TACRPG

The Adventure Chronicles
RPG System
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So What's It About?
Quirks and Silly Skills
The Wrong Emphasis
What We Like
Collaborative Development via Blog

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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.

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.
posted by Will Robison at 3:02 PM 1 comments

Quirks and Silly Skills

Wednesday, 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.

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:

  1. Good liar
  2. Bad liar
  3. Stunning eyes/hair/etc (you choose)
  4. Crooked or wierd nose/teeth/chin/etc (you choose)
  5. From another country people here generally like (may have a cute accent)
  6. From another country people generally don't like
  7. Light sleeper
  8. Loud snorer
  9. Snappy dresser
  10. Poor fashion sense
  11. Good singer/dancer/whistler (you choose)
  12. You think you can sing/dance (you choose) well, but you can't
  13. Lucky (totally random things tend to go your way; up to the GM when)
  14. Unlucky (at games of chance, etc)
  15. Good cook
  16. Awful cook
  17. You look just like someone famous
  18. Nearsighted (try again if campaign set before glasses were invented!)
  19. Farsighted (ditto)
  20. Short
  21. Tall
  22. etc...

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.
posted by Nick at 1:39 PM 2 comments

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.

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.
posted by Will Robison at 9:37 AM 0 comments

What We Like

Sunday, July 09, 2006

So our objective is to build the coolest RPG system ever, basically.

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.
  • Using variously-sided polyhedral dice (still makes D&D fun).
  • Giving characters background, like previous professions (as in Traveller, or Call of Cthulhu).
  • Giving characters advantages and disadvantages (like GURPS).
  • Simple skill systems (like CarWars).
  • In character generation, a balance between randomness and planning; we want to avoid either extremes of "keep rolling until you get something you like", as in D&D, or "designing a character like a CarWars vehicle", as in GURPS.
  • The less you have to read the rulebook, the better. Ideally almost everything you need to know while playing should fit on a cheatsheet.

Got an opinion? By all means leave a comment!
posted by Nick at 12:40 AM 5 comments

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.

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!
posted by Nick at 12:25 AM 0 comments