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Questionable Questing

molemole
molemole
So don't do too much mechanics. Keep them offscreen and make the quest as light on them as possible. Depend on narrative.
Crawkid
Crawkid
I mean...even if they're off screen...they're still mechanics. I just suck that much at making them up.
molemole
molemole
True. Maybe model the storyline on a book? Gives a framework that doesn't need as many rolls I find.
ReinZero
ReinZero
Or just make a system that uses one basic template for *everything* and is both vague and concrete enough for you to work with.

Crawkid has the right idea since trying to dump/bypass mechanics when they're more or less necessary is actually worse than revamping them into a easier-to-handle mechanics.
Crawkid
Crawkid
I dont even know how to make basic mechanics. i fail to comprehend what is good maths for levels and shit
ReinZero
ReinZero
For example you can use numbers to give a general estimate as to someone's capabilities... in prospective to others. At the *same* time, you don't necessarily need hard numbers as to /how/ much effort is needed to climb up in level. Instead you can just track it /narratively/.
ReinZero
ReinZero
Hence that allows you to have mechanics and yet fudge them enough that they aren't too difficult to manage. All you need to do then is be *consistent*.

If you say have a turn based bit system for covering large tracks of time, you could use that to gauge how many "turns" it'd take if they don't get narratively creative -outside- of turns.
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