DJDeMiko
2012-11-07, 09:19 AM
Goal - Design a simple rule system to use in a freeform game
I love freeform games, but find that it can be hard to get people on the same page. Player A wants to play a gruff barbarian and player B wants to play gandalf.
I also find that without SOME level of challenge, that freeform starts to fall apart.
I have also found that most characters, crunch wise, in dnd-style games tend to be easily described in only two or three words.
Dex-fighter, trap finding rogue, battlefield control wizard, battle-cleric.
Deep down, if I say "Smart fighter" every single person will get a similar image in their head. If I say Charismatic rogue, we all think the same thing.
My arguments
1. Fantasy character concepts are so ingrained in our minds that simply naming a class gives most people a similar concept
2. We can further define that said character class by attaching a descriptive word to it
3. We can make the broad statement that in a world of freeform and a world with low crunch stats, that ALL characters are of roughly equal "power"
System Concept:
Character creation crunch is limited to two words. The class and the stat that represents the characters special aspect. We assume a baseline for all characters of a stat.
All barbarians are strong warriors of brute strength and lower intellect. We don't worry about feats and builds. A babarian has access to all things that a barbarian would. A strength-Barbarian is seemingly impossibly strong. A Dexterity-barbarian is still incredibly strong, but unusually agile. An Intelligence-Barbarian is still incredibly strong, but is better able to plan, use skills, etc.
Characters are all of the same "power level" but can be better at different things. In a 1 on 1 fight, a str barbarian and an int-wizard are equally matched. However, as part of a party, each has very different uses, pros and cons.
Die rolling is an opposed d20 roll, modified by common sense and the story telling of the player. A player controlling a rogue that is stealthing behind an enemy to get a sneak attack would receive a much bigger modifier than a barbarian trying to do the same thing.
Die rolling is limited to fights and major game changing plot points. Die rolling is also limited to only a few rolls per event. This allows the game to move forward faster. A fight might be best 2 out of 3 or may be simply one roll.
We can also assume that most rolls are going to be wins, but only effect how well the character wins. A successful roll is an outright success. A failed roll is a success with negative consequences. "Yes you kill him, but he manages to land a terrible blow before you do"
I love freeform games, but find that it can be hard to get people on the same page. Player A wants to play a gruff barbarian and player B wants to play gandalf.
I also find that without SOME level of challenge, that freeform starts to fall apart.
I have also found that most characters, crunch wise, in dnd-style games tend to be easily described in only two or three words.
Dex-fighter, trap finding rogue, battlefield control wizard, battle-cleric.
Deep down, if I say "Smart fighter" every single person will get a similar image in their head. If I say Charismatic rogue, we all think the same thing.
My arguments
1. Fantasy character concepts are so ingrained in our minds that simply naming a class gives most people a similar concept
2. We can further define that said character class by attaching a descriptive word to it
3. We can make the broad statement that in a world of freeform and a world with low crunch stats, that ALL characters are of roughly equal "power"
System Concept:
Character creation crunch is limited to two words. The class and the stat that represents the characters special aspect. We assume a baseline for all characters of a stat.
All barbarians are strong warriors of brute strength and lower intellect. We don't worry about feats and builds. A babarian has access to all things that a barbarian would. A strength-Barbarian is seemingly impossibly strong. A Dexterity-barbarian is still incredibly strong, but unusually agile. An Intelligence-Barbarian is still incredibly strong, but is better able to plan, use skills, etc.
Characters are all of the same "power level" but can be better at different things. In a 1 on 1 fight, a str barbarian and an int-wizard are equally matched. However, as part of a party, each has very different uses, pros and cons.
Die rolling is an opposed d20 roll, modified by common sense and the story telling of the player. A player controlling a rogue that is stealthing behind an enemy to get a sneak attack would receive a much bigger modifier than a barbarian trying to do the same thing.
Die rolling is limited to fights and major game changing plot points. Die rolling is also limited to only a few rolls per event. This allows the game to move forward faster. A fight might be best 2 out of 3 or may be simply one roll.
We can also assume that most rolls are going to be wins, but only effect how well the character wins. A successful roll is an outright success. A failed roll is a success with negative consequences. "Yes you kill him, but he manages to land a terrible blow before you do"