Hyperweapon (among other things)
Friday, September 27th, 2024 12:13 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Hyperweapon is a game where the primary attack resolution mechanic is shooting a Nerf gun at a target in real life. In-game you're firing superpowered Hyperweapon firearms, in real life, you're using a dart blaster.
There's has a clear immersive function in lining up the actions of the players and their characters, it's an example of alternate resolution mechanics that aren't just dice, it even has some gameplay phase tech that I like seeing in different games. But there's an immediate "counterargument" (if design preferences can be called that) that makes it not a good fit for every group:
"I don't want my character's skills to be limited by my own like that"
And tbh that's my preference too. To me the "Role-playing" part of RPG means being able to step into someone else's life and get a feel for what they want, what they can do, trying on a new set of strengths and weaknesses. So while I appreciate Hyperweapon a lot, it's not a game I'd pick for that kind of RP experience. I'd rather my character be able to do things I can't.
I've been thinking about how games handle social mechanics, or, whether they decide not to include them at all and leave everything up to the table. How you might convince your GM to give you a +3 to persuade the king, or even skip the roll entirely if the GM personally finds the player's argument compelling enough. It's not quite the same as actually persuading the king yourself in real life, but to me at least, they're similar in the way that a Nerf gun and Hyperweapon are.
(Previously seen on my cohost)
There's has a clear immersive function in lining up the actions of the players and their characters, it's an example of alternate resolution mechanics that aren't just dice, it even has some gameplay phase tech that I like seeing in different games. But there's an immediate "counterargument" (if design preferences can be called that) that makes it not a good fit for every group:
"I don't want my character's skills to be limited by my own like that"
And tbh that's my preference too. To me the "Role-playing" part of RPG means being able to step into someone else's life and get a feel for what they want, what they can do, trying on a new set of strengths and weaknesses. So while I appreciate Hyperweapon a lot, it's not a game I'd pick for that kind of RP experience. I'd rather my character be able to do things I can't.
I've been thinking about how games handle social mechanics, or, whether they decide not to include them at all and leave everything up to the table. How you might convince your GM to give you a +3 to persuade the king, or even skip the roll entirely if the GM personally finds the player's argument compelling enough. It's not quite the same as actually persuading the king yourself in real life, but to me at least, they're similar in the way that a Nerf gun and Hyperweapon are.
(Previously seen on my cohost)