From: leet@acsu.buffalo.edu (Brian D. Leet)
Newsgroups: rec.games.design
Subject: Re: Net.rpg: Lifepath
Date: 18 Nov 92 21:23:16 GMT
Organization: UB

In article <BxxCr1.2F7@knot.ccs.queensu.ca> dalamb@qucis.queensu.ca (David Lamb) writes:
>We've seen several statements that amount to "it's too hard (or impossible) to
>define a lifepath method flexible enough for an open-ended multi-genre RPG".
>That *might* turn out to be true - but to find out, we need to decide just
>what a life path method is *supposed* to be.

Well like everything else we don't all agree :-).  Seriously though Magnus and
I at least have exchanged a couple of letters about our (VERY) basic ideas.  I
am going to outline a basic system and post as soon as I get a chance (hope-
fully by this weekend).

>Just what distinguishes a "life path" from something else?  For example, can
>you think of the HERO system "package deals" as a degenerate form of life
>path?  i.e. a 1-step path (or 2-step, if a dwarf raised by elves takes the
>"dwarf racial package" and "elven cultural package"?

I guess it could be seen that way but I had something a bit more complex in 
mind.

>For example, here's one approach:
>
>A "life path element" (LPE) is a collection of character-sheet-modification
>possibilities including
>- permission to change certain skills or stats (by spending points, or
>  choosing from some list, or random rolling, or...)

I definitly planned on having this....

>- access to particular physical items (e.g. Chivalric LPE lets you acquire
>  chivalric weapons and armour, forbidden to the general populace).
>  [which you get for free, or pay points for, or pay money for, or just write
>   on your sheet...]

Hadn't thought about this but a good idea.

>- requirements to meet before you enter the LPE (e.g. get skills to particular
>  levels; reach certain age; finish earlier LPE).

I see the lifepath as taking time, and each step potentially costing points.
Thus if you choose every possible advantage your character can get you end 
up starting with a very young character (A prodigy of some sort most likely).
While if you choose disadvantages and skip opportunities your character starts
somewhat older.  This also allows the gamemaster to give you more points to
start with if he wants you to end up with a (relatively) more mature and 
skilled character.

>The "finish earlier LPE" idea defines direct paths like the ones I think I
>remember from Cyberpunk (the R.Talsorian game).  The others define the path
>implicitly; from any LPE you could get to any successor for which you met the
>prerequisites.

I really dont have a lot of experience with various off the shelf games, so if
something I does looks too much like a previous attempt please tell me.  The 
only systems I know particularly well are AD&D, MERP, and Shadowrun (oh and
good old Marvel Super Heros at one point).

>Do these ideas make sense?  The "implicit requirement" part might be the key
>to defining a life path system that is flexible enough.

An interesting idea which I'll certainly consider!  A lot more straight 
forward than the multiple branches, overlaps etc.  I may have ended up with.
		
						Brian
Newsgroups: rec.games.design