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- Newsgroups: rec.games.design
- Path: sparky!uunet!comp.vuw.ac.nz!canterbury.ac.nz!cantua!cctr120
- From: cctr120@cantua.canterbury.ac.nz (Brendon Wyber)
- Subject: RPG: Making your own role playing system
- Message-ID: <C1JtsE.Ivn@cantua.canterbury.ac.nz>
- Nntp-Posting-Host: cantua.canterbury.ac.nz
- Organization: University of Canterbury, Christchurch, New Zealand.
- X-Newsreader: TIN [version 1.1 PL8]
- Date: Thu, 28 Jan 1993 05:26:38 GMT
- Lines: 190
-
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-
- SO YOU WANT TO DESIGN YOUR OWN ROLE PLAYING SYSTEM ???
-
- Role playing systems seem to be getting more and more similar in design.
- Using the following notes as templates we can easily create the
- basis of your own role playing game. NOTE: this article concerns
- the Mechanics not the background of the game and focuses on the character
- definitions, which is usually the most important aspect of the game.
-
-
- STEP ONE: THE BASIC SUCCESS CHECK
-
- The first thing you need to decide is the basic rule mechanic on how a
- character will succeed in a doing success checks for skills/characteristics
- etc. This is the most important part of the game as it will effect all the
- numbers to follow in the game. It usually involves rolling dice and comparing
- the result to a score on the character sheet.
-
- e.g. GURPS/HERO: Roll 3d6. Result should be less than or equal to the score.
- Runequest/Warhammer RPG: Roll 1d100. Result should be less to or equal
- to the score.
- Rolemaster: Roll 1d100, add score. Look up on a table, etc.
- ShadowRun: Roll a d6 for each point in the score. Count the number of
- dice that get higher than a certain number.
-
- More advanced games have rules for flukes (often referred to as fumbles,
- botches, criticals, specials) or rules involving extra dice rolls to get
- numbers beyond the range normally available.
-
- e.g. Harn: Roll a 1d100. If the roll is a multiple of 5 the result is a
- critical instead.
- Ars Magica: Roll a 1d10. If the roll was a 1, roll again and double it.
-
- Things to remember...
- 1) The larger the dice the more maths involved. People often
- prefer rolling a 1D20 to a 1D100.
- 2) Having rules for flukes, or getting higher than normal dice roll remove
- the concept of "never being able success or fail" syndrome. Including
- them can, however, create the "only fail when I fumble" problem.
- 3) Rolling one dice (1d20 or 1D100) is a linear probability curve while
- rolling more is a bell curve probability. This effects the modifiers
- to a score. On a 1d20 a +2 modifier will add +10% to the chance of
- success regardless of the character's original score, but a +2 bonus on
- a 3D6 roll will have a bigger effect on a score of 9 than a score of 13.
-
-
- STEP TWO: CHOOSE THE CHARACTERISTICS
-
- Every game since D&D and traveller has had the common concept of the
- characteristics, a bunch of primal values that builds a frame work to
- help character design. There seems to be two common ways of doing this.
- First is that all the characteristics are equal and independent of each
- other.
-
- e.g. D&D: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma,
- all generated from 3D6 rolls ( yeah right :-> )
- Ars Magica: Strength, Stamina, Dexterity, Quickness, Perception,
- Intelligence, Presence, Communication, all allocated from
- points or rolled randomly.
- Traveller: Strength, Constitution, Dexterity, Intelligence, Education,
- Social Standing, all 2D6 rolls.
- etc..
-
- The other method is two have two sets of characteristics. One primary and
- one secondary which is calculated from the primary's and other modifiers.
-
- e.g. 2300 AD: One of the physical characteristics is Mass, which is then
- used in the calculation of strength.
-
-
- Once the actual characteristics are chosen then then standard range of values
- are decided on.
-
- e.g. GURPS, D&D, Hero: Have an average of a round 10, common mortal man
- is in the 3-18 range.
- Ars Magica: 0 average, normal range -5 to +5.
-
- This number is usually easily applicable to the Success Check Method in order
- to do simple characteristic roll. Bear in mind for some reason player
- characters score are usually higher that average.
-
- e.g. Runequest: Uses the 1D100 system. Characteristics range from 3-18. A
- normal roll involved rolling less than the characteristic
- score times 5.
-
- Note: the more characteristics chosen, the more complicated the maths will
- be (as they will involve more modifiers). If you have more than eight
- characteristics, you will generally have a more complicated game than average.
-
-
- STEP THREE: GENERATE COMBAT STATISTICS
-
- The combat statistics are then generated from the characteristics. These
- involve things like the hit points (for absorbing damage), carrying
- capacity, and movement rates.
-
- e.g. Runequest: Things like strike ranks, Hit points, Fatigue points.
- Hero: Endurance, stun, physical and energy defenses, speed, etc.
-
- Some systems then later allow character's to modify those values through
- skills, advantages, or by "learning them".
-
- To do this also involves the defining of the combat sequence and timing. The
- most common way to do this is to have a "melee round" type system and some
- sort of initiative order.
-
- e.g. Runequest: Has strike ranks. You act on the rank.
- Hero: Has speed. Speed determines which phases of the round you act
- in. You then act in order of dexterity.
-
-
- STEP FOUR: GENERATE ADVANTAGES, DISADVANTAGES, AND SKILL LISTS.
-
- Advantages are things that give bonuses to the characters.
- e.g. Ambidexterity, or photographic memory.
-
- Disadvantages are similar but hinder rather than help the character.
- e.g. No legs, or fear of something, or hunted by someone.
-
- Some games don't bother with these but they are becoming more popular in the
- more advanced games (Hero, GURPS, Ars Magica, Top Secret) as they allow the
- game to define rulewise something that isn't easily measurable numerically
- (unlike a skill score).
-
- Skills are measured abilities used to fight with various weapons, drive
- various vehicles, pick locks, know things, etc, etc. Ever since the
- concept of "All character's of the same Class know how to do the same
- thing as well as their level" died away, most games allow character's to
- learn abilities separately, each having their own score.
-
- Basically just write down every advantage, disadvantage, and skill you can
- think of. Then go through your list and cross out the ones that are
- inappropriate, and you have your lists.
-
- Defining the skills isn't that important at this stage. What is more important
- is making sure that the value they are measured by is relevant to whatever
- method of Success Checking you decided on. Also most games have away that the
- score of the skill is modified by the appropriate characteristics.
-
- e.g. Hero: The score is based off the Characteristic (usually 10) divided
- by 5 and add 9.
- Runequest: For every point of Intelligence over 10 the character gets a
- +1% to every knowledge skill.
- GURPS: A score in a skill is based directly of the attribute score
- modified by a constant.
-
- Also determine how many skills are character is expected to have, and what
- a normal professional level is in that score is, failing to do this now may
- cause problems later on.
-
- e.g. Rolemaster: In the original core rules, the character had an average of
- about 40 points in which to buy scores in skills. A starting
- fighter-like character would be expected to buy about 10
- skills. Later on in companion 2, a lot of existing skills
- were split into several sub-skills, and a lot of new skills
- were added. As a result that 40 points now had to be spent
- amongst a larger number of skill. This caused problems
- resulting in weaker or more tightly specialized characters.
-
-
- STEP FIVE: DEFINE THE EXOTICS
-
- According to the background, exotic features must be added. For fantasy games
- it spells, for space it is usually psionic (psychic) or alien powers,
- etc, etc. This is much too specific to get into here.
-
-
- STEP SIX: NOW DO THE WORK
-
- This is the most difficultand time consuming of the steps. Here you start
- writing things down and are forced to go into details about things.
- Consequently this is where most people stop.
-
-
- SUMMARY
-
- Thanks for reading this. I would be interested in hearing about games that do
- not fit this mold, where when looking at the character sheet you do not see
- sections labels Characteristics, Disadvantages/Advantages, skills, special
- powers, and a section for all the combat statistics.
-
- Be seeing you,
-
- Brendon Wyber Computer Services Centre,
- b.wyber@csc.canterbury.ac.nz University of Canterbury, New Zealand.
-
- "Ph-nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn."
-
-