draft/dream19jun03.txt
author fabien
Sat, 21 Apr 2007 22:24:56 -0400
branchecjdr
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permissions -rw-r--r--
[svn] r2435@freebird: fabien | 2007-04-21 13:00:42 -0400 Ajout du lien vers Exploratory Surgery.
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RPGnet <http://www.rpg.net> 	
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.drivethrurpg.com/catalog/index.php&imageURL=http://graphics.drivethrurpg.com/images/dtrpgbanner728x90.gif>
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	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
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News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
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Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
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<http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
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<http://www.rpg.net/members/>
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      The Impossible Dream
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    #7: Assessing Damage
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*by Hunter Logan*
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Jun 19,2003
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Last installment, I claimed this installment would be about play
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samples. I changed my mind. I think people who read this column know
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that play samples are scripts of a play session and that play samples
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are good for demonstrating how a game works. Going on about that for a
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whole installment seems like overkill, so let me sum up: Use play
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samples because they're good and helpful. Now, on to something
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infinitely more interesting: Assessing damage in game terms.
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Practical Considerations
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A designer has at least four practical considerations that should
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underlie decisions about damage in a game system.
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    * *Complexity:* The number of steps and the difficulty of completing
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      those steps, elements that Brian Gleichman calls /Complexity of
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      Implementation/. As a designer, you can make the means for
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      handling damage as simple or complex as you like.
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    * *Lethality:* The amount of punishment a character can take before
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      falling out of action. In a very lethal implementation, players
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      might actually avoid combat because of the real threat to a
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      character's life. In a less lethal implementation, players might
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      want to fight a lot, especially if fighting is rewarded.
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    * *Realism:* The true-to-life aspects of damage in the game. A
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      realistic implementation will bring results that approximate what
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      would happen in the real world. In that respect, greater realism
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      brings increased lethality. Yet, I maintain that producing truly
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      realistic results is extremely difficult. The best a designer can
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      do is to produce consistent, believable results.
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    * *Satisfaction:* The player's satisfaction with the methods and
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      results for handling damage. Satisfaction is an intangible result
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      and not strictly limited to issues of damage assessment.
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Damage and Play Flow
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Like any other aspect of an rpg, the rules and mechanical processes for
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handling damage can be expressed through play flow. A lot of this
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overlaps with rules for combat, but I've decided not to approach combat
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as a subset of game rules for two reasons. First, I think most people
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have their own ideas about how combat should run. I don't really know
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what I could add to that. Second, combat is not the only time characters
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give or receive damage. So, I want to concentrate on the ways and means
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for assessing damage. Here is an example:
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    * *Event:* A character is faced with an otherworldly horror, a
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      creature so bizarre and disgusting that no words could express the
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      reality of seeing it.
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    * *Decision:* The player doesn't want his character looking at any
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      horrific monstrosities. He declares, "I try to get the hell out of
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      there as fast as I can, and without looking at that /thing/!"
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    * *Resolution:*
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          o *Device (unopposed):* The GM has the player roll dice to see
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            whether or not the character looked directly at the monster
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            while the GM rolls dice to see if the monster looked
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            directly at the character.
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          o *Evaluation:* The player rolls poorly while the GM rolls
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            pretty well. The monster and the character look at each other.
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          o *Device (opposed):* Looking into the face of such a monster
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            can cause a person to go insane. Thus, the player must roll
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            against the monster's effect to avoid psychological damage.
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            This is an opposed die roll.
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          o *Evaluation:* The player rolls against the GM and the
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            monster wins. The GM determines that the character takes 9
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            points of /Horror/ against his /Stability/ attribute. The
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            character runs off in a panic, screaming the whole way.
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Two Specific Issues
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I want to address two specific issues related to damage: Armor and the
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death spiral.
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*Armor:* Designers decide how armor will protect a character. I have
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seen three common methods for treating armor. The methods can be
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combined as desired.
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    * *Makes the target harder to hit:* This idea causes consternation
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      for some people, because good armor is heavy and wearing heavy
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      armor should make a person easier to hit. Yet, good armor should
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      make it harder for opponents to injure the person wearing it. So,
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      making the character harder to hit as a result of wearing armor is
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      one way to abstract the entire relationship. The trouble is, a
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      miss might not really mean an opponent missed. It might just mean
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      an opponent's blow bounced off the character's armor.
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    * *Reduces the damage inflicted:* This idea seems to make people
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      happy. This way, good armor can be heavy. It can even make the
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      person wearing the armor an easy target, but the armor will absorb
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      some (if not all) incoming damage.
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    * *Absorbs damage until destroyed:* This idea always struck me as
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      being very strange. Armor should be destructible. It's just that
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      most designers who treat armor this way fix it so that the armor
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      takes /all/ the damage until it's /completely destroyed/. Then,
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      its value as protection is completely gone. I think it's better to
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      treat the armor as a means for reducing damage; but after so many
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      hits, the armor becomes less effective. Eventually, the armor will
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      need repair or it will wear away to nothing.
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*The Death Spiral:* Each time a character takes damage, the character
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becomes weaker and easier to kill. Death spirals are often enforced with
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loss of character ability and penalties to the die roll. As a designer,
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you have to decide for yourself whether or not a death spiral is
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appropriate for your game.
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The Deal with Damage
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Damage is a universal phenomenon in rpgs. Most every game has rules for
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hurting PCs, smashing monsters, and destroying stuff. The means for
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doing that are part of the game's rules. The best way to figure things
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out is to answer questions.
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    * What sort of damage will the players have to track?
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    * How is damage inflicted?
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    * How is damage quantified?
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    * What effect does damage have on the recipient?
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    * How is damage avoided or reduced?
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    * How is damage repaired?
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Damage Types
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Not all damage is the same. The sword slash that hurts the body is
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different from the bad news that damages the psyche or the blast of
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ghostly energy that pierces the character's very soul. In the end, I
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think designers choose from four types of damage:
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    * *Physical harm* is simply damage to the character's body. This
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      happens when a character is shot, stabbed, smashed with heavy
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      objects. This may result in bruises, contusions, broken bones,
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      assorted internal injuries and a whole lot of pain. Physical harm
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      is by far the most common sort of damage in rpgs. It may affect
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      the character's ability to do things.
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    * *Psychological harm* is damage to the character's psyche. This is
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      practically guaranteed to any character in a /Call of Cthulhu/
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      game. This may cause the character to lose his grip on reality or
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      just go insane. Psychological harm is less common than physical
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      harm, but it shows up in a surprising number of rpgs.
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    * *Spiritual harm* is damage to the character's very essence,
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      spirit, soul, or whatever. This most often happens to characters
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      that leave their bodies behind and project themselves into other
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      dimensions; but certain monsters in various games are capable of
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      bypassing the body to inflict direct spiritual harm.
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    * *Material loss* is damage to or loss of a character's stuff. This
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      happens whenever a weapon breaks, a crash trashes a vehicle, or a
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      character loses the use of any piece of equipment. Players like to
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      give their characters toys, and sometimes those toys get broken.
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Means of Inflicting Damage
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There are plenty of ways to inflict damage, but most of them fit in four
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categories.
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    * *Weapons* include fists, feet, and any sort of tool or device
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      intended to kill people and blow stuff up. These are a primary
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      means of inflicting damage in many games.
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    * *Character Ability* includes cast spells, psionics, or any other
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      means a character can use to project or trigger an effect without
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      a weapon.
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    * *Unknown forces* include all the creatures of dream and nightmare
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      that may or may not exist in the game world. Even seeing one of
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      these things might be enough to harm a character, though it might
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      be enough for the unknown forces to see the character.
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    * *Player decision* includes all the things a player decides to have
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      the character do in the game. Certain decisions may damage the
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      character, but the player will have the character do these things
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      anyway. This is a causal relationship that usually has more to do
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      with psychological or spiritual damage than physical damage; but
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      anything is possible. A character that uses performance-enhancing
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      drugs may develop a dependency; a character with too much
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      cyberware may edge toward psychosis; and a character who delves
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      too deeply into the Necronomicon will surely go insane.
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Quantifying Damage
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Once the means for inflicting damage are decided, a designer needs means
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for quantifying damage. Here are some possibilities.
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    * *Hit points* express damage as an abstract unit. No one really
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      knows how much damage a hit point represents. For a small creature
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      with a few hit points, a single hit point of damage is a serious
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      wound. For a powerful monster with dozens of hit points, a single
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      hit point of damage is a scratch. It doesn't even really matter
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      how much damage a hit point represents. All that matters is one
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      simple relationship: The more hit points a character has, the more
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      punishment he can endure.
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    * *Attribute reductions* express damage as a direct reduction in the
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      recipient's attributes. A light wound might reduce a single
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      attribute by a point or two. Serious wounds may cause several
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      attributes to drop simultaneously. Of course, this is really just
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      a variation on hit points. Instead of subtracting the damage from
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      a pool of points, the player subtracts the damage from his
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      character's attributes. The big difference here is that an effect
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      is immediate. Lowering an attribute reduces the character's
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      capabilities.
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    * *Damage monitors* express damage in levels with descriptors. They
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      are represented as a table on the character sheet. A light wound
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      might count as a bruise or scratch. Mortal wounds put the
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      character near death.
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    * *Descriptions* express damage verbally. This might well be the
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      most explicit way to express damage. It is often used to support
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      other methods of damage measurement.
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    * *Combinations* allow the designer to use more than one method to
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      produce a more complex, more complete method of quantifying
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      damage. A designer might combine hit points with verbal
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      descriptions or damage monitors with attribute reductions, and so on.
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Damage Effects
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Once the damage is measured, it usually has some mechanical effect. Here
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are some possibilities.
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    * *Reduced Resource:* Many games include some sort of
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      damage-absorbing resource, such as hit points. Damage causes a
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      reduction in the resource. When the resource is completely spent,
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      the character falls out of play.
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Special effect:* The damage produces a specific effect with
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      undesirable consequences. Special effects may make a character
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      extremely vulnerable using results such as stunning, holding,
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      petrification, or loss of limbs. They might also radically affect
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      a character's behavior, inspiring fear, confusion, or changes in
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      allegiance.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Reduced abilities:* As the character takes damage, the character
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      suffers a reduction or loss of abilities. This is a real problem.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      As the character's abilities are reduced, his likelihood of
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      suffering further damage increases. This results in a death spiral.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Increased abilities:* As the character takes damage, the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      character's abilities actually increase. I haven't seen this in
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      too many games, but it seems the idea is to make characters more
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      determined to succeed, more motivated, and more dangerous as they
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      approach the end.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Altered player decision:* As the character takes damage, the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      player may have to alter his plans or make decisions about the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      plight of the character. A player has many motivations and the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      situation certainly plays a part, but adding damage to the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      equation may make the player more cautious, more daring, or more
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      willing to sacrifice the character.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Avoiding and Reducing Damage
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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In game terms, damage is usually best avoided. If a character can't
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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avoid taking damage, the player can at least take steps to reduce the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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amount of damage. Of course, a lot of this is up to you as the designer.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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You can provide the means for reducing or avoiding damage as part of
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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your game design. Here are some possibilities.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Character Ability:* The designer provides abilities that allow
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      characters to reduce or avoid damage. A very stealthy or invisible
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      character may be able to vanish from enemy view. A very fast
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      character may be able to dodge attacks. A heavy, thick-skinned
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      character may be able to ignore or absorb attacks. A very skilled
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      character may be able to outmaneuver enemies, never giving them
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      the opportunity to do any harm.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Expendable resources:* The designer provides hero points or other
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      expendable resources that allow characters to avoid or reduce the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      damage taken in a situation.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Equipment:* The character employs a startling array of equipment
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      for reducing damage including personal armor, energy shields,
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      magical rings, potions, spells, or advanced technology that allows
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      a character to avoid taking damage. All this stuff has the net
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      effect of increasing character ability.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Player Decisions:* The best way to avoid damage is to stay out of
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      situations that result in damage. That includes combat and the
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      dark, terrible places in many game worlds. Of course, the GM might
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      have something to say about that. If the situation is unavoidable,
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      some characters may still choose not to participate. Players can
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      always have characters hide, run away, or surrender in order to
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      avoid the situation. The designer can't really control player
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      decisions, but the decisions a designer makes about damage will
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      influence player decisions. If characters can take a lot of damage
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      without much trouble, the player might make different decisions
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      than he would if character performance really starts to suffer
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      after just one or two hits.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Repairing Damage
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Once characters take damage, players will want some way to make repairs.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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This might also extend to pets, vehicles and other important equipment,
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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because a player may consider a character's pet, vehicle, or equipment
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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as an important aspect of the character. Thus, when any of these take
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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damage, the player will want to repair them, as well.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Time:* Given time, most wounds heal. Depending on the wound or
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      circumstances in the game world, the character may suffer some
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      sort of permanent effect as a result of the injury.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Expendable Resources:* The player may be able to spend points or
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      use disposable items such as healing potions or stim packs to heal
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      the character's wounds.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Character Ability:* Just as a character may have the ability to
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      inflict damage, a character might also have the ability to repair
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      damage. Doing this may or may not require parts and equipment.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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    * *Extraordinary Means:* When the inflicted damage is beyond normal
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      means for repair, the player may still have options. The GM may
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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      thoughtfully provide more extensive healing and/or repair
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      facilities for rebuilding characters or vehicles, such as
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      hospitals and dry docks.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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End Note
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Designers can really tweak game play by choosing appropriate methods of
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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assessing damage. This is an important part of an rpg design; and good
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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design is a matter of conscious thought, logical choices, and deliberate
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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decisions. I can't tell you how you should design your games; that's up
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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to you. All I can do is offer a way of thinking about design. I'm
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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interested in your opinions about this article; so don't be shy about
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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posting. Next time, I'll go one step further and talk about designing
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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death into a game. Thanks for reading.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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      What do you think? <http://trio.rpg.net/pf/list.php?f=110>
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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Go to forum! <http://www.rpg.net/pf/list.php?f=110>
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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 Go to Top <http://www.rpg.net/pf/list.php?f=110>  |  New Topic
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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<http://www.rpg.net/pf/post.php?f=110>  |  View Threads
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
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<http://www.rpg.net/pf/list.php?f=110&collapse=0>  |  Search
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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<http://www.rpg.net/pf/search.php?f=110> 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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 Topics 	Author  	Date 	Latest Reply
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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 cooldog cotangent
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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<http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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cranial_index  	01-31-2006 20:46  	01-31-2006 20:46 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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  CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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corn_chamomile  	01-31-2006 20:25  	01-31-2006 20:25 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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 Fendi Spy Bags WHOLESALE@WizardReplica.com
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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<http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 	514 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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   357
12-02-2005 10:55  	12-02-2005 10:55 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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 Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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<http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 	868 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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   360
11-14-2005 19:41  	11-14-2005 19:41 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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 REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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<http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 	794 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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10-20-2005 21:37  	10-20-2005 21:37 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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 Death/playing style
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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<http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new 	Searcher 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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09-22-2003 11:35  	09-22-2003 11:35 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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 Death and actual immortality
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   368
<http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new 	Cpl Ferro 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   369
07-19-2003 08:53  	01-13-2006 15:22 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   370
 Non-death death
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   371
<http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new 	Sérgio
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   372
Mascarenhas  	07-18-2003 03:07  	07-23-2003 02:38 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   373
 Thanks, Hunter
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   374
<http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new 	Allan
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   375
Sugarbaker  	07-16-2003 00:18  	07-17-2003 19:34 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   376
 Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   377
Robin  	06-20-2003 01:23  	06-25-2003 02:34 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   378
 Something you might have mentioned.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   379
<http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new 	Yamo 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   380
06-19-2003 16:13  	06-19-2003 18:11 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   381
 BTW, excellent column, Hunter!
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   382
<http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new 	flyingmice 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   383
06-19-2003 13:11  	06-19-2003 18:13 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   384
 Armor and Damage Thereto
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   385
<http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new 	The Student 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   386
06-19-2003 08:45  	06-19-2003 11:44 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   387
 Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   388
flyingmice  	06-19-2003 08:29  	06-20-2003 06:12 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   389
 Death spiral and unconsciousness
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   390
<http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new 	Torben
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   391
Mogensen  	06-19-2003 07:31  	06-20-2003 06:52 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   392
 lucky or skilled
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   393
<http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new 	rhyme 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   394
05-12-2003 18:49  	05-13-2003 09:25 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   395
 Absolute, unopposed and opposed
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   396
<http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new 	Torben
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   397
Mogensen  	04-16-2003 02:19  	04-16-2003 09:26 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   398
 0-9 open ended = brilliant!
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   399
<http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new 	Vibropod 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   400
03-12-2003 10:41  	07-18-2003 01:28 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   401
 Smooth rerolls
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   402
<http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new 	Torben
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   403
Mogensen  	03-12-2003 00:47  	03-16-2003 23:57 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   404
 Resolution Mechanics
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   405
<http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new 	Kyle
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   406
Schuant  	03-11-2003 22:14  	03-29-2003 21:28 new
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   407
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   408
 Go to Top <http://www.rpg.net/pf/list.php?f=110>  |  New Topic
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   409
<http://www.rpg.net/pf/post.php?f=110>  |  View Threads
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   410
<http://www.rpg.net/pf/list.php?f=110&collapse=0>  |  Search
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   411
<http://www.rpg.net/pf/search.php?f=110> 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   412
	
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   413
 Newer Messages
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   414
<http://www.rpg.net/pf/list.php?f=110&t=98&a=1&>  |  Older Messages
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   415
<http://www.rpg.net/pf/list.php?f=110&t=25&a=2&> 
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   416
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   417
------------------------------------------------------------------------
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   418
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   419
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   420
      Previous columns
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   421
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   422
    * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   423
      Logan, 17jul03
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   424
    * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   425
      Hunter Logan, 19jun03
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   426
    * #6: Putting Theory to the Test
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   427
      </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   428
    * #5: Resolution Mechanics II
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   429
      </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   430
    * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   431
      by Hunter Logan, 11mar03
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   432
    * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   433
      Logan, 10feb03
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   434
    * Balance of Power </news+reviews/columns/dream20jan03.html> by
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   435
      Hunter Logan, 20jan03
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   436
    * Play Flow First </news+reviews/columns/dream01jan03.html> by
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   437
      Hunter Logan, 01jan03
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   438
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   439
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   440
      Other columns </news+reviews/columns.html> at RPGnet
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   441
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   442
[ Read FAQ <http://forum.rpg.net/faq.php> | Subscribe to RSS
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   443
<http://www.rpg.net/rss.phtml> | Contact Us <mailto:www@rpg.net> |
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   444
Advertise with Us <http://www.rpg.net/ads/info.phtml> ]
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   445
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   446
Copyright © 1996-2006 RPGnet & individual authors, All Rights Reserved
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   447
RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved.
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff changeset
   448