[Design] Skills, specialisations and prerequisites...

Carl Brown catodon at whale-mail.com
Tue Nov 22 00:19:25 UTC 2005


think carefully about the graininess of how 'real' knowledge is divided into game skills. Why theology requires specialisation but not biology or chemistry? too much division makes skills unlikely to be useful unless the senarios is custom written for the character but the less you divide the less realistic the skills are.
I'm not going to woffle on about this too much but the examples above do seem inconsistent.


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