Thursday, October 24, 2013

Design Decisions: Realism in Solar Echoes (part 4)


The injury system in Solar Echoes made a lot of sense. If your character is injured, he should not perform as well. Penalties begin to accrue once your character is Moderately Wounded. He suffers a small penalty to all skills, movement, and has a little less stamina. The penalty gets worse at Seriously Wounded, and is very debilitating at Critically Wounded. What was the game result? It was, in our opinion, a tremendously successful result. Suddenly, players were very concerned about their characters and played more tactically--using cover and coordinating with other players. No longer was grandstanding an option like we'd seen in so many other RPG's, where the strongest character would wade into the middle of combat while laughing at the GM (game master), soaking up damage from multiple enemies so weaker members of his group could attack from the shadows. Suddenly, in Solar Echoes, allowing even one member of your group to be injured was a performance liability that affected the entire team.

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