It has been an awesome week for rules-writing! Issues seem to be resolving themselves, as I let the old rule framework shine through its rusty coat and reveal what it’s really made of.
For starters, I’m writing to beef up the metaphysical end of the game. In theory, each attribute (physical, mental, metaphysical) is equal in significance, and until this week, the purpose of metaphysical was mostly to allow spellcasting (which is now called using powers, to make the game more genre-flexible).
But as I was designing the revised Persuade skill, I noticed that the old description included language about affecting PCs. As it stood, the rule effectively meant that PCs could ignore Persuade if it was used on them. It’s not good to have rules that can just be ignored. So while there’s always the potential to run an extended conflict for persuasion, I looked for another solution, and found goals, which are positioned slightly differently in the new ruleset. And it occurs to me – why can’t characters get goals from other characters? Suddenly, persuade gains game-mechanical significance by allowing NPCs to add a goal to a PC’s character sheet. PCs don’t have to act on them, but they can get hero points if they do, which is definitely a motivator.
Deceive, being a fellow metaphysical skill, fell right into place: PCs gain a flaw when thoroughly deceived.
Engage doesn’t fit as nicely into Goals and Flaws, but it seems pretty obvious that if someone is effectively engaging you, your attention will be drawn to them and necessarily away from other things. Which sounds like a Detect penalty to me.