Difference between revisions of "Abilities"
(→Using the pattern) |
|||
Line 21: | Line 21: | ||
[[Powers]] is a specific form of [[Abilities]]. [[Ammunition]] can be this also when different types of [[Ammunition]] provide different types of [[Abilities]]. | [[Powers]] is a specific form of [[Abilities]]. [[Ammunition]] can be this also when different types of [[Ammunition]] provide different types of [[Abilities]]. | ||
− | In | + | In many cases, [[Game Masters]] can both provide players with new [[Abilities]] or modify existing ones based simply on the players stating that they want to do something. [[Game Masters]] can also modify their own and players [[Abilities]] through [[Feigned Die Rolls]]. |
== Consequences == | == Consequences == | ||
Line 40: | Line 40: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Ammunition]], | [[Ammunition]], | ||
+ | [[Game Masters]], | ||
[[Powers]] | [[Powers]] | ||
Line 50: | Line 51: | ||
[[Deterioration]], | [[Deterioration]], | ||
[[Feigned Die Rolls]], | [[Feigned Die Rolls]], | ||
+ | [[Game Masters]], | ||
[[Gain Competence]], | [[Gain Competence]], | ||
[[Improved Abilities]], | [[Improved Abilities]], |
Revision as of 09:45, 15 September 2014
Actions through which characters or units can affect game worlds.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Abilities can modify Avatars, Characters, Companions, and Units by giving players means of affecting the game state through using these game elements. Competence Areas, Orthogonal Differentiation, and Privileged Abilities can all be created by only providing certain Abilities to certain game elements. Skills can be used to differentiate how powerful Abilities are for different game elements.
Many games have rules regarding changing which Abilities players have access to, typically ass part of Penalties or Rewards, or related to Character or Abstract Player Construct Development. Ability Losses, Cooldown, Decreased Abilities, New Abilities, Improved Abilities, Power-Ups, and Unlocking are all general patterns related to this, in many cases making Abilities into Temporary Abilities or attaching Gain Competence goals to the Abilities. Area Control, Deterioration, and Location-Fixed Abilities are ways of relating access to Abilities to other parts of the game system.
Powers is a specific form of Abilities. Ammunition can be this also when different types of Ammunition provide different types of Abilities.
In many cases, Game Masters can both provide players with new Abilities or modify existing ones based simply on the players stating that they want to do something. Game Masters can also modify their own and players Abilities through Feigned Die Rolls.
Consequences
Since Abilities give players possibilities to try and affect the game state of a game, the pattern typically gives players a Freedom of Choice of what to do and may cause them to have an Exaggerated Perception of Influence. Providing many Abilities can create Complex Gameplay.
Relations
Can Instantiate
Complex Gameplay, Exaggerated Perception of Influence, Freedom of Choice
Can Modulate
Avatars, Characters, Companions, Units
Can Be Instantiated By
Ammunition, Game Masters, Powers
Can Be Modulated By
Ability Losses, Area Control, Competence Areas, Cooldown, Decreased Abilities, Deterioration, Feigned Die Rolls, Game Masters, Gain Competence, Improved Abilities, Location-Fixed Abilities, New Abilities, Orthogonal Differentiation, Power-Ups, Privileged Abilities, Skills, Temporary Abilities, Unlocking
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
-