TACRPGThe Adventure ChroniclesRPG System ContributorsPosts So What's It About? Quirks and Silly Skills The Wrong Emphasis What We Like Collaborative Development via Blog Links The Adventure Chronicles NKNCat -- Model trolleys 295Bus -- Transit Politics Fans of Reality TV |
 
So What's It About?Tuesday, July 18, 2006
I keep thinking of new ways to improve RPG's, but I think a great deal of the changes depend on what the game is about... or not. The D20 system and the Gurps system were based upon the idea that they could be applied to any format. Yet, Mutants and Masterminds (Or whatever their Superhero D20 game is called) has a drastically different format than D&D. If you're going to make a generic system, it needs to be generic and it needs to treat similar skills in a similar fashion (so superpowers would be treated maybe like spells that were always turned on - or could be turned on and off at a moment's thought). And spells would just be fantastic skills the magically inclined people could learn - like creating and throwing a fireball.
posted by Will Robison at 3:02 PM
But this all comes back to my original question, what's it all about? Even in a universe as fantastic as Star Trek, there are millions of different games possible. What if someone were to take a Gurps type approach to a universe as wild and diverse as Heinlein's? In other words, supplements to a basic game that enhance the whole game - not just one part of it. Then you would need a universe that was pretty diverse. I've always believed that everything in the TAC universe was related, even if I couldn't always make the connection. So Mudpie and Fritz Jordan and The Thin Line all co-exist - even if on different timelines. This might be a good starting point for focusing our attention on the gaming system. Its far easier to recreate some scenario as a game, than to just talk generically about gaming. If not TAC, then what will our scenario be? I'm open to suggestions. Quirks and Silly SkillsWednesday, July 12, 2006
I'm not sure I understood everything you said, but I agree with you completely, especially the bit about emphasizing role-playing.
posted by Nick at 1:39 PM
I've been thinking a bit about how to make characters more interesting, and before even diving into the core skill/abilities part of the framework, I'm going to throw out an idea for helping to develop non-essential, but interesting attributes of characters. The idea is that we'll have a really big list of attributes, some good, some bad, lots neutral. Attributes could range from physical things to personality quirks to the kind of trivial skills that aren't worth building up a whole system of levels and difficulty, but can make the game more interesting. Some examples might be:
In terms of assigning these, I'm thinking of a pick-one/roll-one rule: You get to pick one to three from the list, then get the same number at random. The Wrong Emphasis
After character generation, the tendency is to immediately design your combat tables. After all, isn't that what most games devolve into - reasons to attack and defend. No matter what the game, this seems the basic element of most campaigns. There is even an entire subset of games where the element of character development is completely gone - miniature combat games. While these games can be a mind numbingly fun waste of time, teaching us strategy and tactics, they should not be the core of every single game.
posted by Will Robison at 9:37 AM
The beauty of a role playing game, after all, is the role playing. And rules that you develop should be there only to guide, not constrain, the role playing. Instead of combat tables, there should probably be a simple method for determining whether an action can be performed, whether that action will be performed well, and what the outcome of trying that action would be. In almost every action movie, you see some neophyte handed a gun and told to point and shoot. The neophyte usually does it wrong - but really, how hard would it be to point and shoot? Ultimately, its the same action performed thousands of times on video games, or when pressing the buttons on the remote. My point is that skills and abilities need to be redefined into a sort of basic category and a genius category. Anyone can throw a punch, bite, kick, etc... but knowing karate, on the other hand, would be complicated and have to be learned. There should be a realistic number of these skills that a character can learn in their lifetime, but an unlimited number of basic skills (running, driving, swimming, etc... things they may not be Olympic caliber at doing, but could still do). I think the skills available to learn should all be related to the tasks at hand. I.E. A ballerina knows ballet. She may know choreography, modern dance, fitness training, nutrition, etc... She is unlikely to know Explosives, or Aerodynamics. We should allow this ballerina to know these skills if she likes, but there should be some penalty in her character development as a result. Using the skills should be then based on only three factors, the difficulty of the task, the experience of the performer, and the logic of the situation. (No neophyte hopping into a helicopter and rolling a lucky 20 and somehow managing to fly the helicopter to safety ;) Anyway, a cohesive game system should encompass all these things together at the same time and not separately. Character development should be impacted by skills should be impacted by the way skills are used. I hope that's clear as mud. What We LikeSunday, July 09, 2006
So our objective is to build the coolest RPG system ever, basically.
posted by Nick at 12:40 AM
Seems like a good starting point is to make a list of things we like about other games we've played. Things that are cool or desirable, in my opinion.
Got an opinion? By all means leave a comment! Collaborative Development via Blog
We at The Adventure Chronicles have been kicking around the idea of making our own RPG system for years. I've been getting into blogging lately, and thought this might be a useful medium for collaborative development on a project like this.
posted by Nick at 12:25 AM
The way I envision this working is, I'll throw out some ideas in blog entries, anyone who likes can leave feedback in comments or the guestbook, and I'll incorporate them as ideas evolve into an actual rule system. Let's give it a try! |