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Forum Name Gameplay
Topic subjectSome of my thoughts
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=63817&mesg_id=63886
63886, Some of my thoughts
Posted by -flso on Wed 31-Dec-69 07:00 PM
Edges are good for the game, they provide variety and change the way classes play
and open up new tactics.

Having edge points tied to anything that requires IMM oversight would kill the game completely I feel (if we're not already there). The clear as day solution in terms of making CF more *FUN* is a more *hands off* approach. Let the game play out as a sandbox and let EMERGENT gameplay shine. It boggles the mind that this is not obvious to the IMM staff.

IMM involvement should be *RESTRICTED* to roleplay, cabal stuff and interactions.

Gameplay mechanics that are directly tied to PK (which I assume is what most people play CF for) and thus *ENJOYMENT*, should be *AUTOMATED* and operate *deterministically*.

For edges this is extremely simple: Give *EVERYONE* a fixed number of edge points at well defined intervals (at character creation, then every 5 or 10 levels). This is it. That's all you need to do.

EDIT:

If you say that this is already done to some extent, my answer will be to remove every other way of gaining edge points except the one I described. But what about people who explore you might say? What about excellent roleplayers? Surely they deserve rewards.

You have to decide. Given the degree that edges are tied to PK and tactics, I think the route to take is more than obvious. Explorers get a lot of benefits from exploring without needing edge points and roleplayers get titles and cabal leadership. Having a *deterministic* automated way to hand out the same number of edge points to everyone would go a long way towards fixing the tedium situation and get more people playing the game. Calculate that fixed number of edge points to be what you want it to be so that not every edge can be taken. This can even be tied to each race/class combination (rather than each generic player). Empower the players and let *them* choose how they want to build their characters, without having them jump through time-waste hoops.