Player/System Action Composites
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
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Using the pattern
Player/System Action Composites is most easily created through Automated Responses. Sometimes this is created through letting the Skills or Characters affect the action, i.e. using Player/Character Skill Composites together with Automated Responses (or, in more complex cases, Enforced Agent Behavior) to instantiate the pattern.
Supporting Player Augmentations can allow players to choose to have the pattern or not independent of gameplay events.
Consequences
Player/System Action Composites quite naturally modify patterns related to actions modified by the pattern, of which Combat and Movement are perhaps the most natural choices.
The use of the pattern affects both Performance Uncertainty and Player Unpredictability, typically in making them less uncertain or unpredictable.
Relations
Can Instantiate
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Can Modulate
Combat, Movement, Performance Uncertainty, Player Unpredictability
Can Be Instantiated By
Automated Responses, Player Augmentations
Player/Character Skill Composites together with Automated Responses or Enforced Agent Behavior
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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