Thoughts required, as I have lost all perspective
Posted: May 11th, 2011, 12:50
You remember me making everyones brain hurt a little while ago with some maths questions around probability and dice? This is related to that.
Ive been working on an idea which basically came about because I thought it would be good to design an RPG system *specifically* to cater to the tastes of 5punkers. The criteria I came up with are:
Simple: although there are a couple of us here who quite like needlessly complex rools, I think overall we prefer things to be easy to get to grips with, so we can play the damn game rather than commit something the size of a law textbook to memory. So simplicity will be the number one thing. Ideally, im aiming for something that you could introduce a total RPG noob to, and start playing pretty much straight away.
Fun/comedic: We manage to make even the grittiest, darkest setting full of lols and silliness, so it might as well be a setting that is kinda that way inclined anyway. That being said, I think something that was just entirely silly would get old, fast. So, something that has the potential for silly, but also the potential for decent storytelling.
Flexability/creativity: We are quite a creative bunch, so a system that allows that to be used would be good. As I was thinking it through, one of the things that came to mind was Bobbins' levitating quadraplegic mage. It needs to be something that can allow us to just spam out some generic doods and start playing if we want, but that also allows us to go mental and play as something entertainingly hatstand.
Easy to make: Im a bugger for projects I start ending up kind of fractal, just getting more and more complex and lengthy the more I think about them. I want to actually get this finished and playable as fast as reasonably possible, so it cant be too complicated or requre too much work.
After mulling a few options over, I settled on a super-hero RPG. There are a couple out there already, but they are either hideously complex (the HERO system, for example, has some situations that require logarithmic functions), or a bit too restrictive (play as any of a dozen hero classes! Do exactly as the game designer wants you to, and no more!) I think that a super hero RPG done right could be perfect: you can keep the rules simple by making things a bit abstract and film logic like, anyone who played City of Heros know that it can be fun, silly and hugely creative, and the writing side of it ca be kept minamal by just setting it in the present day, real world (but with, you know, superpowers).
So, here are the things I have worked out so far:
A lot of things that are in other RPGs will be trimmed out for the sake of ease and fun. For example, there will be no ammo. Tracking how many bullets are in your gun, or how many you are carrying is not fun. Running out of ammo mid fight because you forgot to reload is not fun. Not only that, everyone tends to reload between fights anyway, fights rarely last a whole clip, and bullets tend to be so cheap as to be essentially free. Its needless admin that adds nothing to the game, so its out. There will still be a chance of running out of ammo, but it will be a "you have fucked the attack roll with your pistol slightly. out of ammo! waste the combat turn reloading" style of thing.
On a related note, I've been using a standard for testing how easy to follow the rules are. Its the "Does Mrs Joose Understand" test. I tell the mrs, and if she doesnt get it straight away, then it needs fixing. For example, although I quite liked the xd6+y system we talked about in the other thread, when I presented this idea to Mrs Joose, her initial response was "whaaa?" Even after I had explained how it worked, she pointed out that its still pretty hard to get to grips with. For instance, if you tell someone "Guy A has strength 1, guy B has strength 2" its pretty obvious which guy is stronger, and by how much. However, get someone who is not familiar to the system and ask them which one is stronger, guy A with 1d6+2 or guy B with 2d6+1, and its less clear. Once you get your head around that, there are still complications: I know 1d6+2 is less than 2d6, but how much less? is it significantly less, or just marginally less? What exactly would double the strength of 4d6+2 be? I understand the system, and could work it out eventually, but its not immediately obvious. It should be, so I'm going back to a simpler sytem: a test is a dicepool, and if you start getting into silly numbers, you can start deviding everything by ten. Its not perfect, but its easy to understand.
Super powers are built like characters. In technical beardy terms, im decoupling the fluff from the crunch. In normal person terms, im making the rules and stats for things seperate from how they are described. So, for example, if you want a pistol, you give your character a medium ranged attack that does x peircing damage. Or you could have mind bullets that are a medium ranged attack that does x peircing damage. Or you could have a crossbow that is a medium ranged attack that does x peircing damage. Or you could fire angry bees from your nipples as a medium ranged attack that does x peircing damage. You get the point: the description of what it looks like, or what it manifests as doesnt need to be inherantly linked to the rules for that thing. This way, you get a bunch of options that all have points values assigned to them, and you put those options together to build your characters powers.
So far for the power options ive got things like range (self, melee, short, medium, long, extreme, infinate), whether it needs LOS or not, damage types (piercing, bashing, cutting, fire, electrical etc), and a bunch of other more random things, like "Instill emotion" with Fear, love, despair etc as options, telekinesis, shapeshifting, and some others. Im basically going through all the comic characters I can think of and reverse engineering their powers into the component parts. Ive not started assigning costs to things yet, as im not yet sure on how to.
One thing ive been mulling over today is whether characters actually need atributes or not. I was going to have the standard dexterity, intelligence, strength etc, but then it occured to me: is it needed? You could just make everything, from shooting a gun to punching someone to working something out, be a power. Then you just need some kind of standard, "baseline human" roll for when people want to do something they dont have a specific power for. I cant think of any reason not to do this off the top of my head, but its such a radical departure from the RPG norm that I cant help but be a little scared of it. Ive already done away with equipment by making them powers, is getting rid of attributes a step too far?
What do you guys think, either of the attributes thing or any of the other stuff ive spluffed out here?
Ive been working on an idea which basically came about because I thought it would be good to design an RPG system *specifically* to cater to the tastes of 5punkers. The criteria I came up with are:
Simple: although there are a couple of us here who quite like needlessly complex rools, I think overall we prefer things to be easy to get to grips with, so we can play the damn game rather than commit something the size of a law textbook to memory. So simplicity will be the number one thing. Ideally, im aiming for something that you could introduce a total RPG noob to, and start playing pretty much straight away.
Fun/comedic: We manage to make even the grittiest, darkest setting full of lols and silliness, so it might as well be a setting that is kinda that way inclined anyway. That being said, I think something that was just entirely silly would get old, fast. So, something that has the potential for silly, but also the potential for decent storytelling.
Flexability/creativity: We are quite a creative bunch, so a system that allows that to be used would be good. As I was thinking it through, one of the things that came to mind was Bobbins' levitating quadraplegic mage. It needs to be something that can allow us to just spam out some generic doods and start playing if we want, but that also allows us to go mental and play as something entertainingly hatstand.
Easy to make: Im a bugger for projects I start ending up kind of fractal, just getting more and more complex and lengthy the more I think about them. I want to actually get this finished and playable as fast as reasonably possible, so it cant be too complicated or requre too much work.
After mulling a few options over, I settled on a super-hero RPG. There are a couple out there already, but they are either hideously complex (the HERO system, for example, has some situations that require logarithmic functions), or a bit too restrictive (play as any of a dozen hero classes! Do exactly as the game designer wants you to, and no more!) I think that a super hero RPG done right could be perfect: you can keep the rules simple by making things a bit abstract and film logic like, anyone who played City of Heros know that it can be fun, silly and hugely creative, and the writing side of it ca be kept minamal by just setting it in the present day, real world (but with, you know, superpowers).
So, here are the things I have worked out so far:
A lot of things that are in other RPGs will be trimmed out for the sake of ease and fun. For example, there will be no ammo. Tracking how many bullets are in your gun, or how many you are carrying is not fun. Running out of ammo mid fight because you forgot to reload is not fun. Not only that, everyone tends to reload between fights anyway, fights rarely last a whole clip, and bullets tend to be so cheap as to be essentially free. Its needless admin that adds nothing to the game, so its out. There will still be a chance of running out of ammo, but it will be a "you have fucked the attack roll with your pistol slightly. out of ammo! waste the combat turn reloading" style of thing.
On a related note, I've been using a standard for testing how easy to follow the rules are. Its the "Does Mrs Joose Understand" test. I tell the mrs, and if she doesnt get it straight away, then it needs fixing. For example, although I quite liked the xd6+y system we talked about in the other thread, when I presented this idea to Mrs Joose, her initial response was "whaaa?" Even after I had explained how it worked, she pointed out that its still pretty hard to get to grips with. For instance, if you tell someone "Guy A has strength 1, guy B has strength 2" its pretty obvious which guy is stronger, and by how much. However, get someone who is not familiar to the system and ask them which one is stronger, guy A with 1d6+2 or guy B with 2d6+1, and its less clear. Once you get your head around that, there are still complications: I know 1d6+2 is less than 2d6, but how much less? is it significantly less, or just marginally less? What exactly would double the strength of 4d6+2 be? I understand the system, and could work it out eventually, but its not immediately obvious. It should be, so I'm going back to a simpler sytem: a test is a dicepool, and if you start getting into silly numbers, you can start deviding everything by ten. Its not perfect, but its easy to understand.
Super powers are built like characters. In technical beardy terms, im decoupling the fluff from the crunch. In normal person terms, im making the rules and stats for things seperate from how they are described. So, for example, if you want a pistol, you give your character a medium ranged attack that does x peircing damage. Or you could have mind bullets that are a medium ranged attack that does x peircing damage. Or you could have a crossbow that is a medium ranged attack that does x peircing damage. Or you could fire angry bees from your nipples as a medium ranged attack that does x peircing damage. You get the point: the description of what it looks like, or what it manifests as doesnt need to be inherantly linked to the rules for that thing. This way, you get a bunch of options that all have points values assigned to them, and you put those options together to build your characters powers.
So far for the power options ive got things like range (self, melee, short, medium, long, extreme, infinate), whether it needs LOS or not, damage types (piercing, bashing, cutting, fire, electrical etc), and a bunch of other more random things, like "Instill emotion" with Fear, love, despair etc as options, telekinesis, shapeshifting, and some others. Im basically going through all the comic characters I can think of and reverse engineering their powers into the component parts. Ive not started assigning costs to things yet, as im not yet sure on how to.
One thing ive been mulling over today is whether characters actually need atributes or not. I was going to have the standard dexterity, intelligence, strength etc, but then it occured to me: is it needed? You could just make everything, from shooting a gun to punching someone to working something out, be a power. Then you just need some kind of standard, "baseline human" roll for when people want to do something they dont have a specific power for. I cant think of any reason not to do this off the top of my head, but its such a radical departure from the RPG norm that I cant help but be a little scared of it. Ive already done away with equipment by making them powers, is getting rid of attributes a step too far?
What do you guys think, either of the attributes thing or any of the other stuff ive spluffed out here?