Difference between revisions of "Battlegame Components"
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How many times players can return to life. This can be a fixed number per player, a fixed number per team, unlimited, or something else. | How many times players can return to life. This can be a fixed number per player, a fixed number per team, unlimited, or something else. | ||
====Respawn==== | ====Respawn==== | ||
− | Where and when players return to life. This can be after a period of time, instantly, in groups of a minimum size, at base, where they died, in a central location or something else. Players who Respawn do so with all of their carried | + | Where and when players return to life. This can be after a period of time, instantly, in groups of a minimum size, at base, where they died, in a central location or something else. Players who Respawn do so with all of their carried [[equipment]] intact, [[wounds]] healed, non-[[Persistent]] [[Enchantments]] removed, and all [[States]] and Ongoing [[Effects]] removed. When designing a game keep in mind that dying should generally be the worst thing that can happen on the field. For instance when designing a Full-[[Class]] game your Respawn counts should not be shorter than the longest negative field effect (60 seconds because of [[Magic Balls]]). Alternatively dying can be penalized by having a finite life pool for the team as a whole. |
====Base==== | ====Base==== | ||
− | Some [[Magic and Abilities]] refer to ‘returning to base’ or otherwise reference the location of a base. | + | Some [[Magic and Abilities]] refer to ‘returning to base’ or otherwise reference the location of a base. Determine what the bases will be for these abilities for each team. Determine what the bases will be for these abilities for each team. This can be a fixed location, a team reeve, or something else. A player who remains at their base for 30 seconds may heal a wound; repair a weapon, bow, or shield; or repair all armor in one location. |
====Game Type==== | ====Game Type==== | ||
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*Full-Class No Magic: [[Class]]es are used except for magic classes. | *Full-Class No Magic: [[Class]]es are used except for magic classes. | ||
*Full-Class: All [[class]]es are used. | *Full-Class: All [[class]]es are used. | ||
− | *Quest: See [[ | + | *Quest: See [[Quests]]. |
− | *Other: See your group leaders for the rules for [[Jugging]], Orcball, etc. | + | *Other: See your group leaders for the rules for [[Jugging]], Orcball, [[Phoenix League]] etc. |
====Teams==== | ====Teams==== | ||
The number of teams that play in the game. This is commonly two or three, but may also be: | The number of teams that play in the game. This is commonly two or three, but may also be: | ||
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How and when per-Refresh [[abilities]] are returned to full uses in [[Class]] games. This could be none, every 30 minutes, when teams rotate, when a point is scored, or something else. Refreshes should be infrequent in order to encourage players to use their per-Refresh abilities tactically and thoughtfully. | How and when per-Refresh [[abilities]] are returned to full uses in [[Class]] games. This could be none, every 30 minutes, when teams rotate, when a point is scored, or something else. Refreshes should be infrequent in order to encourage players to use their per-Refresh abilities tactically and thoughtfully. | ||
====Scenario Rules==== | ====Scenario Rules==== | ||
− | Any specific rules that modify the way the game is played. This could involve [[monsters]], ruling out specific [[class]]es, creating | + | Any specific rules that modify the way the game is played. This could involve [[monsters]], ruling out specific [[class]]es, creating off-limit areas, creating special-effect areas, or anything else. The battlegame designer may also adjust ability durations, modify ability effects, add/remove abilities, or add magic items as needed to suit the scenario and ensure fun. |
Combine different components in different ways to create entirely different game types to suit the needs of the group. A good battlegame is fast-paced and focuses on providing constructive conflict for all opposing teams. Combat is a means of resolving conflict, but should not be a goal in and of itself. Downtime for players should be minimal, but killing an opponent should still provide a meaningful advantage to the killer or their team.</onlyinclude> | Combine different components in different ways to create entirely different game types to suit the needs of the group. A good battlegame is fast-paced and focuses on providing constructive conflict for all opposing teams. Combat is a means of resolving conflict, but should not be a goal in and of itself. Downtime for players should be minimal, but killing an opponent should still provide a meaningful advantage to the killer or their team.</onlyinclude> |
Revision as of 04:20, 17 February 2025
Battlegame Components are the individual pieces that make up how a game works.