2: design the game mechanics based on that analysis part 1
Let’s revisit the takeaways of the source analysis: sneaky
trumps combat, educated trumps sneaky; social status and connections are
important. Traits are inherited and may be dormant till needed. Small unit
fights are to capture (even if for eating later) rather than to the death and
only happen when the sides aren’t sure who will win at first glance. Finally
the Hobbit is a children’s book so I’d like it to be a game system that’s easy
for kids.
That being said I’m using a lightly modified d6 engine. For
those not familiar with the d6 system it’s the engine for most of West End
Games’ catalogue and best known for the Star Wars system. The engine was
originally developed for the Ghostbusters license by Sandy Peterson, Lynn
Willis and Greg Stafford (which is a hell of design team). Baseline mechanic is
that there are a small number of Traits rated in d6, each Trait has a Talent
and any complex actions require rolling the relevant Trait, +1d6 if a Talent
fits. The dice are summed to see if they hit the GM determined difficulty,
which is between 5 and 30. It’s clean, easy to use and forces kids to work on
their basic addition skills. Plus we know from experience with Star Wars that
it works well for a non-granular adventure system…as long as one can resist the
urge to add more complexity for the sake of complexity.
With the rough engine out of the way we can work on the
parts specific to this game world. That means rules for Knowledge, Sneaking,
Fighting, Other Physical Actions and Social Combat. I find that character
creation is a good place to start after defining the rough engine. Let’s set up
one Trait per each of the important areas, and add one more for Senses since
the book does keep talking about Bilbo’s senses in relation to the Dwarves. My
starting point is
Athletics: what shape is the character in, how fast can she
run, how much can she lift and so on?
Burglary: how well does the character sneak, filch things
and otherwise be sneaky?
Education: how much has the character studied, what does she
know of the world and its people?
Lineage: what is the character’s heritage and how can she
draw on that when talking to others?
Perception: how keen
are the character’s senses, and how much does she trust them?
Warcraft: how well does the character fight, with any
weapons?
Archetypes are something that Star Wars used and it’s a big
help in setting the campaign tone. Players are picking from a list of
pre-approved character types so there’s no chance of someone building a
character that just does not fit the setting. Plus it saves time in character
creation. The Archetypes are pretty nailed down (defining 12 of the character’s
15 Trait dice) but customizable by the player adding one trait die, selecting two
inheritances and four of the six talents. That’s not a lot but it should be
enough for what I’m looking for in this game – something with quick character
generation, easily understood by kids and ‘lets get started in the first
session’ sort of play.
Talents are player defined, though the Archetypes have two defined
two just to guide the players to what fits the world when defining their own.
The advantage to player defined talents is I don’t need an exhaustive skill
list and player defined lets them flag things they want to see touched on in
later sessions.
Inheritances are something that I’m adding to the system for
this game: they’re the catch all place for putting extra talents or abilities
that don’t fit into the Traits, either because they’re free standing and
diceless, because they’re the PC’s race or because they’re specific thins you
can’t even try unless you have the Inheritance. I figure I’ll develop maybe a dozen of these
things for the players to select from, which has the advantage of mixing up the
Archetypes a little bit so I don’t have to make too many.
While I’ll go into this more later, let’s take a look at
what I think Thorin would look like as a PC (things in parenthesis are me
discussing the game mechanics.)
****
Thorin, son of Thoror, King Under the Mountain
Archetype: Lost Heir
Athletics: 2d +1d [Dwarf] = 3d (Endurance)
Burglary: 1d (Scouting)
Education: 2d ([Dwarf Lore], Kindgom of Erebor)
Lineage: 3d (Prince of Eebor)
Perception: 1d+1d
[player’s choice] = 2d ([Cavesight], Detect Ambush)
Warcraft: 3d (Armored Combat, Fighting Retreat)
* Dwarf: Athletics +1, Dwarf Lore (Education Talent),
Cavesight (Perception Talent), Armored Combat (Warcraft Talent). The character
is a member of that hearty race with their greater strength and endurance and
reliable ability to navigate caves and mines with minimal light. Dwarf lore is
the ability to craft objects metal or stone and imbue them with magical
ability, but can also be applied to any common stone or metalwork (such as
mining or construction). Dwarves are trained from childhood in fighting while
wearing mail and therefore accrue only the advantages and none of the penalties
when they do so – a dwarf in armor is a threat to avoid.
* Company: 6-12 Followers give +2d when able to act in
concert, or remove penalties when able to act in parallel. The character has a
company of followers who assist him in his endeavors. These might be kinfolk,
mercenares or a guild of thieves (or, if the character also has the distaff
inheritence, a coven of witches) , but as NPCs they don’t roll for themselves,
instead adding dice to your pool when they can work in concert with you or
remove penalties when you’re trying to do multiple things at once and you can
get them to act as your surrogates.
****
That looks clean to me: We end up with a fairly good warrior
(who does really well in the last big battle scene) who is about to tough out
quite a bit, knows the history of his people and the caverns of his mountain
home by heart and who is able to project an air of leadership (with an handy
ability to talk to the ravens of his homeland) and has a company of followers
to assist him in his quest. Plus it should be easy for younger players to
understand. That means it’s time to work out the specifics of the other
mechanics.
First off, let’s make this a player-dice system where the GM
sets difficulties but doesn’t roll so everything stands or falls with the
players dice rolls. This gives the GM more control over the scenario since
difficulties can be set very high or very low to drive direction of action.
Second off, here’s a simple rule: if it’s permanently on
your character sheet it adds dice, if not it adjusts target numbers. (Note:
Adjusting target numbers is more potent, rolling dice is more fun). This should
serve to limit the number of dice being thrown. To that end I’ll also state
that any dice over 5 are shifted to a -5 on target numbers, so heroes who can
stack a high Trait with a Talent and a corresponding Inheritance and maybe a
Named Item can perform some really impressive feats.
Third off, in many cases the issue can be handled as a
simple contest, where the player makes a single roll against the target number
to see if they succeed or fail. For contests against actual opponents we have
extended contests which have the target number get higher or lower based on
who’s won the last exchange, with victory coming when the target number becomes
0 and defeat when it goes over 35.
Finally, let’s set the degrees of success as every 5 points
above or below the target. If you’re fighting a Cave Troll and roll an 18 you fail,
but not terribly badly. If you roll an 8 you failed by more than 10 and that
means a much bigger failure. Here’s a quick chart
Succeed by 15+: completely and totally succeed in goals; any
extended conflict is over however the player wants to end it.
Succeed by 10+: totally succeed in goals; in an extended
conflict the target number drops by 10. If this drops the target number below
1, the extended conflict is over however the player wants to end it.
Succeed by 5+: Succeed in goals; in an extended conflict the
target number drops by 5. If this drops the target number below 1, the extended
conflict is over however the player wants to end it.
Succeed: Marginal success in goals; in an extended conflict
the target number drops by 5 _for the next exchange only_ as you have a
momentary advantage. If the target number goes below 1, the extended conflict
is over however the GM wants to end it in the PCs favor.
Fail: this is a marginal failure. In an extended conflict
the target number goes up by 5 _for the next exchange only_ as you have a
momentary disadvantage. If the target number above 30, the extended conflict is
over however the player wants to end it in the GM’s favor.
Fail by 5+: fail in goals; in an extended conflict the
target number goes up by 5. If the target number goes above 30 the extended
conflict is over however the GM wants to end it.
Fail by 10+: totally fail in goals; in an extended conflict
the target number goes up by 10. If the target number goes above 30 the
extended conflict is over however the GM wants to end it.
Fail by 15+: completely and totally fail in goals; any
extended conflict is over however the GM wants to end it.
Accepting Complications: you can add 5 points to your die
roll if you accept a long term complication of +5 target number on all rolls
for this Trait until you and the GM agree that the complication has been
resolved. This might be taking a major wound, having your only weapon shatter,
publically blaming an ally in a social conflict or other similar things based
on the circumstances.
Why do this? If you’re in a circumstance where the your
action difficulty is 10 accepting a complication lets your marginal success end
an extended conflict immediately, albeit on terms favorable to the GM – you
win, but make things more difficult for yourself. The same is true if you just
rolled a 10+ success – a 15+ success ends any extended conflict, so taking the
complication lets you bring things to an immediate, dramatic conclusion on a
single good die roll. If your difficulty is up to 30 and you manage to fail by
10-14 points, accepting the complication lets you dictate the terms of the
defeat. That can be a big advantage.
I think this works. It’s quick for a single contest, fluid
for a longer one where the target number can fluctuate during the course of the
contest, means we don’t have to track hit points or even wounds if the player
doesn’t want to deal with them. I have two concerns – that close fights might
drag on forever or that the penalty from an initial exchange might be
overwhelming. Of course, since I want uneven fights to be over quick that might
not be much of an issue.
What is the range of abilities? I mean, I can't tell how good 3d is. How many 4d and 5d folks are there? 6d = 5d and subtract 5 from difficulty?
ReplyDelete3d is professional level. The system is weighted to produce PCs looking like Thorin above, so weighted to players having at most a single 4d. Full description of target numbers comes Friday.
DeleteI have the feeling we'll be spending all year with you asking questions about stuff that I have written for the next day....