Removing the Designers Footprints

I'll start with an explaination of a "Designers Footprint". A designers footprint is a part of a game which may cause a character to say "hmmm why is that?" Normally a footprint will come in the form of a rule or guideline which exist for game purposes.

As players we know "ok that's a rule. I can do this but not that." We know it's a game and that's how the game is played. Our characters on the other hand don't have this insight. As far as they are concerned they are flesh and blood entities simply living their lives.

The task of removing designer footprints has existed since the first GM ran the first role playing session in the first RPG.

I remember the very first question I asked a GM: "Why can't my character use a sword?"

His first answer: "He's a mage."

As a person completely knew to RP that answer was satisfactory. "Its in the rules. See right here on page 23"

As my mage character cowered behind a group of sword weilding warriors armed with a dart and one lowly spell, I couldn't help but question the rule from my characters perspective.

"Why can't I use a sword?"

"Your a mage"

"But it's just sitting right there.. Can't I pick it up and use it?"

"Your trained in magic. You don't know how to use it."

"Can't I just do my best?"

"Alright .. -5 to hit"

"If I survive this encounter can I find someone to train me?"

A thoughtful look as the GM pondered the question. "Talk to me about it later."

The rule wasn't changed. My mage never did use a sword. But the GM did come up with an explaination which removed the designers footprint.

It's natural for characters to question their existance and their universe. The rules exist for us. The explainations exist for them.

As the game designer I have done my best to remove the footprints found in other games by eliminating the need for the rules which created them but.... there are still rules so some explainations are needed.

Feel free to point out footprints if you find them. I'll do my best to provide their explainations.

Note: At least one footprint pops into my mind that has no explaination. Why can't I give money or equipment to my second character? My answer would be 'If you create a second character that is allied with your first in a way that would make them want to give gifts to each other then your probably already borderline power playing.' But since power playing is also an ooc rule that doesn't work as an ic explaination. Some foot prints just can't be eliminated but the majority probably can be.


Footprint: If I'm an ArchMage (or any other being capable using powerful and diversified magic.) how come I can only use spells I buy from the shops? Wouldn't I know all the spells I knew before coming to Nessus?

Explaination: Magical power comes from different sources on different worlds. The magic of each world is tied to the source found on that specific world. Meaning if a person is not in contact with that world (or perhaps region of he universe if a magic source is strong enough to support multiple worlds) his magic simply doesn't function.

The magic sold in Nessus is unique. Rather than relying on a source found on a specific world it relies on the universe itself. Universal magic can not be created within the bounds of the universe. The closest magic source always corrupts its creation.

With this being the case the magic sold in Nessus is the only magic which can be used on almost any world, sometimes even worlds that don't have a magic source capable of producing local spells.

Yes, you still know all your spells. They just aren't functional when travelling abroad.


Footprint: I'm a king (or any other wealthy or powerful being) on my homeworld. Why can't I just bring my weapons armor and other equipment to Nessus and use that rather than buying stuff from the shops.

Explaination: There are a few reasons for this.

The first is Malek of Soren's outlook on things. He began his career as a simple peasant which joined his kings infantry. Officers were always of noble blood. As his battle experience grew and grew he realized he would never be a true leader if the system didn't change. He decided to change it.

During a celebration in which the king was present, he did the unthinkable and openly challenged the officers present to a series of tests designed to show leadership.

The officers were not pleased by the challenge, however the king found it to be an interesting idea. He ordered preperations to be made.

The first test was personal skill in arms. Over the course of seven days Malek faced officer after officer in one on one duels. In the end Malek was undefeated.

The second test was strategy. Over the course of seven days Malek engaged the officers in a games of Siege. (A complicated board game which simulates the tactics needed to take a stronghold. One player plays attacker the other attempts to hold the castle). In the end Malek had only lost once.

The king was impressed. He decided on one last test, the only way to truly test ones ability to be an officer. He put ten soldiers under Maleks command and sent them on a mission to put a stop to an unruly dragon which had been attacking villages to the north.

In two weeks time Malek and his band returned unharmed. The dragon had stopped its attacks. The king was satisfied with Malek's ability to be an officer.

That very day nobility was discarded as a prerequisite to becoming an officer.

Because of his past and trials Malek strongly believes that all warriors should prove themselves through actions and hard work rather than preexisting power to gain strength and influence.

Outside equipment is forbidden to allow all mercenaries to start at the same point and work toward their destinies on an equal playing field.

The second reason is a financial one. Mercenaries are provided with food and shelter free of charge. Soldiers which guard the fortress expect to be paid. In order to pay for these services and those that provide them money has to be earned somewhere. One place is from those that hire the mercenaries. Another is from the shops.


Footprint: Why is the max weapon strength +40?

Explaination: While it is possible to make weapons stronger than this, noone bothers. It becomes more and more difficult to raise a weapons destructive power as that power grows. The merchants have the knowledge and skill to construct weapons which are stronger than this cap, however these ventures are more likely to fail and are viewed as not worth the time and trouble.


Footprint: Why is the max armor strength +200

Explaination: Same as the explaination for weapons over +40.


Footprint: Why is the max spell strength +150?

Explaination: Same as the explaination for weapons over +40 and amor over +200.


Footprint:

Explaination:


�2001 Joe Pombo

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