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CREATING YOUR FAVORITE RPG

PART THREE: DESIGNING THE GAME

Now that you've defined the series that will serve as the basis for your game, and have decided the style of game you want to run, it's time to design the game system and mechanics you will use in the game. In truth, you may not have to 'design' the game system per se. Instead you could use one of the many roleplaying game systems available on the market. In any event, I'll use the term design anyway, since it is a good description of the process you'll be undertaking.

The previous steps in this process have provided you with lots of information about your series, such as who the central characters are, what the setting is like, how the series' stories are told, and what those stories are generally about. All this is important when designing a game system that will be appropriate for the series. But before we get into the specifics of designing the game system itself, we should first look at the job of a roleplaying game system in general terms. Once we understand this, we can then consider what type of game system will work for your series.

THE JOB OF A ROLEPLAYING GAME SYSTEM

So what is the job of a roleplaying game system? Put simply, it is to define the elements of fiction with a system of some sort that allows those elements to interact in the same manner in which they do in works of fiction, and so that the outcome of character actions and events can determined. Whew! That definition is quite a mouthful, so let's look at it one piece at a time:

To define the elements of fiction with a system of some sort

This means that each of the main elements of fiction, Setting, Character, and Actions/Plot, be defined by ratings or categories of some sort.

allows those elements to interact in the same manner in which they do in works of fiction

This means that the way in which each of the elements of fiction are defined should allow each to interact with the others. There should be some consistency between the way each element is defined, as well as some form of correspondence between them. For instance, if character abilities are rated on scale of 1 to 10, and Psychic powers are rated by a scale of Average, Good, and Excellent, there must be some sort of correspondence between the 1-10 scale and the Average, Good, Excellent scale.

so that the outcome of character actions and events can determined

This simply means that there must be a way to determine the outcome of various actions and events, whether these actions taken by characters, or other types of events, such as natural phenomena.

So how does a game system perform this task? By providing a system for defining the various elements of setting, defining characters, and for resolving actions. These three are the same as the three main Elements of Fiction discussed above. As noted earlier, the things that comprise Techniques and Trappings are usually beyond the scope of most roleplaying systems.

Most published roleplaying systems perform this task do some degree or another, since if they didn't, the games would be unsuitable for play. For our purposes the question is, in what ways should the game system define the Setting, Characters, and Actions/Plot so that they are faithful to the series? Let's take a look at each of these in turn.

Space does not permit this article to go into great detail about specifics of statistics, dice rolling mechanics, and the like, and I'll make no attempt here to discuss those issues. Instead, the focus will be on the types of things you need to consider when designing or choosing the game system for your game. I plan to write an article on just this sort of thing sometime in a future issue.

DEFINING SETTINGS

As discussed earlier in this article, the setting of a series encompasses many different aspects, ranging from technology to special abilities such as magical or psychic powers. The game system needs to be able to explain how these things function in the setting, especially how they interact with characters, and the possible outcomes of their use.

In regards to technology, the game system should be able to define the different types described above, especially Weaponry, Communications, and Transportation. The level of detail needed when defining each of these types depends on its importance to the series. In some instances, it is simply enough to say that a particular piece of equipment exists. In other cases, however, such most forms of weapons, specific information is important, such as how much damage a weapon inflicts on its target, how much it costs, and how many times it can be used before it runs out of ammunition or power.

In regards to communication, the range at which certain devices function, as well as how long a device can operate before its battery dies (if applicable) are important to note. When describing vehicles, their speed, maneuverability, and other factors need to be considered, especially if vehicle use is important in the series.

For example, the weapons seen on seaQuest DSV are of two types. sonic stun guns, and laser guns. How do these function in the game? What is the effect of each on a target? As another example, in the series the Thunderbirds, vehicles and vehicle operation are central to the action of the series. The series' name itself comes from the real stars of the show, the Thunderbirds, a set of five fantastic vehicles, each designed for a specialized mission. Any game based on this series would require a system for defining the characteristics of the Thunderbirds, as well as how they are used by characters.

In regards to special abilities, such as magical or psychic powers, how these function in the series needs to be defined. While these are also a facet of character definition, since they are part of the setting, they need to be considered here. What types of abilities are possible? What is the extent of these powers? How common are these powers? What is the effective range of these powers? If these powers can harm characters, how much damage can they inflict?

For example, psychic powers are known to exist in the settings of both seaQuest DSV and Babylon 5. But how do these powers function? How common are they? How is their use resolved in game terms?

The game system needs to be able to quantify the characteristics of different types of technology and special powers that exist in the setting in a way that reflects their use in the series. For example, the psychic powers demonstrated on seaQuest DSV are of very limited power, and are difficult to use. Any game system in which character use these powers easily and often does not fit with the way these powers are portrayed in the series, and would therefore be inappropriate.

DEFINING CHARACTERS

The next thing to consider when designing the game is character definition. That is, how are characters defined in the game system. Most game systems use a set of statistics that represent the characters abilities in a number of areas. The most common of these are attributes, skills or talents, and special abilities such as magical or psychic powers. Let's consider each of these.

Attributes

Attributes are qualities that define a character in the most general sense. They represent a characters' natural assets, without the advantage of training or education. Attributes usually describe a character's physical prowess, his mental aptitudes, and in the case of some game systems, his social or spiritual qualities. Nearly all game systems have a set of attributes that define these aspects of characters, but virtually no two game systems use the same set of attributes. Also, some game systems define certain abilities as attributes that you may think of as skills or talents. When designing or choosing a game system, try to settle on a set of attributes that fits the characters as portrayed on the series.

Skills or Talents

Skills or talents represent specialized types of abilities a character has learned, either on his own, or due to his or her profession. All game systems have some sort of skill or talent list. The difference is often how specific and precise the available skills are. For instance, some game systems have different skills for using revolvers, automatic pistols, shotguns, and rifles. Other systems simply use a more broad type of skill such as firearms.

Some game systems break these types of abilities into classifications. One example of this is the Storyteller System, used in the World of Darkness games published by White Wolf Game Studio. In this system, abilities are classified as Skills, Talent, and Knowledges. In contrast, GURPS, published by Steve Jackson Games, classifies all of these types of abilities as skills.

When designing/choosing the game system, you should consider both the type and range of abilities possessed by the characters in the series, and if a given game system handles skills and talents in way in keeping with the series. Also, the game system will need to include any skills or talents that are unique to the series. For instance, a game based on seaQuest DSV should probably include skills associated with military training in general, and submarine operations in specific.

Special Abilities

As noted earlier, special abilities refers to any magical or psychic powers seen on the series. These can run the range from the ability to cast magical spells to ESP and telekinesis. If it is possible for the characters to possess these types of abilities, the game system will need to provide a list of available powers, as well as how the character uses them. Many game systems have rules for these types of abilities, but be careful if you choose to use these. Most game systems have their own internal logic that applies to these powers, and it is unlikely that any of these will accurately reflect the way the powers are portrayed on the series. Each game designer (and TV series producer) has their own idea of how magic and/or psychic powers should work, and it is not very often that any two of these will mesh perfectly. To cite an earlier example, psychic powers on seaQuest DSV are shown to rare and difficult to use. The game system you use for a seaQuest DSV game should reflect this fact, and not allow easy, common use of psychic powers.

Other Characteristics

There are other types of characteristics that are common in many roleplaying game systems that you may wish to consider when designing your game. The most common of these are what are known as Advantages and Disadvantages or Drawbacks. These are characteristics that either benefit or hinder the character in some way. These are most often natural or in-born, such as impaired vision, phobias, or ambidexterity, but can also include friends, connections, mannerisms, and even social standing. As noted earlier, some game systems use these types of abilities to define some character aspects that other game systems consider attributes or skills.

Very often, these types of abilities can go a long way towards differentiating characters from one another. Also, when 'statting' a series' central characters, using these types of characteristics helps to more precisely define the characters. For instance, one of Indiana Jones' noteworthy characteristics is his fear of snakes. If you were going to base a game on the Indiana Jones movies (Raiders of the Lost Ark, Indiana Jones and The Temple of Doom, and Indiana Jones and The Last Crusade) and were 'statting' Indy, you would want to include this fear of snakes.

There are other characteristics that should be considered in regards to character definition, but many of these are not directly related to the game system itself. These include things such as Personality Traits, manners of speech, and beliefs and attitudes. These characteristics or traits are often beyond the scope of many game systems, but are nonetheless important, and should be kept in mind when characters are being either created (if original characters) or 'statted' (if central characters from the series).

Series-Specific Characteristics

The last area of character definition you need to consider are what I call 'series-specific' characteristics. These are traits that are either unique or important to the series. These characteristics can sometimes be related to certain special powers in the series, but can also represent beliefs and attitudes regarding certain aspects of the series' setting. For instance, one of the key ideas on The X Files is the difference in beliefs between Agents Mulder and Scully regarding unexplained and paranormal phenomena. Mulder is a true believer, while Scully is more of a skeptic. Characters in a game based on The X Files should decide their attitude or beliefs about the paranormal, as this is an important element of that series.

To offer another example, on seaQuest DSV, the significance of psychic powers might lead you to note whether each character has any psychic potential (called PSI factor on seaQuest DSV) of any kind. While most of the characters do not, it was noted in one episode that Captain Bridger does display a minor PSI factor. To reflect this idea, the description of each character in a game based on this series should have a notation relating to his or her PSI factor.

Like advantages and disadvantages, series-specific characteristics can help to define the characters more precisely, and in ways more keeping with the series.

DEFINING ACTIONS

This last aspect is perhaps the simplest of the three. Defining actions simply means determining how actions are resolved in the game system. At the heart of all stories are the actions taken by its central characters, and all game systems have a method (or methods) for resolving the outcome of the characters actions. While many game systems have a single mechanic for all types of actions, some use different systems for different types of actions, such as skill use and combat. I prefer systems which use a single mechanic for all actions, and the majority of game systems published in the last few years are of this type.

But while this aspect of the game system is very straight forward, there still remains a few things that you should consider when designing or choosing your game system. Chief among these is the ease or difficulty of typical actions. This relates to the 'feel' of the series. Are the characters heroes, who commonly perform outstanding feats or physical prowess, or is it more 'realistic,' or even dark and gritty? Whatever the case, the game system should, if possible reflect this. For instance, in the Star Wars movies, the central characters are larger than life heroes, who perform amazing feats. A game based on these movies should allow this type of behavior. On the other, The X Files is much more realistic in terms of what types of actions the characters are capable of performing.

Another thing to consider is whether the game system allows for varying levels of success, or simple success or failure when attempting actions.

Character Success and Failure

Have you ever noticed that in the series, the characters always succeed when they need to, or I should say, when the story needs them to. This is one of the advantages to writing a story rather than roleplaying one; the writer can decide when the characters succeed and fail. The gamemaster and players are never so lucky. The outcome of their actions is tied to the game system. If you've chosen (or designed) an appropriate game system, most of the time things should work out okay, and even if they don't, never knowing the outcome of an action a character takes is part of the enjoyment of roleplaying games. But there will be times when a character either should succeed at an action, or (and this should be a rare occurrence) must succeed at an action in order for the story to continue. What do you do to ensure this? Below are a couple of different ways you might want to consider.

First, if the game system has a system of hero points, or karma, or some similar mechanic that allows characters to increase the chance of success of their actions, you can allow the character to use more than the rules normally allow, in hopes that the additional bonus help the character succeed at the action. These additional points could be called 'Drama Points' or some similar name, to reflect their significance.

Another alternative, one that works equally well with systems that have a 'hero point' system and those that don't, is what I call Story Points. Story Points allow a character to automatically succeed at any action that is important to the continuation of the story. Story Points are very powerful, and their use is always subject to the gamemaster's approval. Each character should have only one or two of these at any one time. These points allow the characters to succeed when they need to, or at least when the players think they need to. They also allow the gamemaster a way of ensuring his story continues. However, be careful that the players don't try to abuse this concept. Remember the intended purpose of Story Points, to allow the story to continue. Examples of how Story Points might be used include things like finding clues that are crucial to an investigation in a game based on The X Files, or piloting the seaQuest out of a subterranean tunnel before an earthquake buries it there in a seaQuest DSV game. As noted earlier, it is the gamemaster's job to determine whether the use of a Story Point is allowed or not.

CHOOSING/DESIGNING THE RIGHT SYSTEM

Now that we've looked at how a game system should define the elements of fiction as they are portrayed in the series, it's time to actually design, or choose an appropriate game system. With a few modifications, you may be able to use one of the many games available on the market instead of designing one from the ground up. When I say 'a few modifications' what I mean is that few roleplaying games are going to work perfectly for your chosen series. Many may come close to what you want, but virtually any system will need some tweaking and tinkering to get it to fit with your series. What will need to tweaked and tinkered with? That depends on your series, and the game you choose. One of the reasons for working out the Premise, Elements of Fiction, and Style of Play of the series is to alert you to how the series works and what the important elements of the series are. By referring back to these, you can ensure that as you design the game, you are staying true to the series as you have defined it.

In all likelihood, there isn't a single game system that will cover the specific needs of your series without some degree of modifications. The best approach is to determine which of the elements, Setting, Characters, or Actions, is most important, and find a game system that fits that element the best. For instance, on The X Files, the characters and what they do are more important than the setting, at least in terms of game mechanics. On the other hand, on the Thunderbirds, the Thunderbirds themselves are more important, and a game based on that series needs to use a game system that features solid rules for vehicle operations.

Once you've found a system that fits with the most important element, it shouldn't be too difficult to get the other elements to work. For instance, most game systems have rules for firearms, or communications equipment. All you need to do define the specific types of equipment according the equipment rules of the game system you've chosen.

Of the three elements, I think that the most important one on which to base your decision is Actions. While may seem unusual, the reason for it is quite simple. The way in which actions are resolved is the heart of any game system. Virtually all other the aspects of a game system are designed to support this function, from character's ability ratings, to how equipment and special powers are used. Once you have found a system for resolving actions that captures the essence of your series, it shouldn't be too difficult to define characters and the setting according to that system. Also, it's often harder to change the nature of how actions are resolved than it is to change how equipment or characters are rated. If your series is one in which characters are heroic, and able to perform remarkable deeds, you need a system that can handle that. Any set of attributes and skills allow for heroic action, but the same is not true for every action-resolution system.

Depending on the style of game you plan to run, you might have to design a character creation system. This will most likely be based on the character creation system from the game system you are using, but it should also reflect specifics of the series, such as special powers or abilities. If you are Playing the Series, you won't need a character creation system, but you will need to do character statistics for all the central characters.

Also, keep in mind that you needn't limit yourself when choosing a game system. You can pick and choose the parts of a system you like, and throw away the rest. Most game systems are little more than a framework to begin with, one that has been molded to function in a specific way. By changing bits and pieces of the system, you are simply re-molding the same framework to suit your own purposes. How do you do this? Well, there are a lot of ways, and in future article I plan to discuss many of them, but for now, here are just few of the more obvious ones. Again, few specifics are provided here.

When working on character definition, if you like the way a given system rates attributes but don't like the specific attributes that system uses, change the specific attributes used by the system. Use a set of attributes from another game system, or one of your own creation. Do the same for the types of skills or talents. If you prefer that these abilities be classified as they are in the Storyteller System, classify them as such. Add other types of characteristics from other systems as needed, such as Advantages and Disadvantages. The same types of changes can be made in regards to defining the series' setting with the game system. The point is that choosing a game system does not mean that you have to adhere to every specific aspect of that system. The important thing to remember is to make sure the things you change or add do so in a way that makes the game system more appropriate for the series. By this time you should know the important aspects of your series, the key is to make sure you remember these when you design the game.

Back to Overview

Part 1: Defining the Source

Part 2: Determining the Style of Play

Part 4: Playing the Game

Copyright ©1996 Louis J. Prosperi

Back to Design

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