Peter Knutsen
2007-07-11 12:21:46 UTC
I'll probably post this to both < news:rec.games.frp.advocacy > and
the RPG-Create mailing list.
First some background:
Modern Action RPG (MA RPG) is a project I've been working on since
early 2006 (having put Sagatafl development on hold), intended for
serious campaigns in the modern genre. So far, the rule book is 110
pages (70%-80% of it character creation), and I have a lot of ideas
and mechanics that have not yet been written into it.
Basically, MA RPG is "Spycraft 2.0 done right", the same way Sagatafl
is "GURPS done right" and Multiclass was "AD&D done right".
Character creation is flexible (not entirely a type 2 system, these
being exceedingly rare, but very close to type 2) and point-based.
All players must choose 1 physical Weakness and 3 psychological Flaws
for their characters, from a long list of pre-approved traits in the
rule book, although there is some "wiggle room", including exchanging
one of the psychological Flaw for a non-psychological Special Flaw.
A Special Flaw is usually a developmental disad or limitation, such
as Rookie which bars the character from starting with high skill
levels and from ever acquiring Veteran Skill traits, or Rigid
Learning which bars the character from adding Specializations to his
skills (among other effects). Examples of non-developmental Special
Flaws are Poverty or being Wanted by law enforcement.
The roll mechanic is multiple-dice, as in Sagatafl, except that d6's
are used instead of d12s, and that there is no changeable Roll
Difficulty. You Succeed if you get one or more sixes, and if you get
no sixes but at least one five you've got a Partial Success. If you
get all ones, you've Fumbled. Everything else is a failure.
A very low skill of 2 thus gives a roughly 3% chance of Fumbling, and
a skill of 3 gives a 0.5% chance. PCs will be highly skilled as a
matter of routine, thus making Fumbles exceedingly rare.
Situational difficulty modifiers affect the number of dice rolled,
thus adverse circumstances reduce the number of dice (and I do have a
rule for how one can "roll" zero dice or even a negative number of
dice - something characters would wish to avoid!), and clever
approaches and good equipment increase the number of dice.
I already have a bunch of Luck traits, all of which are beneficial
for the character who has them: Luck Points that can be used flexibly
but are not very powerful, and Coincidences (Minor and Medium, plus
finite-use Miracle) that allows the player to dictate beneficial
coincidental events ("The guard outside our jail cell turns out to be
a follower of my religion, so it should be possible to persuade him
to let us out, or at least cut us some slack so that we can prepare
our own escape". Depending on place and time, this could be a Minor
Coincidence, a Medium Coincidence, or a Miracle), and also the Jinx
Foe luck trait which gives the player some weekly "Jinx Foe" points
that can be used by the player to inflict bad luck upon the
character's enemies.
Obviously these Luck traits are controlled by the *player*, although
they are possessed by the *character* (in the sense that they are an
aspect of the character's capabilitistic individuality and are
written down on the character sheet).
But I have no way for players to say that their characters are
Unlucky, as a Weakness or Special Flaw. All I have is one Special
Flaw which bars the character from having Luck traits, and another
Special Flaw, Outrageous Fumbles, which lets the GM go absolutely and
almost absurdly berzerk, consequence-wise, when that character rolls
a Fumble.
However, with Fumbles being so exceedingly rare, Outrageous Fumbles
is not the Flaw that will satisfy the desires of a player wishing to
create and play an Unlucky character.
Also, I've thought a bit about firearm jamming. This isn't something
that can happen, at all, under the current rules. The simple (i.e.
idiot) solution would be to have firearm jamming occur whenever the
user rolls a Fumble on the attack roll.
Never mind that Fumbles will be exceedingly rare for characters with
even relatively low weapon skills (of 5 or 6). It's also idiotic to
assume that a character's skill at *shooting* a weapon affects the
chance of a jam.
It makes sense in Sagatafl for melee weapons, where upon a Fumble the
rules may force a Durability roll to see if the weapon suffers damage
or is broken (swords are fragile things when used incorrectly). But
not with firearms. Not at all. Especially not with long-range shots
reducing the number of dice rolled (so that weapon jamming would be
more likely for long-range shots than for point-blank shots!).
So I thought, two days ago, about a way to solve both problems at
once:
The GM gets 6 weekly Bad Luck points for each PC, plus a further 6
monthly Bad Luck Points for each PC. He can spend these (in fact, the
rules will tell him that he *must* spend them) on inflicting bad luck
upon the PCs, in various ruled-guided ways, with unspent Bad Luck
points being saved up for later.
This opens up a bunch of possibilities. I could add more Luck traits
to the system: Less Bad Luck, which reduced the numbers to 2 weekly
and 2 monthly Bad Luck Points, and the costlier No Bad Luck which
means that the character has *no* Bad Luck at all.
I could also add an Unlucky Special Flaw, which means that the
characters gets not 6 but 15 (or 12 or perhaps 18) Bad Luck points
per week and per month. I could even add a Very Unlucky Weakness
which gives a humongous amount of Bad Luck points. (But I'm not sure
if 30 or 40 weekly, and 30 or 40 monthly, Bad Luck points make for an
at all playable character. Fortunately I have another idea for how to
handle Very Unlucky, but I won't go into that here, except to say
that it involves combining numerous minor effects – such "group
weddings" are common in MA RPG (and I'd like to add more, including
PTSD as a Flaw/Major Flaw, and Old as a Weakness (as in "I'm getting
too old for this shit").
Weapon jamming could be handled with each weapon having a BL jam
cost, so that reliable weapons cost more BL points to jam, and
unreliable or badly maintained weapons cost fewer (easily as little
as 1 BL point, which makes them emergency or backup weapons that you
can't rely on).
Clearly there'd have to be a rule, about when the GM is allowed
to "call a jam". Perhaps he can only do this before the player rolls,
and when the player has rolled if the roll is not 2 Successes or more
(because then the GM is prevented from "stealing" a good roll from
the player).
This BL-based firearm jamming system opens up for three more binary
skills:
One is Meticulous Weapon Maintenance, which increases the BL jam cost
of all the character's firearms by 1. Another is Immediate Action,
which lets the character un-jam any firearm in a single combat Round
(where normally it would take multiple Rounds, perhaps 5), and the
more powerful Quick Immediate Action which lets the character un-jam
any firearm at a cost of only a few Action Points, so that he can
also do other things that Round.
These binary skills also gives me something more concrete to do with
the Primitive trait, which represents a character who is from a low-
tech ("close to nature") background and therefore gets bonuses to
wilderness skills, but who isn't familiar with modern technology,
including weaponry. I've long known that it doesn't make sense to
penalize such a character for wanting to learn how to fire modern
weapons at his enemies.
The obvious place to penalize a Primitive is in maintenance and
repair - and now I have rules for that, meaning that I can make it
(e.g.) 4 or 10 times costlier for a Primitive character to learn
these binary skills, compared to non-Primitive characters. Or I can
forbid it entirely. I can even go further and give an automatic
increase in the jam chance, represented by a lowered BL cost of
jamming for all such a character's weapons (unless he can get another
character to maintain the weapon for him).
Other ways to use Bad Luck (BL) points is to have melee weapons
break, with steel weapons costing more points to break than "iron"
weapons, and well-crafted ones costing more again, and "signature
weapons" being able to have an Unbreakable trait. And of course
wooden melee weapons should generally be harder to break than
metallic ones, excepting the absurdly skinny Japanese bo staff.
Characters could slip and would have to make some kind of Reflexes or
Balance saving throw to avoid falling (with the consequences being
anything from ridicule from NPCs and to severe injury). Characters
could accidentally drop held items if they fail a Dexterity saving
throw (lower BL costs for items that are heavy relative to the
character's Strength, and of course much increased BL cost for items
that one would presume the character sees as very valuable and
fragile). I think this sounds like a sensible consequence of action
conditions, with sweat and exhaustion and stress, and large pools of
blood and other bodily fluids, often on surfaces that were less than
favourable to begin with.
I could also allow the GM to spend BL points to force player
characters to make "Fumble Re-Checks", which involves any failed roll
being re-rolled, with the number of dice being halved (i.e. a roll of
10 dice becomes 5 dice) for the sole purpose of seeing if a Fumble
comes up.
One more way to spend BL points could be to turn a Fumble into
an "outrageous Fumble" (for characters with the Outrageous Fumbles
Special Flaw, this happens automatically every time, without the GM
having to pay any BL points or do anything else). This can be done
after a Fumble Re-Check.
I'd have to write a long list of legal ways for GMs to spend Bad Luck
Points. Even if some GMs will wish to go beyond such a list, the
longer it is, the easier it will then be for such GMs to use the
existing options as guidelines upon which to base their rules
expansions (or rules improvisations), instead of just serving up some
random crap for their players.
Hopefully my problem is evident: I'm giving the GM a tool with which
to bother and annoy the players. And not only am I giving it to him,
I'm telling him that it is his duty to use it (and to use it in
full!!).
As most of you already know, I'm opposed to control-freak GMs and
asshole GMs and sadistic GMs. I'd like Modern Action RPG to be the
kind of RPG system that broken GMs would want to stay far, far away
from. A rules system that they would refuse to use, even if they were
offered money to run campaigns under it.
Unspent Bad Luck Points are saved. Yes, of course. They *have* to be.
Otherwise we have room for favouritism (and even worse, even more
likely, we have room for *perceived* favouritism), because the GM can
make sure to always spend almost all the BL points on one player
character, but be less dutiful when it comes to another player
character, with the unspent ones then lost, so that the second player
character does not get all the Bad Luck that he ought to have had.
Also, a GM could (and not necessarily out of any kind of malice)
become so extremely frustrated with a huge back-log of unspent BL
points, so that he suddenly unloads most or all of it, by inflicting
several disasters on the back-logged PC within a very short time span.
Not only does the PC's girlfriend become a lesbian, his house burns
down (and the insurance company suspects him of having started the
fire), and he is diagnosed with cancer, the GM handing the PC's
player a long list of the penalties that the PC will suffer from
during the next several months while he undergoes chemotherapy.
This very particular problem can probably be solved by having unspent
BL points go into a character-specific "bank" from which they can
only be released slowly. This means that favouritism *will* be
possible, but not very easy after all.
Still, we're left with the more general problem of the GM being
informed, by the rule book, that it is his *duty* to *torment* the
players.
Some players can "buy off" this torture partially or entirely. In
fact, *all* the players in a given campaign *can* buy it off
entirely. But they shouldn't want to. Having the Luck trait No Bad
Luck should be something that makes that particular character
special - not something which all his adventuring friends *also* have
as a matter of routine.
I don't want it to be so that the party member who sticks out from
the rest is the one who does *not* have No Bad Luck.
Being mindful of the standard values being 6 BL per week plus a
further 6 BL per month...
...a standard firearm jam could cost 3 BL points (+/- several points
for good or bad quality, and for good or bad maintenance). A slip
(with saving throw) might have a base cost of 4 BL (I'm just making
up numbers here) and require a slippery surface (icy, wet, slimy,
littered). A dropped held item (again, saving throw required) might
have a base cost of 6 BL (less if it is heavy relative to the
character's Strength, more if the character can be assumed to be
anxious about holding carefully on to it (any weapon), and infinite
if it is perceived by the character as extremely important (Frodo
would never drop The One Ring). Melee weapon breakage could start at
4 BL (+/- for material and quality).
A normal Fumble Re-Check, of half as many dice as the original roll,
could cost 2 BL points, and a harder Fumble Re-Check, with half as
many dice minus one (e.g. 3 dice if the original roll was 8 dice)
could cost 4 BL points. Turning a Fumble into an Outrageous Fumble
could cost 5 points.
(My original idea was to allow the GM to "steal" a couple of dice
from a failed roll, so that for instance if the roll comes up 11135
the GM could steal the 3 and the 5, leaving only ones behind, so that
the roll becomes a Fumble. But I think the forced Fumble Re-Check
solution is better.)
Right now I don't have any more ideas (I hope I'll get around a dozen
further ideas for BL usage, in the coming days), but it's a very new
mechanic for me anyway, and the above numbers are just to try to give
people some idea about how common Bad Luck will actually be
(theoretically 10 weapon jams per month, but of course a GM who uses
BL points only for firearm jams will be ridiculed by his players -
deservedly so!).
I should probably also try to combine the Jinx Foe mechanic with the
Bad Luck mechanic. Since I haven't done anything much with Jinx Foe,
this is not a big hurdle.
Thoughts?
the RPG-Create mailing list.
First some background:
Modern Action RPG (MA RPG) is a project I've been working on since
early 2006 (having put Sagatafl development on hold), intended for
serious campaigns in the modern genre. So far, the rule book is 110
pages (70%-80% of it character creation), and I have a lot of ideas
and mechanics that have not yet been written into it.
Basically, MA RPG is "Spycraft 2.0 done right", the same way Sagatafl
is "GURPS done right" and Multiclass was "AD&D done right".
Character creation is flexible (not entirely a type 2 system, these
being exceedingly rare, but very close to type 2) and point-based.
All players must choose 1 physical Weakness and 3 psychological Flaws
for their characters, from a long list of pre-approved traits in the
rule book, although there is some "wiggle room", including exchanging
one of the psychological Flaw for a non-psychological Special Flaw.
A Special Flaw is usually a developmental disad or limitation, such
as Rookie which bars the character from starting with high skill
levels and from ever acquiring Veteran Skill traits, or Rigid
Learning which bars the character from adding Specializations to his
skills (among other effects). Examples of non-developmental Special
Flaws are Poverty or being Wanted by law enforcement.
The roll mechanic is multiple-dice, as in Sagatafl, except that d6's
are used instead of d12s, and that there is no changeable Roll
Difficulty. You Succeed if you get one or more sixes, and if you get
no sixes but at least one five you've got a Partial Success. If you
get all ones, you've Fumbled. Everything else is a failure.
A very low skill of 2 thus gives a roughly 3% chance of Fumbling, and
a skill of 3 gives a 0.5% chance. PCs will be highly skilled as a
matter of routine, thus making Fumbles exceedingly rare.
Situational difficulty modifiers affect the number of dice rolled,
thus adverse circumstances reduce the number of dice (and I do have a
rule for how one can "roll" zero dice or even a negative number of
dice - something characters would wish to avoid!), and clever
approaches and good equipment increase the number of dice.
I already have a bunch of Luck traits, all of which are beneficial
for the character who has them: Luck Points that can be used flexibly
but are not very powerful, and Coincidences (Minor and Medium, plus
finite-use Miracle) that allows the player to dictate beneficial
coincidental events ("The guard outside our jail cell turns out to be
a follower of my religion, so it should be possible to persuade him
to let us out, or at least cut us some slack so that we can prepare
our own escape". Depending on place and time, this could be a Minor
Coincidence, a Medium Coincidence, or a Miracle), and also the Jinx
Foe luck trait which gives the player some weekly "Jinx Foe" points
that can be used by the player to inflict bad luck upon the
character's enemies.
Obviously these Luck traits are controlled by the *player*, although
they are possessed by the *character* (in the sense that they are an
aspect of the character's capabilitistic individuality and are
written down on the character sheet).
But I have no way for players to say that their characters are
Unlucky, as a Weakness or Special Flaw. All I have is one Special
Flaw which bars the character from having Luck traits, and another
Special Flaw, Outrageous Fumbles, which lets the GM go absolutely and
almost absurdly berzerk, consequence-wise, when that character rolls
a Fumble.
However, with Fumbles being so exceedingly rare, Outrageous Fumbles
is not the Flaw that will satisfy the desires of a player wishing to
create and play an Unlucky character.
Also, I've thought a bit about firearm jamming. This isn't something
that can happen, at all, under the current rules. The simple (i.e.
idiot) solution would be to have firearm jamming occur whenever the
user rolls a Fumble on the attack roll.
Never mind that Fumbles will be exceedingly rare for characters with
even relatively low weapon skills (of 5 or 6). It's also idiotic to
assume that a character's skill at *shooting* a weapon affects the
chance of a jam.
It makes sense in Sagatafl for melee weapons, where upon a Fumble the
rules may force a Durability roll to see if the weapon suffers damage
or is broken (swords are fragile things when used incorrectly). But
not with firearms. Not at all. Especially not with long-range shots
reducing the number of dice rolled (so that weapon jamming would be
more likely for long-range shots than for point-blank shots!).
So I thought, two days ago, about a way to solve both problems at
once:
The GM gets 6 weekly Bad Luck points for each PC, plus a further 6
monthly Bad Luck Points for each PC. He can spend these (in fact, the
rules will tell him that he *must* spend them) on inflicting bad luck
upon the PCs, in various ruled-guided ways, with unspent Bad Luck
points being saved up for later.
This opens up a bunch of possibilities. I could add more Luck traits
to the system: Less Bad Luck, which reduced the numbers to 2 weekly
and 2 monthly Bad Luck Points, and the costlier No Bad Luck which
means that the character has *no* Bad Luck at all.
I could also add an Unlucky Special Flaw, which means that the
characters gets not 6 but 15 (or 12 or perhaps 18) Bad Luck points
per week and per month. I could even add a Very Unlucky Weakness
which gives a humongous amount of Bad Luck points. (But I'm not sure
if 30 or 40 weekly, and 30 or 40 monthly, Bad Luck points make for an
at all playable character. Fortunately I have another idea for how to
handle Very Unlucky, but I won't go into that here, except to say
that it involves combining numerous minor effects – such "group
weddings" are common in MA RPG (and I'd like to add more, including
PTSD as a Flaw/Major Flaw, and Old as a Weakness (as in "I'm getting
too old for this shit").
Weapon jamming could be handled with each weapon having a BL jam
cost, so that reliable weapons cost more BL points to jam, and
unreliable or badly maintained weapons cost fewer (easily as little
as 1 BL point, which makes them emergency or backup weapons that you
can't rely on).
Clearly there'd have to be a rule, about when the GM is allowed
to "call a jam". Perhaps he can only do this before the player rolls,
and when the player has rolled if the roll is not 2 Successes or more
(because then the GM is prevented from "stealing" a good roll from
the player).
This BL-based firearm jamming system opens up for three more binary
skills:
One is Meticulous Weapon Maintenance, which increases the BL jam cost
of all the character's firearms by 1. Another is Immediate Action,
which lets the character un-jam any firearm in a single combat Round
(where normally it would take multiple Rounds, perhaps 5), and the
more powerful Quick Immediate Action which lets the character un-jam
any firearm at a cost of only a few Action Points, so that he can
also do other things that Round.
These binary skills also gives me something more concrete to do with
the Primitive trait, which represents a character who is from a low-
tech ("close to nature") background and therefore gets bonuses to
wilderness skills, but who isn't familiar with modern technology,
including weaponry. I've long known that it doesn't make sense to
penalize such a character for wanting to learn how to fire modern
weapons at his enemies.
The obvious place to penalize a Primitive is in maintenance and
repair - and now I have rules for that, meaning that I can make it
(e.g.) 4 or 10 times costlier for a Primitive character to learn
these binary skills, compared to non-Primitive characters. Or I can
forbid it entirely. I can even go further and give an automatic
increase in the jam chance, represented by a lowered BL cost of
jamming for all such a character's weapons (unless he can get another
character to maintain the weapon for him).
Other ways to use Bad Luck (BL) points is to have melee weapons
break, with steel weapons costing more points to break than "iron"
weapons, and well-crafted ones costing more again, and "signature
weapons" being able to have an Unbreakable trait. And of course
wooden melee weapons should generally be harder to break than
metallic ones, excepting the absurdly skinny Japanese bo staff.
Characters could slip and would have to make some kind of Reflexes or
Balance saving throw to avoid falling (with the consequences being
anything from ridicule from NPCs and to severe injury). Characters
could accidentally drop held items if they fail a Dexterity saving
throw (lower BL costs for items that are heavy relative to the
character's Strength, and of course much increased BL cost for items
that one would presume the character sees as very valuable and
fragile). I think this sounds like a sensible consequence of action
conditions, with sweat and exhaustion and stress, and large pools of
blood and other bodily fluids, often on surfaces that were less than
favourable to begin with.
I could also allow the GM to spend BL points to force player
characters to make "Fumble Re-Checks", which involves any failed roll
being re-rolled, with the number of dice being halved (i.e. a roll of
10 dice becomes 5 dice) for the sole purpose of seeing if a Fumble
comes up.
One more way to spend BL points could be to turn a Fumble into
an "outrageous Fumble" (for characters with the Outrageous Fumbles
Special Flaw, this happens automatically every time, without the GM
having to pay any BL points or do anything else). This can be done
after a Fumble Re-Check.
I'd have to write a long list of legal ways for GMs to spend Bad Luck
Points. Even if some GMs will wish to go beyond such a list, the
longer it is, the easier it will then be for such GMs to use the
existing options as guidelines upon which to base their rules
expansions (or rules improvisations), instead of just serving up some
random crap for their players.
Hopefully my problem is evident: I'm giving the GM a tool with which
to bother and annoy the players. And not only am I giving it to him,
I'm telling him that it is his duty to use it (and to use it in
full!!).
As most of you already know, I'm opposed to control-freak GMs and
asshole GMs and sadistic GMs. I'd like Modern Action RPG to be the
kind of RPG system that broken GMs would want to stay far, far away
from. A rules system that they would refuse to use, even if they were
offered money to run campaigns under it.
Unspent Bad Luck Points are saved. Yes, of course. They *have* to be.
Otherwise we have room for favouritism (and even worse, even more
likely, we have room for *perceived* favouritism), because the GM can
make sure to always spend almost all the BL points on one player
character, but be less dutiful when it comes to another player
character, with the unspent ones then lost, so that the second player
character does not get all the Bad Luck that he ought to have had.
Also, a GM could (and not necessarily out of any kind of malice)
become so extremely frustrated with a huge back-log of unspent BL
points, so that he suddenly unloads most or all of it, by inflicting
several disasters on the back-logged PC within a very short time span.
Not only does the PC's girlfriend become a lesbian, his house burns
down (and the insurance company suspects him of having started the
fire), and he is diagnosed with cancer, the GM handing the PC's
player a long list of the penalties that the PC will suffer from
during the next several months while he undergoes chemotherapy.
This very particular problem can probably be solved by having unspent
BL points go into a character-specific "bank" from which they can
only be released slowly. This means that favouritism *will* be
possible, but not very easy after all.
Still, we're left with the more general problem of the GM being
informed, by the rule book, that it is his *duty* to *torment* the
players.
Some players can "buy off" this torture partially or entirely. In
fact, *all* the players in a given campaign *can* buy it off
entirely. But they shouldn't want to. Having the Luck trait No Bad
Luck should be something that makes that particular character
special - not something which all his adventuring friends *also* have
as a matter of routine.
I don't want it to be so that the party member who sticks out from
the rest is the one who does *not* have No Bad Luck.
Being mindful of the standard values being 6 BL per week plus a
further 6 BL per month...
...a standard firearm jam could cost 3 BL points (+/- several points
for good or bad quality, and for good or bad maintenance). A slip
(with saving throw) might have a base cost of 4 BL (I'm just making
up numbers here) and require a slippery surface (icy, wet, slimy,
littered). A dropped held item (again, saving throw required) might
have a base cost of 6 BL (less if it is heavy relative to the
character's Strength, more if the character can be assumed to be
anxious about holding carefully on to it (any weapon), and infinite
if it is perceived by the character as extremely important (Frodo
would never drop The One Ring). Melee weapon breakage could start at
4 BL (+/- for material and quality).
A normal Fumble Re-Check, of half as many dice as the original roll,
could cost 2 BL points, and a harder Fumble Re-Check, with half as
many dice minus one (e.g. 3 dice if the original roll was 8 dice)
could cost 4 BL points. Turning a Fumble into an Outrageous Fumble
could cost 5 points.
(My original idea was to allow the GM to "steal" a couple of dice
from a failed roll, so that for instance if the roll comes up 11135
the GM could steal the 3 and the 5, leaving only ones behind, so that
the roll becomes a Fumble. But I think the forced Fumble Re-Check
solution is better.)
Right now I don't have any more ideas (I hope I'll get around a dozen
further ideas for BL usage, in the coming days), but it's a very new
mechanic for me anyway, and the above numbers are just to try to give
people some idea about how common Bad Luck will actually be
(theoretically 10 weapon jams per month, but of course a GM who uses
BL points only for firearm jams will be ridiculed by his players -
deservedly so!).
I should probably also try to combine the Jinx Foe mechanic with the
Bad Luck mechanic. Since I haven't done anything much with Jinx Foe,
this is not a big hurdle.
Thoughts?
--
Peter Knutsen
sagatafl.org
Peter Knutsen
sagatafl.org