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Old 05-18-2007, 06:04 PM   #1
Corrlaan
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As last month I proceeded to unveil to you our newest addition, Edges.  

I present to you now, the next step in even more ridiculously infinite RP and PK possibilites.  FLAWS

'quote from our official site'
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Originally Posted by
Team Edge presents another one of the ideas we've had in mind all along to do with the Edges infrastructure... Flaws!

Where Edges are good things that cost you 'Edge Points', Flaws are bad things that pay you 'Edge Points' for taking them. They're permanent handicaps or weaknesses for your character.

Some random points about Flaws, to head off the most obvious questions:

- Flaws, like Edges, are available via discuss. In the case of Flaws, this can only be done with a sort of 'hidden' guildmaster in the Academy, an Oracle which reads your fate and past and knows of your flaws. She's hidden and a little bit off the beaten path mainly to discourage real newbies from picking Flaws.

- Yes, this means that only newbie-Academy-level characters may choose Flaws.

- You can only pick so many / so much total badness in Flaws.

- Flaws, in our opinion, are game mechanically always a bad deal. I can concieve of no combination in which your character is made stronger by choosing a Flaw. You give up more than you get in return. We've all played a bunch of different pen and paper RPGs over the years with offsetting edge/flaw style systems, and almost without exception, there were drawbacks you could take that weren't really all that bad that you could in exchange get good stuff for. We've tried very hard to make sure that won't happen here. There shouldn't be any runs on quadripeligic super-mages.

- Flaws should be something you pick if it really fits your role or if you're looking for a challenge. I expect that once the initial novelty wears off they should be a rarity.

Finally, the initial batch of Flaws is:
Frail
Weak
Clumsy
Ignorant
Foolish
Sickly
Repulsive
Teleportation Sickness
Susceptible to Magic
Narcoleptic
Gimpy
No Undead
Unsteady Hand
Myopic
Dopey
Reckless
Macho
Coward
Disorganized
Hemophiliac
Squeamish
Please join us soon and learn all about these flaws, and other specializations like 'Scalding Geyser' for Invokers, 'Poison Caltraps' for assassins and other such craziness.

Carrionfields....your 'other' life.
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Old 05-20-2007, 06:38 PM   #2
Ilkidarios
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Reminds me somewhat of Fallout and its trait system, although those would be more like "Edge-Flaw" pairings.
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Old 05-20-2007, 08:34 PM   #3
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Quote:
Originally Posted by (Ilkidarios @ May 20 2007,6:38)
Reminds me somewhat of Fallout and its trait system, although those would be more like "Edge-Flaw" pairings.
I admit a considerable man-crush on Fallout 1 and 2, and those games did come up in some early pre-Edge discussions.

That said, one important difference is that Fallout 2 had about 12 "traits", whereas we presently have 600+ Edges/Flaws, with more arriving in batches seemingly every week. We're big on finely-customized characters, and our PvP in general emphasizes having to know your opponent as an individual, not as an archetype.
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Old 05-22-2007, 07:58 PM   #4
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One question: what does the flaw "macho" do?
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Old 05-22-2007, 11:58 PM   #5
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Broadly, your morale will suffer if you are being subordinate (with others and not leading, etc.), and some of the more useful effects of panic (automatically attempting to flee when badly pummeled, etc.) rarely or never kick in.

As long as you're bossing other people around and never losing, it's not so bad!

We did balk on the name, since characters of either gender can choose it and 'macho' typically refers to male chauvinism, but 'macho' best described how the effects tend to burn you in practice, and it's kind of fun. ('Reckless' was taken, and is all about real fear, and not just perceived slights to your ego like having someone else command your group.)
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Old 05-23-2007, 08:08 AM   #6
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While I'm married to my mud and put all my time into it that doesn't go into university, I have to admit this is a pretty cool system
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Old 05-23-2007, 09:53 AM   #7
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Quote:
Originally Posted by
That said, one important difference is that Fallout 2 had about 12 "traits", whereas we presently have 600+
600 edges on top of the 100 you started with on 1st March works out at nearly 6 per day for the last 12 weeks! How do you manage to keep them all balanced against each other when they're being added so fast?

Regarding the flaws: How do you avoid people min-maxing?
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Old 05-24-2007, 03:47 PM   #8
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Quote:
Originally Posted by (KaVir @ May 23 2007,09:53)
600 edges on top of the 100 you started with on 1st March works out at nearly 6 per day for the last 12 weeks!  How do you manage to keep them all balanced against each other when they're being added so fast?

Regarding the flaws: How do you avoid people min-maxing?
1) Edges are generally tweaks to well-tested abilities.  We have a staff of about two dozen to come up with ideas, and the people involved in the infrastructure and coding portions have over a decade of experience each, and have a deep understanding of what will or won't likely 'break' the system.   Judging by the distribution pattern and player discussions, there is no early favorite for a "best" Edge.  If one emerges, we'll adjust the magnitude of its effect, make it more difficult to earn, etc.

Also, not every character can choose every Edge-- they all have various prerequisites which can range from being a certain race, needing expertise in one or more skills, requiring a minimum level in some attribute, etc.

Not every Edge has the same 'price' in terms of overall achievement, and achievement can come in many forms-- roleplay recognition, defeating other players in combat, commerce, exploration and observation, earning elevated status within a cabal or religion, etc.  The system has diminishing returns along several axes, and the characters who reap the most benefit from Edges are necessarily quite well-rounded.  Any character well described by a single Bartle archetype ("just a killer", "just a socializer", etc.) won't excel there, in line with our game's general direction.

2) Re: Flaws: They are 'priced' such that a min-max player wouldn't touch them with a ten-foot pole.  The bonus you get for choosing one is intentionally not worth taking the handicap of a Flaw.  They seem popular despite this-- we're a roleplaying game with a strong PvP element, and a number of our players would take a Flaw or two for "free" to better fit a role, or just to show off.
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Old 09-22-2007, 08:17 PM   #9
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Re: We all have our 'Flaws'

gorgeous system! (also voted on CF homepage)

did you think about implementing <optional> title customizations regarding all different edges(or flaws) or edge-bounded special titles? it'd be more fun than level and class based titles,i think.maybe, that certain title would become visible only with good rp.

anyway, it adds fresh depth to the game now , which i play between whiles and have fun in its realms always.

though my orc is a little lazy, these days;
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Old 09-23-2007, 02:06 PM   #10
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Re: We all have our 'Flaws'

This looks like a very interesting and complex system!

Now, when you guys were coming up with this system, were you creating it to allow people to RP with more "rules", basically? I find that kind of RP much more rewarding and challenging than having no set parameters. Are people expected to RP their flaws and edges, or do these serve as more of a combat tweak?
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