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- From: magnus@bark-fddi.ii.uib.no (Magnus Alvestad)
- Subject: net.rpg faq
- Message-ID: <1992Nov17.184907.16264@alf.uib.no>
- Sender: usenet@alf.uib.no (Bergen University Newsaccount)
- Reply-To: magnus@ii.uib.no
- Organization: UVBS -> SFK/T-DSA / SOPS - HOS / RNoN
- Date: Tue, 17 Nov 92 18:49:07 GMT
- Lines: 369
-
- --
-
- Frequently Asked Questions
-
- net.rpg
-
- Last Update: Nov 17 1992
-
- Magnus Alvestad
-
- magnus@ii.uib.no
-
- --
-
- net.rpg will be a traditional paper-and-pen based roleplaying
- game developed on rec.games.design. These are some points that we have
- views on and our decisions (if we ever make any).
-
-
- Q1. What will the system be called?
-
- A1. The working title is net.rpg
-
-
- Q2. Should the system be skill-based or class-based?
-
- A2. A career / life-path controlled skill-based system with a
- large degree of configurability depending on the genre and campaign. A
- C program to make a life-path generation system based on asking the GM
- questions has been suggested. There will also have to be a
- point-allocation version.
-
- ketil suggested that the skill-system should be hierarchic, with
- expensive root skills and cheap leaf skill. Martial arts would be a
- root skill and langsword could be a leaf skill.
-
- Ysgarth had a skill system where each skill had components. Talent,
- Practice and Essential Knowledge. This is generally (bell) considered
- to be a Good Thing, but perhaps a littly heavy for daily use?
-
-
- Q3. Should net.rpg be multi-genre?
-
- A3. Yes. Spike reminds us that we have to plan for 'difficult'
- genres like superheroes up ahead.
-
-
- Q4. Should there be one game mechanic?
-
- A4. Not decided. There has been some opposition to using just one
- kind of dice because it has been suggested that it makes for boredom.
- Then again it is a lot more elegant, and will probably be.
-
- torbenm suggests that we should use a small number of game mechanics,
- so we don't have to force everything into one.
-
-
- Q5. What will the one game mechanic be?
-
- A5. There have been some proposals:
-
- 1. Roll two d20 and subtract one from the other. Add any modifications
- due to skill.
-
- 2. Roll just one d20, and your opponent rolls one as well. Each
- side adds in mods for skills, advantages etc. Subtract as in 1.
-
- 3. Ressult Point-based system. Open-ended d20 converts into nil,
- one or two results point. Higher skills make for higher chance of
- rerolling -> more result points.
-
- Each of these systems works on the attribute (dexterity f.ex) plus
- skill (melee weapons f.ex) equals your modification to the dice roll.
-
- 4. You roll d100, if you roll 5 or less, you roll again and
- subtract the second result. If you roll 95 or more on the first roll,
- you roll again and add. Then you add modifiers.
-
- jbridson proposed using a deck of cards. This did not seem to meet
- with a lot of enthusiasm, though.
-
-
- Q6. What does the result of the game mechanic tell us?
-
- A6. The degree of success or failure. Suggestions:
-
- 1. Each skill it's own result table. Unpractical.
-
- 2. Detailed descriptions of all the general levels of
- success/failure, including examples + links to actual results in most
- skill descriptions, including numerous examples.
-
-
- Q7. Combat; detailed or streamlined?
-
- A7. Detailed and Streamlined. We don't want to make another Prince
- Valiant - we are aiming for considerable realism, or at least
- believeability. On the net experts in all fields are available, we
- will use them.
-
- mathers suggested that we use a map-based combat system. magnus does
- not think should be required, but it might be nice for an optional
- rule - especially in those mother-of-wars battles.
-
-
- Q8. How do you roll for damage?
-
- A8. You already did that when you rolled to hit. Factors are how
- well you hit, strength, weapon type, quality, armor, toughness. Some
- people (ralph) think that damage does not increase with skill. He
- seems to be a minority, though.
-
- There are also weapon considerations that must be observed here.
-
-
- Q9. Hit points or wounds?
-
- A9. Hit points distributed onto body parts, but also with a
- 'central HP bank' that you draw from each time you draw from a body
- part. When you get low, you are wounded and cannot perform some tasks.
-
-
- Q10. Hit locations?
-
- A10. When you roll a d100 to hit, you just switch the digit to find
- the hit location. If you want to hit a spesific location, you can
- subtract from your to hit roll (before making it), and add (or
- subtract), to your hit location roll.
-
- If you hit someone wiht a special body structure, you just roll for
- what part of him you damage, for example agility. A one hit point
- damage to agaility would be a minor leg wound for a biped.
-
- tdunn said this: If you have a higher skill, you get to roll more dice
- at the hit-location table, and then you choose one of them.
-
-
- Q11. Character Generation?
-
- A11. We don't know yet - but see A2. There will be a career
- creation framwork built based on your genre and campaign. There is a
- lot of choice on the side of the player (and of the GM). When you
- generate a character, you roll up (or calculate) a lot of stats. When
- you copy these to the Player Sheet, you just copy the ones you will
- need in that campaign / genre.
-
- I you should some day need another stat, you can just find it on your
- Character Generation Sheet.
-
- The bad guys have the same stats as the characters do. Just better :-)
-
- cffitzge said something important: If we can create characters just
- the way we want them to be, why should we look for advancement,
- adventure and all that? magnus thinks the fun should mainly be in the
- role-playing itself, not so much in advancement.
-
- Classes, if we do decide to have something like them, should only
- represent a talent in a certain direction, says fts5729.
-
- magnus has sketched a character generationa alternative where you
- first find (roll for or select) a lifepath, including parents,
- education etc. - and then calculate stats based on this and an
- (maybe optional) roll.
-
- jbridson (robert) is only one of several proposing weaknesses. If you
- play with a 'restricted' character generation, a weakness would give
- you extra points to distribute among positive attributes / abilities.
-
- Nick_Janow thinks it is important that it's possible to create a
- completely random persona, with everything decided by the dice. This
- will bring an extra dimension of challenge into the roleplaying.
-
- leet suggested that at each point in your lifetrack where there was a
- choice, you could spend a point to get a skill, or get a point for
- getting a weakness. When you are out of points, you start the game.
- magnus thinks there is a problem with this; you don't know before you
- start when you are born - this could be important for starting values,
- possibilites, parents etc.
-
-
- Q12. How do I improve?
-
- A12. All characters in a party get the same amount of experience
- from each adventure/part - then they can distribute them to any skills
- used during that adventure. There seems to be a strong majority for
- skill advancement vs. levels.
-
- bell wants to give experience points for time played. He does not
- quite fancy the entire idea of experience, because it tends to give
- players the wrong motivations.
-
- magnus says a few words about advancement not only in strength, skills
- and so on - but also in maturity, values, principles and maybe in some
- genres mental illnesses.. :-)
-
-
- Q13. Human touch.
-
- A13. There has been some discussion as to where the 'human touch'
- should be focused. magnus suggests that the human touch is essential
- in details as well as in the grand picture, while mav wants this to be
- saved for the campaign and the "role-playing". He wants the rules to
- take care of all the small-scale effects.
-
- OBS: The human touch is when the GM determines effects and such
- himself, instead of them being stated in the rules/tables.
-
-
- Q14. What should be in net.rpg?
-
- A14. At least this (according to RDT111 and others):
-
- System for creating characters
- Mechanics for learning skills
- Mechanics for using skills
- Combat System
- Advancement system
- Campaign Advices
- Customization Guidelines
-
- Genre spesifics:
-
- Magic system
- Equipment lists
- World outlines
- Races (including monsters)
-
- Q15. Are there any attributes yet?
-
- A15. jliukkon proposed these:
-
- Build
- Fitness
- Consciousness
- Subconsciousness / Instinct
-
-
- Q16. What is this modularity that people talk about?
-
- A16. It is 'hiding methods behind information' - for example, the
- stats on your character sheets are independent of the method used for
- creating them. So, they could be generated through a life-path system,
- rolled up, just written down, or some combination. The rest of the
- rules will then be able to use these stats, without 'knowing' how they
- were generated. Generalize this, and some interesting thoughts will
- pop up in your head.
-
- Each method will be a way to generate/process/use information from
- other methods (or the core rules?). There will be several methods that
- exclude some other methods. For example, you can only use one method
- for one skill. (This was proposed by dalamb and processed by method
- magnus. :-)
-
-
- Q17. What will the stats be?
-
- A17. We don't know yet - but probably:
-
- Form, Fitness, Intellect and Instinct.
-
- Then there will a lot of substats below each of these. Each substat
- will be the mother-stat plus/minus something. They will have to be
- balanced, so the average of all the substats = the stat.
-
- When a substat is needed for a skill, if you don't have that substat
- (because you have opted not to use it or because the genre doesn't
- think you'll need it), you use the motherstat. If you have multiple
- substats that are related to the skill, you're in trouble.
-
- Maybe a roll below the lowest would be a failure, one between the
- stats would be a marginal success (or partial success), while one
- higher than the highest would be a real success. This is kind of ugly,
- though - any better solutions for this?
-
- ketil suggested that it might be wise to divide stats into attributes
- and talents, where attributes are f.ex dex, rolled against to avoid
- falling into a pit. Talents are not rolled against and are what your
- skill scores will depend upon.
-
- ketil doesn't want stats to be very important, except for learning
- skills. There seems to be some disagreement over this.
-
- Spike proposed another set of stats. Well he proposed a set of
- intelligence stats. They are:
-
- Kinesthetic, Linguistic, Logical, Spatial, Aesthetic, Intuition and
- Social. These would be used as what ketil called 'Talents' - the stats
- used to calculate how good you are at skills. Spike has a few examples
- of stat application:
-
- Shooting = Kinesthetic + Spatial
- Architect = Spatial + Logical
- Fast Talk = Linguistic + Social
-
- This is supposedly Aftermath-similar. Well, they can sue me.
-
-
- Q18. Skills, how do they work?
-
- A18. Well, there are a lot of ideas here. ketil suggested that
- there should be a lot of skills, organized into a hieriarchy. For
- example, below a skill 'Computers', there would be at least
- 'Technical', 'Programming' and 'Use'. Different leaf skills would
- depend on different stats.
-
- The border between skills and stats is getting a bit misty, maybe we
- could just put them all in a conglomeratical hieriarchy?
-
-
- Q99. How do I discuss aspects of net.rpg?
-
- A99. Post on 'rec.games.design', but remember to put NET.RPG in the
- Subject, with the sub-subject, for example "NET.RPG: Exp Points",
-
-
- Q100. What's next?
-
- A100. You tell me what you think about the ideas I have presented
- and the assumptions I have made. If there is too much discussion on
- one issue, I will cut the cream and decide.
-
- It might be better at a later stage to distribute that responsiblity,
- so different people decide about different parts of the system.
-
- jbridson suggested this time plan:
-
- Decide what skills represent.
- How do stats work with skills?
- Extrapolation at both ends of scale.
- 'Shells': char-generation, damage, hit-location etc.
- Genre-spesific rules
- Source material
-
- In other words; mechanics first and then things like the character
- generation. The toughest part first.. :-)
-
- We must also decide *What is a characteristic?*. (Spike)
-
-
- Q101. What people are working on net.rpg?
-
- A101. Here are some of them, in no particular order:
-
- Those that are listed as committee members may be so if there is a
- committee. I'm not sure at the moment. sos has a cynical attitude
- about committees.
-
- magnus@ii.uib.no Maintainer of FAQ, committee member
- mav@cs.uq.oz.au Lore creator, see 13.
- tdunn@ecst.csuchico.edu <no to tables - 1 net.rpg no way!>
- RDT111@psuvm.psu.edu Committee member
- mathers@sibelius.trl.oz.au <combat on hexmaps>
- ketil@ii.uib.no <hierarchic skill system>
- bell@beethoven.cs.unc.edu <skills,mechanics>
- cffitzge@IASTATE.EDU <mostly single-genre>
- fts5792@cs.tamu.edu <classes=talent>
- jbridson@kean.ucs.mun.ca (robert) <weaknesses>
- Nick_Janow@mindlink.bc.ca <random char-gen>
- sos@oz.plymouth.edu <multiple net.rpg's>
- cleggp@aix.rpi.edu <integrate, don't compromise, system1>
- (Spike) <planning, d6>
- morrow@thorogood.rutgers.edu <1 style, 1 game>
- torbenm@diku.dk <committee = ouch!>
- jliukkon@cc.helsinki.fi <stats>
- leet@acsu.buffalo.edu <life-path>
- dalamb@qucis.queensu.ca <hiding methods behind information>
- --
-
- -Magnus
-