Glendower
12-17-2008, 12:24 AM
I had an in depth conversation with some friends regarding a recent game of Mouse Guard.
I had quite enjoyed the system, so much so that I wanted to try using it for a post apocalyptic setting. There's a lot of rules support in this, especially with the conditions that can get applied to the character. Hungry/Thirsty and Tired especially appealed.
The problem is that starting Resources in Mouse Guard seem too high for a world of constant need but almost non-existent supply. I want resources to be very low, I want the resources to be transitory.
With this in mind, I'm considering this rules modification. Removing the resources Stat, and replacing it with essentially an economy of cash on hand.
This makes things like recovering from Hunger/Thirst and Tired very difficult. It also turns resources from a stat to some kind of fluctuating pool.
Now, what are the ramifications to this? So far, I see it successfully allowing the game to create a desperate situation. Without a resources stat, there is no way to grow richer. The extra tests required to supply resources dice can cause interesting situations to develop.
What are the downside to this? Am I missing something essential regarding the resources as a pool rather than as a stat?
I had quite enjoyed the system, so much so that I wanted to try using it for a post apocalyptic setting. There's a lot of rules support in this, especially with the conditions that can get applied to the character. Hungry/Thirsty and Tired especially appealed.
The problem is that starting Resources in Mouse Guard seem too high for a world of constant need but almost non-existent supply. I want resources to be very low, I want the resources to be transitory.
With this in mind, I'm considering this rules modification. Removing the resources Stat, and replacing it with essentially an economy of cash on hand.
This makes things like recovering from Hunger/Thirst and Tired very difficult. It also turns resources from a stat to some kind of fluctuating pool.
Now, what are the ramifications to this? So far, I see it successfully allowing the game to create a desperate situation. Without a resources stat, there is no way to grow richer. The extra tests required to supply resources dice can cause interesting situations to develop.
What are the downside to this? Am I missing something essential regarding the resources as a pool rather than as a stat?