Albions_Angel
2021-04-02, 04:42 AM
Hi all,
I am currently creating a custom system for some friends. The dice, type of system, etc isnt actually important for this question though, as it focuses on a single mechanic.
The system is based on a fantasy world we all enjoy, and that world has a large basis on character renown. Servants are largely ignored, the ruling classes can literally get away with murder.
Because of this, I came up with the concept of a Renown attribute/score/tracker thing. Basically, your choices at character creation are very free, but generally fall into 3 categories - common, uncommon and rare. Your base renown is 0, the rarer your options, the more renown you accrue.
I want the renown score to be useful at both high and low values. My general idea is something along the lines of:
Low Renown should allow you to blend in with servants, gather information from commoners, and generally pass unnoticed. But if you are caught/questioned, there is not a lot you can do to get you out of a situation.
High Renown means you are easily recognised/spotted in a crowd (you are not necessarily well known, but something about you stands out). It should make it harder to buddy up to the lower classes, but far easier to talk your way out of trouble if caught by the authorities ("do you know who I am?").
I am trying to keep the system extremely simple. My group dislikes complexity in any form. Therefore:
The Renown counter can never be lower than 0
It will run to a maximum of likely 10 or 15 throughout the course of the game
Skill checks currently work in the "default" way - roll a die, add the appropriate attribtue score - Renown need not work that way, but its better if it does
It should be one score/tracker, not 2
The thing is, I am struggling to come up with how to actually use the score I have created. I dont have a list of skills yet, so thats free to tinker with. And while currently this system is, as far as I can tell, unique, I dont mind borrowing a mechanic here or there. The system wont be published so I am free to do whatever.
About the only thing I have in my head right now is when designing, say, a ball that the players have to sneak into, I predetermine a minimum (usually 0) and a maximum Suspicion level for various entry points. As long as their Renown is between those bounds, they are fine, and can act how they want. Should they fail either condition, they will be approached and questioned, at which point, they can try to use a skill (perhaps substituting their Renown for the skill attribute) to lie their way out, distract the questioner, or otherwise circumvent the situation.
Low renown players are less likely to face questioning at all, but if they do, they only have their base stats to go on (which are likely higher than their renown score, so substituting is pointless). High renown players will get questioned a lot (at the gates to the party, for example) but can usually blag their way in, either using their stats, or substituting their raw Renown score and using their influence.
But I dont know. I feel there are too many failure points in this, and that its clunky. I absolutely want to keep Renown as a mechanic, and I am very happy with how its determined, but I just dont know how to USE it.
Thoughts would be appreciated.
I am currently creating a custom system for some friends. The dice, type of system, etc isnt actually important for this question though, as it focuses on a single mechanic.
The system is based on a fantasy world we all enjoy, and that world has a large basis on character renown. Servants are largely ignored, the ruling classes can literally get away with murder.
Because of this, I came up with the concept of a Renown attribute/score/tracker thing. Basically, your choices at character creation are very free, but generally fall into 3 categories - common, uncommon and rare. Your base renown is 0, the rarer your options, the more renown you accrue.
I want the renown score to be useful at both high and low values. My general idea is something along the lines of:
Low Renown should allow you to blend in with servants, gather information from commoners, and generally pass unnoticed. But if you are caught/questioned, there is not a lot you can do to get you out of a situation.
High Renown means you are easily recognised/spotted in a crowd (you are not necessarily well known, but something about you stands out). It should make it harder to buddy up to the lower classes, but far easier to talk your way out of trouble if caught by the authorities ("do you know who I am?").
I am trying to keep the system extremely simple. My group dislikes complexity in any form. Therefore:
The Renown counter can never be lower than 0
It will run to a maximum of likely 10 or 15 throughout the course of the game
Skill checks currently work in the "default" way - roll a die, add the appropriate attribtue score - Renown need not work that way, but its better if it does
It should be one score/tracker, not 2
The thing is, I am struggling to come up with how to actually use the score I have created. I dont have a list of skills yet, so thats free to tinker with. And while currently this system is, as far as I can tell, unique, I dont mind borrowing a mechanic here or there. The system wont be published so I am free to do whatever.
About the only thing I have in my head right now is when designing, say, a ball that the players have to sneak into, I predetermine a minimum (usually 0) and a maximum Suspicion level for various entry points. As long as their Renown is between those bounds, they are fine, and can act how they want. Should they fail either condition, they will be approached and questioned, at which point, they can try to use a skill (perhaps substituting their Renown for the skill attribute) to lie their way out, distract the questioner, or otherwise circumvent the situation.
Low renown players are less likely to face questioning at all, but if they do, they only have their base stats to go on (which are likely higher than their renown score, so substituting is pointless). High renown players will get questioned a lot (at the gates to the party, for example) but can usually blag their way in, either using their stats, or substituting their raw Renown score and using their influence.
But I dont know. I feel there are too many failure points in this, and that its clunky. I absolutely want to keep Renown as a mechanic, and I am very happy with how its determined, but I just dont know how to USE it.
Thoughts would be appreciated.