To pick up where I left off, I'm looking at three questions:
- What are my goals for my games?
- What are the basic components of a diceless system?
- How do I arrange my components to meet my goals?
I addressed the first in my previous post. On to the next one;
Elements of a Diceless RPG
I'm going to begin by talking out my my ass. Bear with me for a minute. It's my assertion that the basic character in an RPG has three basic elements; attributes, powers and accessories.
Attributes represent things about a character that everyone in the game possesses to some extent. Strength, Intelligence, etc. From a game design perspective, attributes should define the major axes of conflict between characters, especially in a diceless game. This means that the attributes that work best for Amber may not work well in another game. In some cases (superhero games , especially), the foci of conflict are less universal (e.g., super powers), but for most genres, attributes are going to be fairly central, and will end up driving the increasingly specific layers below.
In the Nano-Victorian Future, for example, I might make intelligence an attribute, because how smart and educated a character is should have significant impact on the charcters' role in the game. Science, history and the like are all valuable commodities in that setting. On the other hand, in Caecern, a high fantasy setting, that sort of thing isn't as exciting, so I likely won't use intelligence as an attribute there; characters can be as smart as they want to be, but it won't be central to the action.
Attributes can be done a couple of different ways. The traditional approach is "objective"; x points of strength let you lift y pounds, an agility of Q lets you dodge bullets, etc. Amber uses a "subjective" approach; the values of attributes are only important in that they tell you how you compare to other characters. The GM has to use discretion to determine how much the first ranked in Strength can lift, or just how long first ranked in Endurance can go. For the purpose of the game, the important thing is that they do those things better than characters with lower scores.
Both methods are attractive. I haven't quite worked out what advantages one has over the other in a game, just yet.
Powers represent various things that the character can do that aren't universal. If you don't have Pattern in Amber, you can't walk between worlds, regardless of your attributes. In a fantasy setting, "powers" might include sorcery, turning to stone, or secret fighting techniques. In the Nano-Victorian Future, exclusive access to certain kinds of nanotech, special education in obscure lore or actual cybernetic modifications might be more appropriate. In a modern world with no magic or superpowers, "powers" might be uncommon skills (gun training, chemistry, etc.)
For figuring out how powers work, there's again two approaches; Amber DRPG uses the cost of a power as a sort of cost of admission. Buying a power gives you the ability to do the stuff the description says you can. How well you can do that depends on your attributes.
I wonder if that's an overly blunt instrument for something like "wizardry" in a fantasy setting though; the genre calls for a wide variation in the power of wizards, and attributes might not be the best way to achieve that. As an alternative, one could just have a power as another place to pool points, making powers a sort of secondary attribute that not everyone ranks in.
A third path might be to have "milestones" where a certain amount of investment in a power gives a character certain abilities with it, while allowing fine tuning in between.
Accessories are things that are unique to the character. Zir magic sword Wellspring, zir steam-powered carriage, a beloved telepathic dog or an unbreakable lasso. These should be items that are important to the character's legend. No one cares what Elric's belt was called, but everyone who's read the stories knows what his sword was named. Accessories should be things that a character has investment in, and the GM should respect that - accessories shouldn't be destroyed or taken away without both the consent of the player (even if it's just "trust me, I'm going somewhere with this...") and a balancing shift to make up for the loss. It makes a lousy story if Arthur loses Excalibur while taking a bath, unless there's a story tied up in the how and why, and how he gets it back.
Accessories are important because they do a lot of help establish the flavour and uniqueness of the character. In an Amber game, all the PCs might have Pattern, but only one of you has a shape-shifting horse who can speak Spanish.
One more to go, where I attempt to pull it all together and end up with a lightweight game system. If you've read even this far, I'm impressed, and I owe you one1.
1 "One" is redeemable for one of the following; a beer, a cookie, chocolate, or mutually agreeable recreation.
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be it a "bang your dead as my proton powered death ray destroys anything it touches"
to
"my *hurrr drool* character is so charming *twitch* your smitten with her"
im a big fan of the old WW VLARP (v2) rules, however that doesnt stop someone that has the beuty and social grace of road kill from haveing maxed out social traits 5 of them gorgious.
the element of a random factor, be it dice or R/P/S is to resolve these issues.
this all reminds me, i should add you to the NOX dev team.
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The distinction between powers and attributes is actually interesting... I think that a strong argument could be made for a gaming system with only powers; the assumption there being that what one does, what one learns, etc., is far more important than who one is. Progressive powers make sense for a lot of things; I use the same 1-5 rating scale for skills in my world that I do for attributes. I do divide skills into two categories, those things which having an explicit skill in merely makes you better at, and those without which you have no chance of succeeding. Athletic skills, for instance, can be frequently replaced by simply being an exceptional, if untrained, athlete. Language skills, on the other hand, can't be replaced no matter how smart you are -- you may still be able to convey fairly complex meanings through hand gestures, but you can't speak the language.
I'm sort of on the fence about accessories. I think I need to review how I'm handling things of that sort in my system. I tend to take a very detailed, simulationist approach to equipment, but it doesn't end up mapping very well to how most people seem to like to play.
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As a Narrativist, I also take the approach that if it's not specified in the rules, it's not important, so do what you want with it. Want to speak twelve languages? Sure, if it fits your background, go for it. No, I'm not going to write that down if we're playing a game where skills of that nature aren't important to the action.
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I think it also makes a difference that the world I'm portraying is one in which the baseline level of skill is very low -- subsistence farming and unskilled labor. Now, both categories end up involving quite a bit of real world skill, but the kind of basic background training doesn't really happen to many people, and represents a significant advantage to those it does happen to.
Part of how I balance this is with elements like story points and grace points (i.e. style, willpower, destiny, etc) -- this represents the mechanic stepping in and saying, yes, we have this heavily simulationist world; now let's turn around and let the plot run rampant against that background, because that's what plots do.
I'm generally interested in cooperative modes of interaction between players, not adversarial ones, in many ways because I find the kinds of social interactions that can result from adversarial relationships less enjoyable.
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Behold the Great Text Avalanche part 1
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While I agree that randomizers have their place in gaming, I don't think they are necessary, and would get in the way of the kind of game I'm looking to run here. :)
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Behold the Great Text Avalanche part 3
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Your point about damage vs effectiveness is excellent. I've ssen damage systems where each body part takes damage separately, and you start taking penalties if they become too damaged (eg -2 to movement is your leg is at 50%) this I think goes too far in the other direction, and gets you bogged down in details.
I tend to role-play damage. What exactly the effect of a Logrus tendril to the brain is is going to depend on the Psyches of attacker and defender. But how you determine what actually happens is based more on story telling and roleplaying.
To reply to your earlier comment though, you don't have to know anything about psychically shielding yourself against Logrus to do it in game. I'm not sure how you guys liked it when I made you role-play stuff like that, but if anyone gave me a good enough explanation of what they were doing, I generally let them away with it.
The worst part of Amber is that the GM has to decide EVERYTHING, which often (in my case, anyway) slows the game down. Well, maybe not as much as flipping throught the books looking for obscure tables to roll against, but it certainly increases the in-game workload. I always admired how Steve could take the roll results (hidden, of course, and if he didn't fudge a roll or two behind his hand I'd be surprised) and turn them into a role-playing event. He even winced if you got hit badly.
Whatever the mechanics, they can't be allowed to interfere with the flow of play. There's nothing so boring as waiting for everyone to make their rolls before the action proceeds (I actually drifted off in comabt almost every time). But that's just me ;)