Author: Hunter Logan (---.uu.net)
Date: 07-19-2003 07:58
Hey Sergio,
I've been meaning to write something here. I see what you're trying to do, and it's good; but I've been thinking a lot about the nature of complexity and playability. It seems to me, you want a reasonably simple arrangement that capitalizes on all that detail built in during character creation. This is how I would handle mechanics if this were my game:
-GM describes situation.
-Player declares his aim.
-GM determines target number based on situation, including context and other factors. GM gives the player a hint.
-Player rolls 1d6 and adds bonuses/subtracts penalties based on character traits, injuries, etc.
-Commitment becomes a variable point resource. The player can claim Commitment based on the situation. Commitment nets a bonus up to +3. Ambivalence nets a big, fat 0. Reluctance or opposition nets a penalty up to -3.
-Using a trait nets +1 bonus per trait as long as the trait applies to the situation.
-Penalties due to wounds/disabilities apply to any tasks requiring the affected parts of the body. These should be rated for severity (-1 to -3?). For example, the dude who nearly blew his thumb off playing with the firearm would have a very hard time climbing the mango tree (-3 due to injury).
-Player reports the result and the GM reveals the TN.
-Narrate the outcome.
I suggest sharing the narration of outcomes, such as having the GM narrate failures and the player narrate successes.
Curved d6 roll:
1: -2
2: -1
3-4: 0
5: +1
6: +2
Possible TNs (assumes some commitment or applicable traits):
Automatic: No roll needed.
Should Succeed:1
Average: 5
Should Fail: 9+
Possible Outcomes (relative):
Result -4 or worse: Fumble
Result below TN: Negative outcome
Result =TN: Neutral Outcome
Result above TN: Positive Outcome
Result +4 or better: Critical.
I assume the GM and players are interested in the story above all else. Also, the players and GM trust each other. I would build in examples of proper play, just as you have done. I would not build in checks or balances. This game is really about telling these adventure stories. A certain amount of the outcome is left to chance, but more is left to the players' intent and the characters' traits.
Example (based on firing the harquebus): The player is portraying the king's second son. He is visiting (the master of arms).
GM (to player): You arrive at the master of arms' house.
Player: I knock at the door.
GM: No answer.
Player: I check the handle.
GM: It's not locked. It opens with little effort.
Player: I step inside and look around.
GM: The master of arms is sleping on his mat. He is snoring softly.
Player: Ooh! My chance to fire the harquebus! I don't wake him. Instead, I sneak away and go to the chest where the weapon is kept.
GM: Well, you know where it's kept and you've seen him load it many times - but that's not the same as actually knowing how to do it.
Player: It's just a harquebus. It'll be fine. I take the gun out back and load it up. I can take my shot at an orange tree.
GM: Okaaaay. Now is as good a time as any to roll the dice, but the king's son is probably going to fail.
Player: Yeah, but it's a learning experience for him. Die roll: -2!? Ow! Well, I claim 3 commitment in the name of me. I've come this far, and it's in pursuit of my goal: Become a competent marksman. Traits, traits... Personality: Headstrong and curious. That's good for another +2, gives me 3.
GM: Against TN 9. You jerk the trigger and the gun explodes! It bursts in three places inflicting two wounds, including one that nearly severs your thumb. You fall to the ground. It seems you put far too much powder in it. Naturally, the blast wakes the master of arms from his slumber.
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