11-02-2017, 05:01 PM
Omni Wrote:Key point: If you can't state a complex thing in relatively simple terms, you don't understand it well enough.I can state it in simple terms, its not my understanding of a topic that's being questioned when creating a move, its expressing it to others. I can tell you electron tunneling is just when an electron seemingly "appears" on the other side of an obstacle, but you don't know how or why just that it happens.
Ebony Wrote:Example where you basically admitted that:I'll agree, that was wrong on my part. I was expecting more than I should have, either a meet in the middle or offering of downsides. The problem of complexity and "wall of text" bit came up again when I tried to word a way to maintain it for even 2 minutes (little over double the suggested time) by taking extra damage and concentration/fatigue. Rewrote the move three times, but each time it sounded more complex than I wanted it to be (than I knew what others wanted it to be.) Running on imagionary concentration and fatigue systems that aren't even in the rules...
Gunther Wrote:I agree 5 minutes was a long duration, and I was not expecting to get all of thatYet you asked for all 5 minutes. You pushed your gamers intuition to try and find the upper bound rather than taking a number you thought was sensible.
I mean I could give it fodder. 5 Fatigue per round... rate your moves on how much fatigue thye cost. Alright, 1 Fatigue to maintain this effect, 3 to cast this new ability - great! Go for it. Concentration; 3 per round "Minor, Moderate and Major." Can't have more than 3 concentration, so 1 to maintain, 2 to use other moves. Great!
Yea, you can fodder a little over this to account for "pushing beyond the limits" but essentially it offers a foundation and gives the imagionary "fatigue" and "concentration" system some sort of meaning and quantifiable downside.
Fatigue can increase with Defense and Concentration can scale with Technique, because that's what Tec seems to be, a mental power and muscle memory - which explains just about all applications of Technique. The number can still be an imagionary guideline, but instead I don't know how important Fatigue or Concentration are, unlike Damage - which is capped at 20, with no upgrades or amendments.
I admit I rushed that last move, I didn't think about taking damage being a perk with high defense, and it didn't immediately occur to me to incorperate a defense debuff to make it more tangible. Even when I did, and started looking through other downsides to maintain it, it added complexity.
It always adds complexity. If its not an attack, its complex. I wanted to make a grappling hook... Just... a grappling hook... and in Move Workshop I had to amend it several times because of the rope that was just a magical fodder had to be explained. The gauntlet was supposed to be a weak armor, but I tried to keep it simple to no avail.
Ziyada had clones that appeared, looked like him, then ran away or ran distractions, but that move quickly became overly complex because I was told to compare without comparing, essentially. Offer ways to beat it, but don't make them too obvious or acute.
Omni Wrote:As an aside, as far as I know, there are no other active play-by-post roleplaying sites out there that let you build your own moves with the level of freedom we do, without eschewing numbers entirely and going full freeform. This is deliberate: I made it because it didn't exist.I'm well aware of this. I even tried to make one back in 2010, but quickly figured out I couldn't afford it. Make no mistake, I'm not bashing you or the roleplayers here, I'm just saying that Omniverse is not the place for me, because I chose to look at it more from the gamer's aspect, and a literal sense than as a writer who uses the system more as a guideline than an actual gauge.
The fact that so many people took an interest is surprising. I can't tell if I've just started drama; if people are actively trying to correct my view so I'd stay; if people just want to voice their opinions on how wrong I am; or if people just think I'm bashing Omniverse as a whole and want to rectify that AKA drama again... To the last one, I put this in the help desk more to the intent of an exit and an apology/parting ways than a topic of discussion.
If I'm just feeding the beast, I'm not actively trying to be a troll or anything, I've stated a bunch of times now that I'm the one in the wrong. I've made the staff's work difficult, and with what I thought would be a one-post, mostly ignored apology, continued to do so.
A few can see from my perspective and understand why I'm parting ways. As a hopeful game developer and a love of complexity that is real-world physics, martial arts, and mythology (any magical resource) I'm just not able to get a solid grasp the idea and/or function of Omniverse's RPG mechanics that aren't actually RPG mechanics. It's less of a Roleplay Game, more of a Roleplay Guideline I suppose... and one I find using mechanics that are incomplete. If Concentration and Fatigue are downsides... then maybe explain what they are, if they can be expanded upon, and maybe incorperate something that .... and complexity builds from there. But that's where my mind goes.
