.

For better comparison, Imagine having two characters - one made for Exalted combat system (no unnecessary skills, but crafting, special attacks, focuses on tanking, dps'ing and the like), and the other in normal WoD - basically a character of a simple person.

And, at some point you'd start using both sides of the sheet of paper. At the same time.

Yes, there would have to be two different combat systems - diverging into one as the game progresses.

And yes, I'd have to home-brew at least some bits of it all.
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>>27432534
The Exalted system example, however is precisely unfitting. There should be something reminiscent a feel of MMO in place.

The DPS, health and abilities that have a cool-down period, instead of any real restriction. In seconds, of course.

One could offer dnd to half-answer and half-troll people in terms of 4th edition beaing most alike to MMO, but it's not what I'm really looking for.

I'd guess it would boil down to some on activation abilities, a certain crafting mechanic and an obscenely MMO-like amount of hitpoints per character, in contrast to the definite real world feel of the contrasting system.
>>
Very few people with ideas, eh?

I'll be homebrewing something from scratch then, in a short while from now - meanwhile, could anyone drop a few things that are a must-include in an MMO these days? That would be much appreciated.

General remarks would help, too.

Same with questions.
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>>27432896
Quests
Crafting
Open worlds
Easy ways to communicate
Challenge
Fulfilling combat
Places to congregate (housing, guild halls, etc.)

Among other things.
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>>27432982
Something to that direction.

>Open worlds
>Easy ways to communicate
>Challenge
These are more of a background stuff, same as
>Places to congregate (housing, guild halls, etc.)

But guild status could be a thing, yes.

Otherwise, what would you say a balanced five person MMO party should look like?

A Tank (Melee combatant)
A Ranged DPS (Ranged Combatant)
An AOA DPS (A mage)
A Healer (Mage)
Buffer/Debuffer (A mage for control)

Something like that is reasonable, right?
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>>27433176
In the holy trinity system, there are three roles:
>Tank
>Damage
>Support
You can have variety in those roles however you want.

Tank:
>Dodgetank
>Shieldtank
>Shouts and taunts

Damage:
>Single damage
>AoE damage
>Debuffs
>Generally big numbers

Support:
>Direct healing
>AoE healing
>Healing over time
>Buffs/debuffs (auras/totems/spells/etc.)
>Additional crowd control

You can also mix roles in a single class (a tank that heals the party with each swing, etc.).
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>>27433278
Yeah, the trinity is a good old pony to fall back to.

Hmm, probably two of each would work - since the party size in the convention is always either 5 or six, this way, it gives extra space.

Or - since I never had to compose a MMO clearing party of five-six people - is such a combination unreasonable?

Although, ultimately, it depends on the game, I guess.

Right-o.

I'll start the actual brew in just a handful of minutes - there's a few pressing matters to take care off before that.
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>>27432534
4e
>>
>>27432534
>10:08
>>27432896
>10:46

This isn't /b/ we move slowly here
Unless you're talking about 40k then everyone sucking GW's teat stops suckling for a moment.
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So, what do we have here:

Two Systems of similar mechanics, but radically different. For the moment, since it's convenient like that, let's say that I'm going to use WoD (vanilla mortals) for the outer system - as in, the players who are going to play the game. These should range from the casual, who has little time to play, to a devoted gamer who doesn't do much else.

I haven't yet decided if I should co-develop the characters with their fitting role in the MMO to align with their character in the WoD mortals system, or if I should decide on additional modifiers and have the players pick both a MMO character and a WoD one independent of each other, and then apply the extra bits. This would lead to some more variation and surprises for me. (For example, the casual player won't be the guild leader and so on).

WoD is a relatively simple system, using pools of d10 dice, meaning that there will be an abundance of d10's near the table.

Thus, our needed brew has to be based on d10 in some ways. Now, carrying over the 10d10 WoD mechanic could lead to a cluttering combat and all manner of huge dicepools, that would make things complicated.

However, using a single d10 dice with large modifiers would somewhat solve the problem of MMO not really having a huge failure margin - after all, it's the question of whether the hit does more or less damage. 10's could offer additional dice to add to that, but they also could simply count double and leave it at that - after all, critical are rather common in MMO's.

That gives me some direction, although not too much.

The key aspect of any homebrew is finding just what features make it different and fitting to the setting. And our setting is a moderncity!MMO, a la Secret World.

So - we're back to the start.
>>27433457
>One could offer dnd to half-answer and half-troll people in terms of 4th edition being most alike to MMO, but it's not what I'm really looking for.


p.s. >>27433357
>with Proper resolution, this time
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>>27433496
I've seen faster movements in tg, but yeah, might have been the GW thread.

In any case...


Since this is a convention game (as I keep mentioning) and six players are rather likely (I can always say 'no more than five', though) and I might not use it after the convention, there should be six classes. Well, class-like templates. After all, I don't really need the customisation of a MMO, but rather a simulation of different roles and traits that one could conceivably expect in a MMO.

A certain sort of add-on template to almost any modern world system.

I'm debating whether I should jump right to tanks, or set some more generic guidelines. Hmm.

>And yes, please comment any and all things - I'd be delighted to hear more feedback, especially on the go.


So it looks like this:
>MMO traits
>Six Templates (2T, 2D, 2S)
>Cooldown abilities(?)
>XP bar
>Level (level cap)
>Crafting Profession
>Guild stuff
>Combat mechanics, that could have an impact on WoD mechanics, but not necessary - this thing could be handled on the flow.

Am I forgetting something vital?
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>>27433611
Don't forget to offer some extracurriculars that they can engage in during downtime.
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>>27433687
>extracurriculars
As in?
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>>27433717
I'd say stuff like "fishing" and mini-games and stuff to break up the other actions, but you're not fishing in a metropolis.
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>>27433735
Basically, give them something to do during the downtime, like a special card game, for them to convene and talk about stuff.
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>>27433735
>>27433749
Well, I suspect we'll be talking about (say) 80th level characters of max lvl cap, who are meeting to do raids and special stuff - and if the fishing (at the lake(s) nearing the city - take Seattle as an example if you need a city with lots of water), mini-games (decorating your personal flat in the virtual city) and stuff exists, they probably don't need a well defined mechanic. I'll consider it as a roleplayable feature of the MMO side, but otherwise, the party should have the real world bits for the down time ;D.

>Alrighty, I think I have some things, am writing some out now. In a roundabout way, debates with myself about combat and cool-downs.
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So, combat. What are the necessities of the combat in MMO? Is initiative important? Not that much - it's the side which attacks first.

How do we determine that? Let's call a certain characteristic - Aggro

What is Aggro - aggro determines how much your character attracts monsters, as in, how likely are you to be hit before initiating an attack.

To keep things simple, Aggro rating should resolve with a simple d10.

A Tank should have a high value of aggro - and others less. Also - after dealing large amounts of damage, your aggro rating should increase.

The formula for current agro is thus:
5 - a base amount

+2 for Tanks
+0 for DPS
-2 for Support

If you dealt direct damage to a mob on your turn, your aggro gets an effective +1 and forces and aggro check. If that damage is a critical, it gets +2.

Thus, our Aggro rating can rage from 4 to a maximum of 9.

Instead of iniciative, players occasionaly roll their aggro rating - at any time iniciative roll would be appropriate in other games and at any time after a successful attack, or after an inactive mob moves in the reasonable distance that gm sets.

There is a single roll for groups of enemies and separate rolls for bosses and the special things.

If a d10 gives a lower amount than the number of your aggro rating - the monster attacks you.

And since the combat would function Player Turn -> Mob Turn, clever players could reasonably kite the mob, by purposefully gaining agro last - the tank by attacking after everyone else to keep the monster in place, or the dps trying to kite him away from the Tank.

The Aggro mechanic needs some polish - suggestions very much welcome.
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>>27434279
So you're basically adding an extra roll to every single attack to check whether or not an enemy attacks them next turn? That can lead to extra bookkeeping and losing track.
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>>27434279
Works like this - you walk in the range of monster - check aggro. If you fail, it attacks you - and it's the monster's turn.
If your ranged attacker fires before the monster can aggro - or you sneak to the monster yourself without provoking the aggro - you can attack first - thus, a player turn before the monster turn.

Seems simple enough of a mechanic, although the aggro amounts should be considered very carefully.

There's six classes for this, and they should have a slightly different Aggro rating than the first suggestion.

Tank (ShieldTank) - Aggro 6
Tank (Taunts and shouts) - Aggro 7
Damage (Backstaby? close DPS) - Aggro 4
Damage (Ranged DPS) - Aggro 5
Support (Direct Healer ) - Aggro 2
Support (Buffs and Debuffs) Aggro 3

This gives a rather even spread of the Aggro rating, wouldn't you say?
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>>27434359
Since I see an attack as a single roll, I'm not really afraid to have a successful attack have an additional roll to see if it calls an enemy towards you. And if you have more than one attack, you'd probably still roll once for all of the attacks and once for all of the Aggro.

There is no turn sequence bar the one that the party leader sets and the Aggro roll has only one bookeeping side - who the monster will attack the next turn. In a way, it removes the choice of the attacked character from a gm - leading to dumber combats - but this is to simulate the combat of a MMO inside a ModernMortal!RPG - thus fitting.

>And, if you so desired, could be tailored to a gm-less challenge dungeon clearing. (You freaks)
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The actual attacks could work like this.

There's a rating of your damage which might be calculated from various items, or just written as a single huge number.

This is a standard MMO stuff - say, you have a rating of 25 (in Shotguns) (Should be a multiple of 5, or 10 for an easier counting.)

your attack roll is basically 1d10 + 25

1 means you missed (dodge, parry, etc)
10 means you deal double damage

For a more Authentic MMO experience, we can multiply the end damage result by 10. or by 100 - depending on your wish for a higher power level.

As for determining how much damage reaches the mob, in terms of soak and other things... Wait, what damage reduction? Why?
The debuffs could work for that. This is a mindeless MMO mentality combat.

Simply deduct the damage from the monster pool of life.

Basic healing works in a similar vein. Heal 1d10+H of hitpoints to a friendly.

The fun, and the exciting part of the whole experience should be specials and cool-down prone abilities. And special class features.

The combat is just that - a simple hitting of two sides until one of the combatants croaks.

Exciting.
>>
Rolled 4 + 25

>>27434525
Missed a plus, and I wanted to gloat how much damage (in hundreds) I can dish out.

A small note should be noted - yes, the 1d10 adds a small range of damage comparatively to the bonus, which should be at least as large as the dice roll - after all, the random element doesn't really mean much.

Otherwise, the actual combat should be very very simple and would be used extensively only on plot important battles - not the casual mowing of monsters.

There just needs to be some mechanic in place if the players need to kick a group of mobs.
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>>27434555
>Almost 3k of damage! Awesome.
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>>27434279
>>27434362
>>27434407
>>27434525
>>27434555
>>27434565
You sound like you've got this figured out.
>>
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So, why would we have a system that's basically a repeatable back and forth in combat?

Because there are abilities to fix that routine into something different - and we are talking about the cool-down abilities.

Also, we know that the standard MMO has your character stop and cast the effect you wish for, so we will use each of those abilities instead of attacking as a general rule. Since our system is a sister to WoD mortals 10d10 setup, we have a reasonable number of d10 lying arround. After all, if the average mortal roll is 5d10, we have 4 dice that will not be used in this module.

With that in mind, every character should have four abilities - each with their own dice to play a cool-down counter in times of need.

The power usage is simple. They should have their own cool-down number, say 7 (average).
You announce the power your character is using, and roll a 1d10 (the one designated for the ability - in the best case scenario). If the die comes up lower or equal to 7 - you got your countdown dice - this many rounds the ability is useless. If the dice come out as higher than 7, it is set as 7.

And obviously, at the start of the turn, move all the dice to one number lower.

In dire circumstances, this could be marked with a pencil or a certain number of coloured tokens that are tossed back into the pool at the centre of the table. Get creative people.

It would basically be those abilities that would move the combat along - almost solely on their shoulders - and those same abilities with the very same mechanic, even if the effects would vary depending on the time into the plot, would carry over to the WoD setting - where Mortals would suddenly find themselves capable of their chosen build's four abilities.

And yes, four isn't a very MMOrpg representative number, although it has been something of a trend these days to have less abilities and more of a skill based combat.
(Case in point - the very same Secret World)
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>>27434993
It's not the first homebrew for a system in a convention game.
Nor it is the last.
It's not even a first add-on to WoD for a special scenario that I'm going to be using.

But feedback is both always welcome, and appreciated, as are suggestions and people who point out my mistakes. These things are born quick, but usually have a rather short, if usually exciting life, but I do have a couple of working homebrew systems out of things like this.
>>
So this is "MMORPG-inspired anime/JRPG" right? Because I see a lot of weeb things, and .hack/SAO didn't conform to real MMOs much
>>
>>27435244
If you're on about pictures, I'm dumping random SAO art. And yes, SAO and .hack are different MMO's because they are vMMO's giving a lot of different gameplay experience. I'm brewing a thing for a side-combats and adventuring in a MMORPG side of the plot (see the first post)
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>>27435305
Eh. I think alot of it really had to do with laziness in research. G.U did improve somewhat.
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As for the actual abilities, these current suggestions are taken from the ceiling, and this is the place where I could really use a hand or twenty by suggesting different abilities falling to each of the class. The current list is as follows:

Support (Healer class) - Aggro value 2
1) "Mass Heal". Cooldown 9. Every character heals 50% of the damage dealt.
2) "Healing Ray". Cooldown 5. Heal 100 health of a single target. (100*100 for realistic numbers)
3) "Vampiric Blessing." Cooldown 7. All normal attacks at the tagged enemy heal the heroes the same amount to the damage dealt for 3 turns.
4) "Phoenix Up." A copyright friendly version of the Phoenix Down - a dying character is returned to life, with 10% of his life. Cooldown 8.

Support (Buffs/Debuff Class) Aggro 3
1) "Attack, Attack, Attack". Cooldown 5. For 4 turns, the ally attack is increased by 10. Stacks.
2) "Look out!" Next two attacks targeted at the target player miss automatically. Cooldown 5.
3) "Hit him!" Next two attacks of a target player automatically cause a critical hit with no roll required. Cooldown 9.
4) "Freeze!" The target doesn't react to Aggro, instead trying to attack the target he had attacked the last for 4 turns. If there was no target - he tries to attack the caster. He cannot move for 3 rounds. Cooldown 9.
Damn, these don't feel very inspired.
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>>27435745
Damage (Sneak class) - Aggro 4
1) Stealth. Target player gets Aggro 0 for 4 turns. Cooldown 5.
2) Backstab. For 3 turns, If you are positioned behind an opponent, your attacks cause a critical hit, unless 1 is rolled - in that case, it's a normal hit. Cooldown 7
3) Stab. Deal 100 damage to an enemy if you are not the first one attacking it this player turn. Roll Aggro at +3. Cooldown 5.
4) Feint. Cancel one attack against you this turn and your next attack deals double damage. Stacks with normal critical hit effects. Cooldown 8.
Damage (Ranged Class) - Aggro 5
1) Headshot. Deal tripple damage with this shot, roll Aggro at +4. Stacks with critical effects. Cooldown 4.
2) Rain of bullets. Next two attacks automatically cause a critical hit, but you can't fire normal attacks until the cooldown is over. Cooldown 4.
3) Aim. Spend a turn doing nothing. The next attack does +50 damage. Cooldown 3.
4) Grenade. Deals 100 damage in an AoF. Can't harm friendlies. Roll Aggro at +3. Cooldown 7.

Hmm...
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>>27436027
>Next two attacks automatically cause a critical hit, but you can't fire normal attacks afterwards until the cooldown is over
>>
Have you considered Labyrinth Lord, if fantasy? It's a OD&D clone.
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>>27433176
Maybe just two mage classes?
Buff/healer
Debuff/damage

You could look at Pathfinder or even Final Fantasy for class ideas.
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>>27434362
In MMOs, Tanks rely on taunts to keep the mob occupied to begin with.

You should stick to one system for the meatspace and MMOspace characters.

If I did this using say, Savage Worlds?

Real Life would be low level with gritty, lethal combat. Slower/more realistic progression.

MMO would have variable progression and can have fantastic elements.
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>>27436027
Tank (ShieldTank) - Aggro 6
1) Block. No damage from any attacks on this turn. Cooldown 3.
2) Shield Bash. Your attack does normal damage, roll aggro +3. Cooldown 2.
3) "You shall not pass." The enemy that was attacking you next turn cannot be agroed by anyone else for three turns. Cooldown 5.
4) Unmoving. Any damage you get is inflicted, doubled, to the attacker. Your first attack or the end of the cool-down ends this power. Cooldown 9.

Tank (Taunts and shouts) - Aggro 7
1) Parry. Cancel one attack that is to be done at you or anyone standing next to you. Cooldown 4.
2) Taunt. Roll one roll of aggro at +1 against a chosen target. Cooldown 1.
3) Can't take me! Roll Aggro at +2 once for all enemies. Cooldown 9.
4) Someone your own size! Force an enemy to attack a designated player (including yourself). His first attack automatically misses. Cooldown 7.
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>>27436092
Don't know anything about it. The quick google has piqued my curiosity, but I'd need to hear more.

>>27436126
Final Fantasy would be a better bet than Pathfinder. After all, RPG classes deal with dungeoneering as well as other important stuff, like diplomacies, traps and the like. This here should be a simplified hack and slash on top of a deadly-ish mortal game.

>>27436180
I've added something to taunts regard.
Also, this is not for a campaign, but rather for a convention game. No progression. But the general idea is solid.
The sad part is I only vaguely remember reading about Savage Worlds - but yet another thing to look up.
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Thre's also some miscelanous stuff that could probabaly be solved by saying take a d10 add their level and the more you roll, the better.

Crafting would be such a skill, with players crafting their own equipment.

Otherwise, random profession checks, minigames and everything else could be resolved with the 1d10 +x mecanic, where the important thing is to not roll a 1 -> after all, we're talking about veterans.
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>>27436400
>No progression.

Shame. So you're not making a complete game?

Labyrinth Lord, you can find the core book for free online. It's a retro D&D 1E clone, basically. And there's several 'advanced rules' supplements.
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>>27436540
Convention games are usually as one-shotty as one-shots get.
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The Guild, Wealth and Game Lore. These would be three defined skills/status indicators. Rarely rolled, these would simply indicate the proficiency, position, and knowledge.

Well, this would probably be very much tied to the WoD character side. The casual player would have the least wealth and guild rank, as he simply cannot play as much.
A professional player character would obviously be the Guild Leader and have the most Wealth.
The Guild Leader probably wouldn't have the biggest lore of the game, since that could fall down to a researcher - or the minimax of the group, who would get a small bonus on everything, to carry over from his WoD computer skill.

There probably should be a guy who plays a girl in the MMO. (If I give that one to a girl, that would be an interesting gameception ;D).

What else? What other stereotypical MMO player types you know? Who would they be inclined to play?

A businessman playing this to relax from the stress?
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>>27436540
I'm laying out the bare bones - actually, I think I covered most of what I wanted to cover, and now there's only the process of making a character sheet add-on left, and I'd use it for the play.

If anyone wants to expand on this - or shape this in a different way, I'd be glad to both watch and participate with my (oh so important) opinion. Provided I'm still here when that happens.

Otherwise - I might not finish the character-sheets today - but during that process the rules I wrote down today would change and be resharpen into a more exact form, by the virtue of having proper place to write the things down.

Maybe cooldowns will behave differently, and most probably the class powers will be tweaked unrecognisably (since these will be a part of the sheet, including a place to place your d10)

>>27436565
And yup.

Of course, if I like the experiment, I might make a few games out of it.
>>
No stereotypes today?

As for classes - I outlined. six, but I'm currently debating if I shouldn't simply pick a random MMO and steal directly from there.

The current first world problem is that even if I know more about GW2 than other mmorpg, the classes there are considerably more fluid than a base trio of MMORPG's and thus don't really fulfill what I had in mind for a cliche MMO simulation.


Also, I'm still uncertain on the topic of cooldown abilities. The mechanic seems that it would work - barring too much movement that swats the cooldown dice away.

The effects however - I keep returning to what I wrote and keep deciding that it lacks something.

Maybe, for overall simplicity sake, there should only be two abilities per class, encompassing everything else in basic attack rolls...

Any suggestions?
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>>27437110
How many special moves should they have? The nature of current MMOs says their specials are preset.
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>>27432534
Welp...have you thought about using two different iterations of the same system? Say, using D20 modern for the mundane portion, and either the WoW, Everquest, or Diablo II adaptations of the 3.0 rules for the MMO portion?
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>>27437274
Ah, but this gives almost equal focus to both parts of the story - digital and real one.

Clashing (to a degree) mechanics offer an implication that the worlds are different and help highlight the difference between the real and virtual worlds. After all, MMO's follow set patterns and are easy to predict in terms of combat. Real life is rather different.


Using d20 based dnd 3.0 would set a certain flow to the combat, which could carry over to the real world confrontations - because the systems would be too similar.

Here I need a different lethality and opposing systems to have that clash or real vs virtual where the differences are hiding the clues explaining the similarities.
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>>27437591
>Here I need a different lethality and opposing systems to have that clash or real vs virtual where the differences are hiding the clues explaining the similarities.
But you need them to merge eventually? I seem to recall that in the first post.


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