11-02-2017, 03:41 PM
Now before I come across as any more pompous than usual, let me clarify that this thread is intended to be a discussion, not a lecture. I do intend to express my own (somewhat lengthy) opinion here, though, in the understanding that I have no actual authority or control over the actual efficacy of what's discussed.
Now then, it seems to me like there's been a surplus of debate recently about why the Omniverse has numbers, powers, Omnilium and the rest of it if so much of actual combat comes down to writing skill and non-literal factors. The mentality that numbers and moves need to represent hard, steadfast datapoints for usage in combat is commonly referred to here as "gameyness". I feel like a lot of disgruntlement in our more gamey writers stems from an inherent misunderstanding about why combat and Prime building has structure in the first place.
Let me start with a relevant anecdote: my primary roleplaying site before the Omniverse was a completely open-ended RP that had almost no hard rules about who you could be or what you could do. Obviously, this format is a double-edged sword, because while it DID allow for interesting and epic IC moments, it was more often the case that reasonable, self-resricting writers would be easily overruled by pushy, power-hungry authors who refused to let their characters die. Even losing was considered regretful in these more enterprising writers, so the entire OOC chat was often awash with salt and finger-pointing about who was being more egregiously overpowered. The irony, of course, was that it was impossible to be overpowered, because there were effectively no limits.
Cut to the Omniverse. Coming from my previous setting, I was glad to see a system like the one our Staff has set up, because my previous experience helped me understand what it was really meant to do. The leveling up, the purchasing of moves, the power caps, and the stats; none of it is here to give our Primes power. It's written the way it is to control and balance that power.
Now, from a purely literary perspective, the word 'control' can be construed as somewhat dirty, but I assure you that it is vital to maintaining the single most important part of the Omniverse: Consistent Narrative. The only way to maintain a living, breathing open-world format like Greg and Alex have constructed is to have a system that denotes what Primes are able to affect in relation to the world around them, and by dint of association, to one-another. Too much freedom would lead to wanton chaos and a lack of cohesive stories. Too many systems and numbers would make it hard to write actual stories. The key, as ever, is balance.
The point of the the game rules are not to define what each and every Prime is capable of. It's to prevent fights from devolving into games of 'he said, she said'. Instead of having, say, a younger writer assume he can outrun Cirno because his Prime is a catperson, he can instead look at Cirno's overcranked SPD stat and determine that his 3 is not going to outperform her 5.
They're both still fast, that much is certain, but there is clearly demarcated proof thaf Cirno is faster. This maintains structure, which allows for better writing. Likewise, Cirno's lackluster defense may be no match for catboy's attack, so if he does get his claws on her, it's going to hurt. Now the point of the fight becomes "how do I get my hands on the damn fairy?" Just because Cirno is fast, doesn't mean she ALWAYS outruns slower Primes. Maybe they have a trick, maybe she makes a mistake, maybe she gets cocky. Now the fight is dynamic, instead of two people at keyboards spamming hotkeys and rapid-clicking.
This is where moves start to come into play, because they should (ideally) be able to create opportunities to circumvent these harder numbers. This is where the maintained framework can have its boundaries pushed, to an extent, as long as it's conducive to a solid narrative and a better story. Trying to introduce moves that rely too much on intricate qualifiers or usage dynamics actually suffocates the literary quality of a given scene, and essentially forces other writers to conform to rules they did not agree to when they signed up. In summary the best way to push out from our constraints is not to create new rules, but expand in the directions that the rules do not cover.
I'm not talking about loopholes, either. I'm talking about choices the writers can make that are not explicitly controlled by our rules. Things like environment, motivation, bystanders, existing injuries, IC history etc. These can also create opportunities where numbers would otherwise seem to indicate impossibilities (not that they ever categorically do so in this format).
I could go more into specific instances, such as why certain powers are priced the way they are, or why numbers DO matter in some instances, but I think I've made my point. At the end of the day, the rules exist so it's easier for writers and staff to look at a situation and say "Yeah, that makes sense" or "That doesn't seem right" while still allowing enough contextual freedom to allow for enjoyable creativity.
Discuss.
Now then, it seems to me like there's been a surplus of debate recently about why the Omniverse has numbers, powers, Omnilium and the rest of it if so much of actual combat comes down to writing skill and non-literal factors. The mentality that numbers and moves need to represent hard, steadfast datapoints for usage in combat is commonly referred to here as "gameyness". I feel like a lot of disgruntlement in our more gamey writers stems from an inherent misunderstanding about why combat and Prime building has structure in the first place.
Let me start with a relevant anecdote: my primary roleplaying site before the Omniverse was a completely open-ended RP that had almost no hard rules about who you could be or what you could do. Obviously, this format is a double-edged sword, because while it DID allow for interesting and epic IC moments, it was more often the case that reasonable, self-resricting writers would be easily overruled by pushy, power-hungry authors who refused to let their characters die. Even losing was considered regretful in these more enterprising writers, so the entire OOC chat was often awash with salt and finger-pointing about who was being more egregiously overpowered. The irony, of course, was that it was impossible to be overpowered, because there were effectively no limits.
Cut to the Omniverse. Coming from my previous setting, I was glad to see a system like the one our Staff has set up, because my previous experience helped me understand what it was really meant to do. The leveling up, the purchasing of moves, the power caps, and the stats; none of it is here to give our Primes power. It's written the way it is to control and balance that power.
Now, from a purely literary perspective, the word 'control' can be construed as somewhat dirty, but I assure you that it is vital to maintaining the single most important part of the Omniverse: Consistent Narrative. The only way to maintain a living, breathing open-world format like Greg and Alex have constructed is to have a system that denotes what Primes are able to affect in relation to the world around them, and by dint of association, to one-another. Too much freedom would lead to wanton chaos and a lack of cohesive stories. Too many systems and numbers would make it hard to write actual stories. The key, as ever, is balance.
The point of the the game rules are not to define what each and every Prime is capable of. It's to prevent fights from devolving into games of 'he said, she said'. Instead of having, say, a younger writer assume he can outrun Cirno because his Prime is a catperson, he can instead look at Cirno's overcranked SPD stat and determine that his 3 is not going to outperform her 5.
They're both still fast, that much is certain, but there is clearly demarcated proof thaf Cirno is faster. This maintains structure, which allows for better writing. Likewise, Cirno's lackluster defense may be no match for catboy's attack, so if he does get his claws on her, it's going to hurt. Now the point of the fight becomes "how do I get my hands on the damn fairy?" Just because Cirno is fast, doesn't mean she ALWAYS outruns slower Primes. Maybe they have a trick, maybe she makes a mistake, maybe she gets cocky. Now the fight is dynamic, instead of two people at keyboards spamming hotkeys and rapid-clicking.
This is where moves start to come into play, because they should (ideally) be able to create opportunities to circumvent these harder numbers. This is where the maintained framework can have its boundaries pushed, to an extent, as long as it's conducive to a solid narrative and a better story. Trying to introduce moves that rely too much on intricate qualifiers or usage dynamics actually suffocates the literary quality of a given scene, and essentially forces other writers to conform to rules they did not agree to when they signed up. In summary the best way to push out from our constraints is not to create new rules, but expand in the directions that the rules do not cover.
I'm not talking about loopholes, either. I'm talking about choices the writers can make that are not explicitly controlled by our rules. Things like environment, motivation, bystanders, existing injuries, IC history etc. These can also create opportunities where numbers would otherwise seem to indicate impossibilities (not that they ever categorically do so in this format).
I could go more into specific instances, such as why certain powers are priced the way they are, or why numbers DO matter in some instances, but I think I've made my point. At the end of the day, the rules exist so it's easier for writers and staff to look at a situation and say "Yeah, that makes sense" or "That doesn't seem right" while still allowing enough contextual freedom to allow for enjoyable creativity.
Discuss.