tag:blogger.com,1999:blog-1801483473113363785.post6462356702967881598..comments2023-05-12T05:10:20.941-04:00Comments on Raven Crowking's Nest: "Challenging Games"ravencrowkinghttp://www.blogger.com/profile/09315630554847698555noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-1801483473113363785.post-17745825118172332562013-05-03T09:34:59.886-04:002013-05-03T09:34:59.886-04:00lol -- That was a qualifier, not a given. : )lol -- That was a qualifier, not a given. : )bygrinstowhttps://www.blogger.com/profile/02935507280015810333noreply@blogger.comtag:blogger.com,1999:blog-1801483473113363785.post-60603737876347544992013-05-03T08:14:18.950-04:002013-05-03T08:14:18.950-04:00Use it however you like. You can easily use it to...Use it however you like. You can easily use it to decide the prevailing mores of a society by using the same tool, where 1 is a society that is young and thriving, and has strong social cohesion/social capital, whereas 10 indicates a society on the brink of collapse.<br /><br />You can also use it for Law-Neutral-Chaos in a game like DCC where those alignments are definitive.<br /><br />Anyway, beware the assumption that elves are good. :Dravencrowkinghttps://www.blogger.com/profile/09315630554847698555noreply@blogger.comtag:blogger.com,1999:blog-1801483473113363785.post-32174640234704251812013-05-02T19:19:27.169-04:002013-05-02T19:19:27.169-04:00So it's more of a 'case-by-case' tool,...So it's more of a 'case-by-case' tool, not a 'hexmap' design consideration (e.g., "evil kingdom here, good elves over here") with any worrying over the proportions.bygrinstowhttps://www.blogger.com/profile/02935507280015810333noreply@blogger.comtag:blogger.com,1999:blog-1801483473113363785.post-70007718728103120462013-05-02T14:16:45.602-04:002013-05-02T14:16:45.602-04:00Assume that the cultural sense of honor determines...Assume that the cultural sense of honor determines the norm. 10% are firmly entrenched in it, 80% can be persuaded to see it your way, and 10% are scum. In some societies, the "scum" might be the good guys.<br /><br />The other cool thing about 10/80/10 is that it is easy to use with 1d10. Don't know if the guard can be bribed? Roll 1d10. "1" is a clear NO with real consequences, and "10" indicates that the guard will use the attempt to bend you over backwards later....just a bit of blackmail, squire. 2 to 9 are progressively easier to turn as the numbers get larger.ravencrowkinghttps://www.blogger.com/profile/09315630554847698555noreply@blogger.comtag:blogger.com,1999:blog-1801483473113363785.post-12040160998700199402013-05-02T12:32:33.098-04:002013-05-02T12:32:33.098-04:00This is the first time I've ever heard of the ...This is the first time I've ever heard of the "10/80/10 Rule" (I have just Googled it, and hit a bunch of business management articles) -- do you have further thoughts on applying it to a sandbox-style game? For instance, if the players journey to a Orwellian-1984-style locale, do you throw the 10/80/10 Rule out the window in favor of the nature of the locale? Or do you just "flip" it? More broadly, if the players can go where they like, how does this Rule apply? Wouldn't the numbers be different in, say, Punjar vs. Cormyr? Or is it more of an over-arcing policy, where you *design* for 10/80/10, and where the players go within that is under their steering?bygrinstowhttps://www.blogger.com/profile/02935507280015810333noreply@blogger.com