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Artisan
2006-07-26, 07:05 AM
Hey there. Artisan here, and in a fit of boredom, I decided to start working out a simple, loose RPG system. Don't ask me why, I just did. Right now all I have is an overview of how the system works; in subsequent posts I will show how to run combat, magic and other such things with the system. BEar with me it seems garbled, and feel free to ask if you hae any questions.

Well, without further ado...

The ISIR System

ISIR is my attempt at making a simple, generic game system with an emphasis on image and description. ISIR stands for "Intent, Skill, Image, Resolution", and is a description how each player's turn goes:

[hr]

How a Player's Turn Works

Intent:
The player decides, in a few words, what he wants to do. This should be realitively simple and to the point at this stage ("I want to hit the guy" or "I'm going to try and sneak us into the club")
Skill:
At this point, either the player or the GM decides what skill is appropriate for this action. If a player can make a case for a skill one would not normally expect to be applicable, a GM can allow it (or he can veto it, if it'stoo tenuous). For example, in a fight scene, a player (and his Swashbuckler character) could just use his Combat skill, but he decides to make a case and try to let the Gm allow him to use his Agility istead, stating that, since the scene was described as 'crowded and strewn with debris', his chaarcter could use that to his advantage in the fight, jumping and tumbling over it. The Player takes a number of dice equal to the associated Attribute of the skill).
Image:
At this point, the player can choose to describe what he is doing. This can affect the dice in one of three ways: Firstly, a character can choose to 'Play it Safe', getting a greater chance of succeeding his action for some manner of mild inconvenience (for example, the task takes longer or he is distracted while doing it). Secondly, te player can choose to 'take a risk, decreasing his chance of succeeding for some sort of bonus (causing extra damage, completing the task quicker than normal etc). Thirdly, the GM can choose to either reward an imaginative, detailed description of what the character does with extra dice (normally two) or take away dice from the character's 'skill pool' (the number of dice he would normally roll) for unimaginative descriptions or poor roleplaying (hjowever, this is not necessary, particularly if the players are new to the game)
Resolution:
At this point, when all the other steps have been fulfilled, the player rolls the dice in his skill pool and tries to get equal to or under his rank in the skill on each of his dice (for example, if he has skill rank 3 in Ettiquete, he has to get a 1, 2 or 3 on each of his dice). For each dice he rolls under his skill, he gets a 'success'. If the player chose in the Image phase to 'play it safe' his skill goes up by 1 for that action (from a 3 to a four, for example), while if he chose to 'take a risk', his skill goes down by 1 (from a 3 to a 2, for example). The GM has secretly noted the number of successes the player needs to get if he wishes to succeed. If he gets over that Target Number, the action is a success, if not, the action fails.

Attributes
These ae the 'vital statistics' of the Character, they determine how many dice a character rolls when making an action. They range between 1 and 10, with 1 being 'completely inept', 4 being 'Average' and 10 being 'superhuman', although a GM might wish to increase this range for certain campaigns, such a superheroes or heroic fantasy. For most games, I recomend that the players be allowed to spend 12 points to increase their attributes, on a 1-for-1 point basis, above the base 1.

Brawn Used for determining actions of strength and stamina
Agility Used for determining actions of nimbleness and dexterity
Wit Used for determining reactions and snap decisions
Reason Used for determining actions of intelligence and logic
Bearing Used for determining social and actions of force of personality

Skills:
Skills are either talents a chaarcter has naturally ( a 'knack') or have trained for (formall or informally). A character has 20 points to raise individual skills, on a 1-for-1 basis, above the base 0. A character can use a skill that is at rank 0, but when they make a roll with that skill, only every two 1's he rolls count as a single success. The Gm is welcome to add and remove skills as he sees fit - the following list is supposed to be relatively generic for most games.
Athletics (Brawn)
Acrobatics (Agility)
Combat (Brawn OR Agility)
Computers (Reason)
Crafting (Reason)
Defence (Brawn OR Agility OR Wit)
Disguise (Bearing)
Empathy (Bearing OR Wit)
Ettiquette (Bearing)
Interrogation (Brawn OR Bearing)
Investigation (Reason)
Knowledge (Reason)
Ledgermain (Agility)
Medicine (Reason OR Wit)
Notice (Wit)
Performance (Bearing)
Profession (Any of the Attributes - GM's Discretion)
Quickness (Wit)
Research (Reason OR Bearing)
Survival (Brawn OR Wit)
Stealth (Agility)
Trickery (Bearing)
Vehicle Use (Agility OR Wit)
Willpower (Brawn OR Bearing)

Please note, I have left the skills 'Combat', 'Crafting', 'Knowledge', 'Performance', 'Profession' and 'Vehicle Use', intentionally vague. This is because these skills cover a wide array of abilities and doctrines; when you invest points into this skill, you choose a specific area to train in - how specific the area is is up to the GM. For example, if the GM decides that the campaign will involve a lot of combat and little 'off the battlefield' work, so he decides to have the very narrow specifications for the 'combat' skill (such as 'swords', 'axes' and 'bows') and very loose specifications for crafting ('smithing', 'carpentry' etc.). Personally, I would prefer to se a 'thematic' approach to each of the 'specialisation' skills - you choose a loosecategory based on how the character was trained. For example, one could have combat: knight or craft: Engineer. This allows a player to make a case for using a skill more easily than normal.

Qualities:
All characters have something 'special' about them, from the mundane (such as 'powerfully built') to the extreme ('Grand Archmage of the Blue Star'). During character creation, the GM can decide to allow the players to have a certain number of Qualities. The GM states the number of dice that can be put into Qualities, and the player divides those dice amongst whatever Qualities they want, with GM's discretion (for example, if the Gm decides that each player can have 3 dice of Qualities, a character could put 2 into 'Knight of the Realm' and 1 into 'Humble'), During the game, a player can choose to 'invoke' a Quality, if he can make a reasonable case for it, add add the Quility's dice to his own skill pool. For example, during a phase where a character's looking for information, he can invoke his 'Contacts' Quality, worth 3 dice, and add 3 dice to his skill pool.

A Quality, in itself, can be anything from an intrinisc ability (such as the natural gifts bestowed upon an Elf), a skill or ability the character has trained for years for (auch as being the practicioner of a secret type of magic) or even a special item or companion (like a magic sword or a plucky sidekick). In the case of the third, each dice you put into it describes an aspect of the Quality (for example, a Sidekick that has two Quality dice invested into it might have 1 in Combat Trained and another in Loyal). It's up to the GM how many Quality dice he chooses to give the players, but it is probably better to start on the low end (3-5) and award more as rewards for completed missions/adventures.

[hr]

How's that, so far?

Were-Sandwich
2006-07-26, 07:35 AM
Uh. AS you go up in skill, not only does the number of dice you roll go up, but the probability of each dice suceeding goes up. Its a very steep bell curve. I'd do a graph, but I'm lazy

Artisan
2006-07-26, 07:37 AM
Actually, as stated within the post, the number of dice you roll is based on your Attribute, not your skill

Were-Sandwich
2006-07-26, 07:41 AM
Oh. Sorry, I missed that. This looks very good otherwise.

Artisan
2006-07-26, 08:42 AM
(Sorry, went to grab some lunch)

Cheers for that! I'll get the combat system up in the enxt day or so

Harnryd
2006-07-26, 08:56 AM
2 questions about your skills:

1: Some skills are based on 2 or more attributes. Who gets to decide which attribute to use?

2: How is the Profession skill used?

Artisan
2006-07-26, 09:04 AM
1) The player
2) The 'Profession' skill is generally used to 'work the system', as it were. You know how to contact people, for example, or you know how to get hold of materials, should your job require it. It's for 'learning through experience', rather than books. For example, a person might use Profession: Lawyer to play the evidence to her favour, or poke holes in the opposition's case

Artisan
2006-07-27, 10:45 AM
Alright, I'm going to choose to take 'no comments' a a goood thing (ie - there's nothing too bad about it). With that in mind, I'm going to turn to the next section of the ISIR systerm, combat or rather, Conflict.

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Conflict

Two swordsmen trade blows in the midst of battle

A fugitive desperately flees from his pursues through the darkened forest

A lawyer makes his case against the fearsome counterpoints of the opposition

All these are Conflicts.

In the ISIR system, Conflict is described as any scene where two or more groups are actively competing against one another. This could be in combat, or a chase scene, or a debate, or even hacking into a computer. These are all handled in the asme manner, but the Intent, Skills and Images are all different. Conflicts are not necessarily violent in nature, although they are always competetive. The basic mechanic of Conflict works like a normal skill check/action in ISIR. However, instead of having a flat target number based on the difficulty of the task, the two (or more) opposing parties both roll dice, and the player with the most successes comes out 'on top', with the difference between the two determining how advantaged or disadvantaged the character(s) is in the next 'exchange' (due to the nature of Conflicts, many actions often happen similtaneously, and so I will shy away frm the use of the word 'turn' in favour of 'exchange').

The Action

In this example, I will use the character Tobias Rookes, famed swashbuckler and gentleman adventurer, against a thug to try and accurately highlight how an exchange happens.

As in normal ISIR, a player declares his Intent, Skill and Image, as per the regular rules. The Gm can decide whether he wants all the players to do the phases all at once (all of them declaring their Intent, Skill and Image similtaneously, but working out the Resolution individually) or individually (going through the entire ISIR process on a player-by-player basis).

Tobias is stadning in the middle of a busy tavern as two thugs lunge at him, percieving some insult on his part. Tobias' Intent is to draw his sword and meet the ruffians, who is wielding a club, face to face. His skill he deems, quite rightly, is Swordsmanship -which he has at skill 4, while his Agility (it's attribute) is at 5 - while the thug is using Pugilism (3) with Brawn (4), his Intent is to beat Tobias to a bloodied pulp. Tobias' Image is tha swashbuckler leaps over the table that seperates him from the lout, drawing his sword, and proceeds to taunt his foe with quick, nicking cuts.

At this point all parties involved roll their Skill as if it was a normal check, and then compare how many successes each of the participants get.

Tobias rolls his dice and gets 5, 4, 4, 3 and 2. That's 4 successes. The Thug, in return, gets 6, 5, 3 and 2 - two success. The difference means that Tobias comes out on top in this echange by 2. Tobias grins as his sword weaves through the air, slicing the air like a silver snake's tongue, cutting at the thug's arms and sides, while not giving him a debilitating blow.

Advantage & Disadvantage

After an exchange, a character that comes out 'on bottom' is considered Disadvantaged - he's on his abck foot for the enxt exchange. This could be as incoventient as a shallow cut to the arm or as debilitating as having a vital piece of evidence thrown out of court. After an exchange, compare the number of successes each participant has. Then consult the following table.

Difference
The number of success between the person 'on top' and the person 'on bottom'
Result
What this difference is called
Mechanics
How this affects the game

Difference - 0
Draw
Neither character is considered 'on top' for the next exchange. Continue to the next exchange.

Diffference - 1-2
Clipped/Inconvenienced
The character gets a fleshwound, falls slightly behind or is mildly disadvantaged in some other way. For the next exchange, the character 'on bottom' removes one dice from his Skill pool.

Difference - 3-4
Hurt/Bothered
The character takes a slightly harder hit, has considerable holes poked in his logic or suffers a slightly morepalpable setback. For the duration of this scene (ie when the series of exchanges ends) he is at -1 to his Skill Pool for ALL rolls.

Difference - 5-6
Injured/Troubled
The character suffers a major blow, or the crowd starts to turn against him, or suffers a rather drastic disadvantage. Untill the GM deems otherwise, the character is a -1 to his Skill Pool for ALL rolls.

Difference - 7+
Disabled
The character 'on bottom' is out of the exchange. This represents the chaarcter falling unconcious or being killed (depending on Intents/Images etc), losing the court case or otherwise taken out.

Please note all these Disadvantages stack.

A character is advantaged when the situation is favourable for him - an ally comes to join him in the fight, or he has a good reputation when trying to convince the town to listen to him. In these circumstances, the character(s) gain one or more dice to their dice pool until the GM decides to remove them (for example, a GM decides that each character gains an extra die for each ally that outnumbers the enemy in a bar brawl).

When working out an exhange between more than two people, one of two things can happen:

If two or more characters decide to 'gang up' on another, add their number of successes together before comparing them to the other's.

If all three (or more) are against each other, compare each set of success individually before decided how each character is Disadvantaged (if they are).

[hr]

Ok, might be a bit garbled, but that's th overview of combat. Any questions?

endoperez
2006-07-27, 12:54 PM
It looks good. It's simple, it's fast, and it allows for "damage" without making it too severe.

There's something I'd like to clarify, and perhaps a suggestion:

If the swashbuckler and thug continue their conflict, the thug has one less dice in his skillpool, right? If he loses the next exchange by difference of 1, does he have total of two less dice in his pool? If he then were to win by one, would the swashbuckler lose one dice from his pool, or would he regain one dice into his own pool?

Any success should also allow the winner to regain dice to his dice pool, IMO, but never above his normal one. Recovering more than 1 dice should be impossible, to make it easier to be disadvanteaged and to get the other down than to get back into the earlier, better position. Overcoming Hurt/Bothered shouldn't be common even with a good success, and anything more severe should only be awards sometimes bestowed by the GM.

You should also give an example about all-vs-all exchange. How, exactly, would it work out?

Jerthanis
2006-07-27, 12:55 PM
My only problem is that it's "Roll low" and somehow those are less satisfying to me. Otherwise it looks a lot like a more elegant version of something I've been working on (I'm trying to make a very very barebones knockoff of WEG d6 system to publish on a MUD... because I want to play a RPG within an RPG)

I particularly enjoy the Image stage, that's something that's hard to capture in RPGs sometimes, people will just want to roll their Move Silently and skip to being inside, or will need to hide and just roll Hide and say "they need a 30 to spot me." not bothering to say where they're hiding unless prompted by the DM.

One problem I can't find the answer to is how your Perception operates. There's no perceptive base stat and I can't find anything like "Awareness" or "Spot" in the skill list. Also, when contesting actions who wins in a tie of an equal number of successes?

EDIT: OOPS, I bet Notice is the Awareness skill!

Artisan
2006-07-27, 03:17 PM
It looks good. It's simple, it's fast, and it allows for "damage" without making it too severe.

There's something I'd like to clarify, and perhaps a suggestion:

If the swashbuckler and thug continue their conflict, the thug has one less dice in his skillpool, right? If he loses the next exchange by difference of 1, does he have total of two less dice in his pool? If he then were to win by one, would the swashbuckler lose one dice from his pool, or would he regain one dice into his own pool?

If he loses the next exchange by 1, he continues to have 1 less in his Skill Pool, until he comes out 'on top' in an exchange. If he wins by 1 in the next exchange, the swashbuckler loses 1 and he goes back to his normal skillpool.


Any success should also allow the winner to regain dice to his dice pool, IMO, but never above his normal one. Recovering more than 1 dice should be impossible, to make it easier to be disadvanteaged and to get the other down than to get back into the earlier, better position. Overcoming Hurt/Bothered shouldn't be common even with a good success, and anything more severe should only be awards sometimes bestowed by the GM.

That's what I'm trying to go for with this system - if you're Hurt, your wound's probably won't be healed until the end of a scene (or day, at GM's discretion), and remember that if you take multiple Hurts, they all carry on until the end of the scene (or longer...again at GM's discretion).


You should also give an example about all-vs-all exchange. How, exactly, would it work out?

Alright, I've just finished work and a workout, so I'm not full up for a full example, but here goes...

Sayt we have fighters A, B and C. Now let's say they're all fighting. They all go through their Intent, Skill and Image phase, and then we do a series of mini-exchanges, involving:
A/B
B/C
C/A
Now, we don't count any injuries until the end of the full exchange (after all the fighters have had their actions), and then all disadvantages are cumulative.

Is that alright?


My only problem is that it's "Roll low" and somehow those are less satisfying to me. Otherwise it looks a lot like a more elegant version of something I've been working on (I'm trying to make a very very barebones knockoff of WEG d6 system to publish on a MUD... because I want to play a RPG within an RPG)

The roll's low were prompted simply because otherwise we have the (mildly) confusing scenario of skill rank 1 = 6+, skill rank 2 = 5+ and so on...I just feel this way is more elegant. If you prefer to roll high, just swap the whole thing around.


I particularly enjoy the Image stage, that's something that's hard to capture in RPGs sometimes, people will just want to roll their Move Silently and skip to being inside, or will need to hide and just roll Hide and say "they need a 30 to spot me." not bothering to say where they're hiding unless prompted by the DM.

Cheers! That's the sort of thing I was gunning for!


EDIT: OOPS, I bet Notice is the Awareness skill!

Exactly

Right, next (probably tomorrow) I'll be looking at a few ways of handling Magic