Friction checks: A way to add realism and excitement to your game

It's like the fog of war—but different. Where the fog of war usually refers generally to battlefield confusion, the concept of friction goes a step farther, quantifying the natural unpredictability of human reactions to threat, surprise, and stress. People who study human performance in combat have found that a predictable percentage of people—even trained soldiers—will fail... Continue Reading →

More about critical damage: What happened to Virgil Earp

We decided to abandon the notion of hit points in part because FAR Western is set in the age of firearms, and we want to represent the use of guns in an immersive, realistically fun way. Random hit locations and results that only tell you X number of hit points inflicted aren't remotely realistic, and I... Continue Reading →

All Damage Is Critical

One of the first principles we settled on when we started building the FAR System was the idea that there is no such thing as generalized damage. All damage is specific—which means hit points are off the table. If it matters enough to keep track of, then by definition it's a critical strike. People don't die... Continue Reading →

Hit points: The best way to cripple a game

I've decided I hate hit points. They're like a ball and chain dragging roleplaying games down, and yet their presence is seemingly never questioned. Obviously a game has to keep track of your character's health. You need to be able to quantify damage taken and given. But are hit points really the best way to do... Continue Reading →

Powered by WordPress.com.

Up ↑

%d bloggers like this: