Persona 3 the roleplaying game
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Persona 3 the roleplaying game
How would you do it ?
The traditional playstyle is, above all else, the style of playing all games the same way, supported by the ambiguity and lack of procedure in the traditional game text. - Eero Tuovinen
Not through the use of BEARS, I don't recall a single bear in that game (and yes, I've played and beaten it). To what extent have you played this game by the way?
I once heard that After Sundown is good for running a Persona game. However, I never got any further information as to why that is. So ye may want to check out that game again, to find some Persona-y bits.
I once heard that After Sundown is good for running a Persona game. However, I never got any further information as to why that is. So ye may want to check out that game again, to find some Persona-y bits.
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries
"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
Well first you have to get rid to the dumb things about Persona 3.*
The social links
Randomly generated dungeons
If the leader dies game over
The school work/quizzes
The timer for how long you can do a run in the midnight hour.
Pretty much everything about the game except the having personas part.
*Can you tell I don't like the game?
The social links
Randomly generated dungeons
If the leader dies game over
The school work/quizzes
The timer for how long you can do a run in the midnight hour.
Pretty much everything about the game except the having personas part.
*Can you tell I don't like the game?
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Frankly, I wouldn't. It's a hell of a thing to try to port for a number of reasons, and you'd have to rewrite a lot of stuff about the setting.
The first problem is that characters either have the Fool arcana or do not, and Fool has a bunch of Personas created by screwing with fusion while everyone else has one Persona that they may eventually get to upgrade. There's no fucking way that's coming out balanced.
The obvious solution is to have the party either not contain Fool or give everyone Fool, but neither of those really work out. It's hardly a Persona game without fusion or Social Links, and those are both tied to having more than one Persona. Making everyone Fool leads to ridiculous complexity explosion, because suddenly everyone has access to all 22 Major Arcana, and nearly as many Social Links (Fool and Judgement are the party links and advance on plot points) even if players don't mind sharing.
Probably everyone should pick a more manageable number of Arcana, like three or four, and get to use Personas within those. Fusion will have to be made to work with that somehow. You can't really use the existing table, because if everyone has their own pool you're right back to the Fool problem, and if there's a shared pool it is very likely that at some point if you fuse good Personas usable by two players you can get a really awesome one for a third player.
Also, the mechanics are way the hell too complicated for tabletop. There's literally thousands of Arcana combos for triangular fusion. I beat Persona 3 and got most of the way through Persona 4, and I genuinely have no idea what any of those combos do.
The first problem is that characters either have the Fool arcana or do not, and Fool has a bunch of Personas created by screwing with fusion while everyone else has one Persona that they may eventually get to upgrade. There's no fucking way that's coming out balanced.
The obvious solution is to have the party either not contain Fool or give everyone Fool, but neither of those really work out. It's hardly a Persona game without fusion or Social Links, and those are both tied to having more than one Persona. Making everyone Fool leads to ridiculous complexity explosion, because suddenly everyone has access to all 22 Major Arcana, and nearly as many Social Links (Fool and Judgement are the party links and advance on plot points) even if players don't mind sharing.
Probably everyone should pick a more manageable number of Arcana, like three or four, and get to use Personas within those. Fusion will have to be made to work with that somehow. You can't really use the existing table, because if everyone has their own pool you're right back to the Fool problem, and if there's a shared pool it is very likely that at some point if you fuse good Personas usable by two players you can get a really awesome one for a third player.
Also, the mechanics are way the hell too complicated for tabletop. There's literally thousands of Arcana combos for triangular fusion. I beat Persona 3 and got most of the way through Persona 4, and I genuinely have no idea what any of those combos do.
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There was this:
http://tgdmb.com/viewtopic.php?t=54964
http://tgdmb.com/viewtopic.php?t=54964
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You give nobody the "Fool" arcana. Having one set of powers that slowly develops as you level up is completely viable in an RPG, but you can also get spell-items to throw in a couple mix-ups every so often. Maybe pull a "Pokemon" and add TMs, or...
Social Links, on the other hand, are one of the two most recognizable aspects of the "Persona" series, with the other being "I Am A Shadow, The True Self" (Note: Social Links first appeared in Persona 3, and the other thing appeared in Persona 4. Those games are simply so goddamn popular that nobody fucking cares. Like how "Reflex Saves" are way more well known than "Lift Gates / Bend Bars percentages", or whatever it was from AD&D)
Social Links also give you the opportunity to add more customization to your Persona: in Persona 4 Golden, Social Links with teammates give new skills to the persona of that teammate.
Social Links, on the other hand, are one of the two most recognizable aspects of the "Persona" series, with the other being "I Am A Shadow, The True Self" (Note: Social Links first appeared in Persona 3, and the other thing appeared in Persona 4. Those games are simply so goddamn popular that nobody fucking cares. Like how "Reflex Saves" are way more well known than "Lift Gates / Bend Bars percentages", or whatever it was from AD&D)
Social Links also give you the opportunity to add more customization to your Persona: in Persona 4 Golden, Social Links with teammates give new skills to the persona of that teammate.
Thanks for the advice guys. So it seems we got some clear points already:
1. Every player should have a bunch of personas, say 3 or 4, even if its not canon. The reasoning is given by Name_here above. It's not clear yet what should these be based on though ( main attributes? Personality traits ? Should Personality traits be the main attributes ? ).
2. Class & level-based and hack-slashing through dungeons is the way to go. But combat should be based more on powers synergy/combos than on positioning and movement.
3. Social links are emblematic to it and thus should be present. (I like the idea of social milestones from Marvel)
1. Every player should have a bunch of personas, say 3 or 4, even if its not canon. The reasoning is given by Name_here above. It's not clear yet what should these be based on though ( main attributes? Personality traits ? Should Personality traits be the main attributes ? ).
2. Class & level-based and hack-slashing through dungeons is the way to go. But combat should be based more on powers synergy/combos than on positioning and movement.
3. Social links are emblematic to it and thus should be present. (I like the idea of social milestones from Marvel)
Last edited by silva on Thu Nov 06, 2014 9:33 am, edited 1 time in total.
The traditional playstyle is, above all else, the style of playing all games the same way, supported by the ambiguity and lack of procedure in the traditional game text. - Eero Tuovinen