So I am back with a time honored tradition in gaming, making your own system.
Ok so this isn't exactly something everyone does. But I find it a fun challenge sometimes to sit down and see if I can work out any the rules for a table top RPG system. I've mostly toyed around with this in the past, never really putting a big effort into attempting to craft - from the ground up - my own game system.
Now just so its out there and no one can question it. Anything I post regarding this is copy protected to me, Sean Ropp - March 11, 2015. And yes, this is all I need to do as it is my own intellectual property.
You see the whole thing about doing this is documentation, and by documenting my processes here I ensure that my intellectual property is protected from thieves who might try to produce it with out my consent. In other words when I take them to court I have proof showing when I started this work and its progress. That's why I advise others who are wishing to do the same as me to always document your progress.
Step 1: Type of Game
So on our journey here we need to decide what type of game it is we want to make. Now a game type would be the sort of setting that the game is built toward being. Typical game settings include:- Fantasy
- Sci-Fi
- Modern
- Horror
- Superhero
- Noir
- Action/Adventure (think Indiana Jones)
- Anime
- Open Ended - this sort of game type is open ended so as to allow the game to apply to any srot for game type.
So I am a fan of the open ended type of games where one set of rules can allow you to run a game for any setting.
Now since I know I want to make an open ended game we have to decide on the next step. That step isn't the mechanics as you might think. You see from what I've learned the mechanics sort of start to form around things as you build them. You also have to be flexible in your crafting and be ready to change things when they don't work. So if you see me build things one way, bu then change my mind later about them then this is what I'm doing. I'm adapting the the challenges I am coming across and build a better system for it.
Ok so when you open an RPG book the first thing you are often introduced to are the dice to be used. Now using lots of different dice is fun, but not always necessary. In this case I like the idea of rolling different types of dice, and I like the idea of starting with 1 type of die and being able to upgrade it from there to a different die type.
Step 2: The Idea of mechanics
So mechanics start with an idea; that idea forms a base around which you build your creation. Of course this is me speculating and since I've never really built a game system before I can only assume that this is what the pro's do.So what is my idea?
My thought is to apply levels to many aspects of the character, not just an over all character level. Think of these as "sub-levels" that are built from the characters over all level. But this is a starting point and the foundation on which I will have to build. Its not much but it can sometimes be difficult to put into words what I have in my mind. Rather its best to just work it out and let you see what is unfolding.
[A solid foundation is needed for any type of construction.]
Step 3: Basics of a Character
So with that out we'll start with the basics of a character. Depending on the game system initial stats, often called characteristics, attributes, or ability scores need to be fleshed out. Now game systems will typically have anywhere from 3 to 6 attributes (as I will call them) that make up the basic block of how the character is made.Now I was thinking of keeping attributes to just 5 sets.
- Might
- Agility
- Intellect
- Reason
- Presence
Each attribute will have specific sets of stats for them that can be bought. So lets get started on giving form to our attributes.
MIGHT
Physical strength is an important part of any character. It determines what you can lift, how hard you can hit, how resilient you are, and how much punishment you can take. Might encompasses the characters body and its ability to exert force as well as its ability to resist external force or effects.
Level Range
The level of the attribute sets the average range of physical might for the person. Level 1 would offer might akin to that of an adolescent child or elderly person, while level 5 might be the normal for any average adult.
Statistics
- Lift: This is how much weight the character can casually lift with little to no effort. This amount is equal to the level + 2 in lbs that sets the characters casual lifting strength. Then with some effort (akin to carrying a back pack or lifting boxes) the character can strain to life more. Here the character has 3 levels of lifting strain; light, average, and heavy. Light lifting strain is the character's minimum lifting x2. Average lifting strain is x4. Heavy lifting strain is x8. This all sets the weights at which the character can lift with effort and some strain. Pushing your strength to lift more than your heavy is doable, and requires a skill roll to achieve as you focus you mind to the task. Each success generated allows the amount that can be lifted to be increased by an additional 10lbs. However this also eats away at the characters Stamina and Endurance, reducing each by an amount equal to the total number of successes generated. (The skill for doing this will be explained later.)
- Melee Damage Bonus: This determines how much damage you deal when using any unarmed attack or attack with a melee weapon only. To start with this will be a static bonus equal to the character's Might Level.
- Resilience: This stat determines how much physical harm you can ignore when taking damage. this represents a tolerance for pain or just over all resistance to harm. This is equal to half the character's Might level.
- Endurance: This represents a general capacity to receive physical harm before one falls unconscious. This comes in the form of being able to avoid "lethal" hits or debilitating attacks that require surgery or great lengths of time to recover from. Cinematically this is a hero's ability to get bruises, cuts and scrapes but never a life threatening injury. This is equal to the Might level x 10.
- Stamina: This represents the character's energy to perform tasks. Each time the character takes a strenuous physical action it uses up some stamina. Once Stamina is depleted the character suffers penalties to their actions until it is recovered. Starting Stamina is equal to the character's Might level x 5. Note that must actions will only use 1 point of Stamina to do.
- Recovery: This represents the characters capacity to bounce back and recover lost Endurance and Stamina. Endurance only recovers once combat is ended or if some sort of item is use. Stamina recovers over the course of an encounter though. The amount recovered is equal to the character's Might Score. Endurance recovers at a rate of per minute. Stamina is recovered on each of the characters turns so long as they are not using an action that costs Stamina (thus you can't recover Stamina if you keep moving and punching).
- Health: This is representative of the characters ability to sustain life threatening injuries. Damage typically does not apply to one's health except in certain conditions (like a critical hit, suffering from a surprise attack, being unable to defend one's self, etc.). A person's body can only sustain a number of injuries to its over all health before it gives up and dies, or where advanced life saving techniques are needed in order to sustain life and prevent death. Injuries are conditions applied against one's health and are individually tracked. The number of injuries one can sustain before falling unconscious (regardless of what the character's Endurance is) is equal to Might level x 2. Death occurs when the number of injuries taken exceed's one's health by a number equal to their max Health score.
AGILITY
Agility is a measure of the character's ability to be flexible, act with precision, move with fluidity, perform feats of hand-eye-coordination, and do other acts that would be dexterous in nature. Agility applies to a number of combat and some non-combat skills but it also figures into some statistics as well.
Level Range
The level of the attribute sets the average range of physical agility for the person. Level 1 is often representative of someone with poor coordination capabilities while a 5 would be representative of someone who has trained themselves to an athletic level of ability.
Statistics
- Defense: Determines how easy you are to hit in combat. Defense has two different scores - Active and Passive. Active represents what is needed by an opponent to hit you. Passive is the number needed to hit you when you are not actively defending yourself and/or can be caught off guard. The Active Defense score is equal to your Agility level x2, while Passive Defense is half this (equal to your Agility Level usually). At this time the score will determine what is needed to be rolled to generate a single success. The number of successes needed varies depending on how you are being attacked.
- Actions: Determines how many actions a character can take on their turn. A character is limited to one action on their turn per 2 levels in Agility +1. So with 1 level in Agility a character can take at minimum 1 action, and at 2 levels of Agility the character can take 2 actions. From there a character will not gain another action until they hit Agility level 4, and so on from there. Some things that a character can do can use up multiple actions on their turn.
- Skill Bonus: Determines the bonus Agility applies to skills that make use of it. This bonus is 1 point per level in Agility. These points are spent to help enhance a die that is rolled to generate a success.
- Ranged Precision Bonus: Determines the bonus applied to ranged attacks that are precise in how they are fired. A precise attack is any attack that can be used to make a called shot with like with most fire arms, or special powers.
INTELLECT
Intellect represents a character's range of knowledge, and ability to apply figure out problems, as well as the speed at which a person learns. Intellect is not an attribute that applies often in combat but can factor into some situations in combat, but is primarily an out of combat attribute.
Level Range
The level of the attribute sets the average range of intellectual capacity for the person. Level 1 is often representative of someone with poor learning and comprehension capabilities while a 5 would be representative of someone who is fairly knowledgeable and decently trained in a number of things.
Statistics
- Skill Bonus: Determines the bonus Intellect applies to skills that make use of it. This bonus is 1 point per level in Intellect. These points are spent to help enhance a die that is rolled to generate a success.
- Skill Training: Skills have varying levels of training starting at "Untrained", "Trained", "Journeyman", and finally "Master". This stat determines the number of skills you initially may apply levels of training to. The number of training levels available are equal to the character's Intellect level +2. Increasing intellect grants an additional training level. Other wise increasing a skill's training level requires a trait. An untrained skill will impose a penalty on rolls made doubling the number of successes needed to use the skill. Trained allows the skill to be used with no penalties. Journeyman upgrades a single die by one step. Master upgrades an additional 2 dice by one step. Note that skill training applies to any/all skills and not just Intellect skills.
REASON
Reason governs the characters ability to perceive their surrounding and exercise their will against influencing effects.
Level Range
The level of the attribute sets the average range of reasoning for the person. Level 1 is often representative of someone with poor perceptions and will power while a 5 would be representative of someone who has decent willpower and perceptions.
Statistics
- Skill Bonus: Determines the bonus Reason applies to skills that make use of it. This bonus is 1 point per level in Reason. These points are spent to help enhance a die that is rolled to generate a success.
- Willpower: Determines the characters resistance to skills and powers that can influence a character's actions. This sets a score that the opponent needs to beat in order to for them to generate a success, similar to Defense from Agility. Willpower is equal to your Reason level x2. The number of successes needed varies based upon what is needed.
PRESENCE
Presence is a measure of a characters ability to interact with others in either a positive or negative way and is a measure of the characters personality.
Level Range
The level of the attribute sets the average range of Presence for the person. Level 1 is often representative of someone with poor a poor capacity for interacting with others while a 5 would be representative of someone who has a good ability to influence others.
Statistics
- Skill Bonus: Determines the bonus Presence applies to skills that make use of it. This bonus is 1 point per level in Presence. These points are spent to help enhance a die that is rolled to generate a success.
- Nature: A character's nature helps to determine how the character acts which can augment how difficult the character is influence when forced to act against their nature. When a character is made the player has to decide upon a basic nature for the character. From there when forced to act against this nature the player may apply half their Presence Level to their Willpower stat. On the other hand if being made to do something that is with in their nature the roll is easier where half the Nature score is deducted from Willpower. There is some lee way present for interpretation as nature gives a general guide line on how the character should act and does not indicate good or evil.
- Zen - The character is one who dislikes aggression and violence with out justified reason, but can act if pushed to.
- Guardian - The character is one who seeks to protect others.
- Lawful - The character is one who typically acts with in the confines of the law, or has a strict code of conduct or honor that they live by.
- Thrill Seeker - The character is someone who seeks thrills and excitement where they can find them.
- Mercenary - The character is looking out for themselves and will want something in exchange for their cooperation.
- Royalty - The character sees themselves as more important than others or has a very high opinion of themselves.
- Scientist - The character has an inquisitive mind and seeks to find answers to questions they may have, or they may be keen on creating or inventing new things when given the chance.
- Judge - The character is keen to judge others and inflict punishment for transgressions whether this is by physical force or verbal beating.
- Thug - The character is prone to acts of violence and aggression regardless of justification.
- Other - If it is OK with the GM a different nature can be presented than the ones above so long as it conforms to similar descriptions as those above and is not governed as being good or evil.
Alright so that is it for Attributes and getting the ball rolling on this project. I've been working on this for a few days now, saving my work then coming back to it later. Now in all likely hood I might change things on down the road, as I've said before, but this is a good start to a rough draft.
In the mean time I'm going to start looking into getting some software for my computer that will allow me to record some of my game play on Steam so I can share it with everyone.
Goodnight as it is 10:51pm here in Oregon right now. Hope everyone has a good day tomorrow.
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