Drac/SystemDesign

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Disclaimer: this is all Kelpies fault, she set my mind in motion.

Because all the cool kids are doing it. System thoughts for CUTT replacement in 2014.

From the Insurrection mould, and taking the advice I have given other people - sitting down and working out a set of principals for the system, then writing rules and setting with respect tot hose produces a much better result. Therefore, system concepts/goals.

You are welcome to comment and add opinions, particularly if you think there are important things I have missed. Note: I may consider you to be wrong.

System

The system should not require a degree in maths to create a character. why, it puts people off, it makes it harder to balance

The system should not require GCSE maths to play. why: for most people maths in battle is hard..

The system should not try to be all things to all people. why: too many compromises

The system should try to be most things to most people. why: practicality, I couldn't get scarred lands or insurrection past the vote, also as a uni society it is trying to bring in people to larp.

The system should support most archetypes and play styles. why: the above point. People should be able to be as many character tropes as reasonably possible, ball-gowners should be as happy as hit it monkeys.

The system focus on having many viable builds, and few optimal builds why: optimal builds are boring, ideally they should be not much better than a viable build.

Everyone should be able to be awesome. why: follow on of the viable builds principal, any viable build should have something that they do really well that the others don't.

The system should be about character stories. A story has a beginning a middle and and end - when they arrive and are new and comparatively weedy, though their growth, to the point where they are Teh Awesome, at this point the story must end, so new stories can happen. why: the characters story is basically what we remember, each phase is suitably different, but the key point is that one way or anther, every story ends.

Ideally the gap between a new character and an old character should be small enough that they can viably adventure together. why: this makes life easier all round if the relatively levels matter less for linears. (CUTT had one of the best examples I ever saw of the opposite of this which was Galwyn adventuring with a starting/low level mage. Galwyn had 3-4 times the body hits and 8 times the damage output of the mage. ShatLeg? managed it in the last event with some characters who were basically Average Joes and some who were immortal avatars of death.)

The system should give reasons for conflict. why: games where everybody has a love in are boring

The system should allow PvP?, but should not make it easy. why: PvP? is a natural extension of conflict, but "just stab them" should not be the easiest option. There should not be the 1 stop PvP? build.

The system should not support instagibs. why: they are boring for all parties

The system should account for the fact that it will run on GranchesterFuckingMedows?. why: because it will unless someone can find us somewhere better.

The system should avoid resource depletion. why: grenade syndrome, everyone holds onto their grenades until the very end. See: the 3YGB which had 3 party wipes yet not one priest UFed. 3YGB before that: party wipe but not one priest UFed. Also they make it harder to stat later encounters - if the party has no resources and 1 hit between them, they are unlikely to win against the final demon.

The system should support the players cocking up. why: linears where the party are handheld are boring. A viable option should be "screw this, we are going home" and there be consequences for it, but that it was a viable and correct choice.

The world should be small enough that the players can effect it, but big enough that they can't control it. why: games where what PC's do has no meaning are unfulfilling, similarly, having the PC's running the world makes it hard to seed plot / run things out.

The game happens in Uptime, any downtime exists solely to support uptime. why: it's called Live Action roleplay for a reason.

The system should use as few calls as possible and those it does should be as self-explanatory as possible. why: easier to get people into

The system should enforce flavour and variation. why: back to the "viable builds" point. If everyone can pick from everything it encourages a bland centralist mix. A Barbarian who is primarily a warrior of his tribe should be different from one who is the tracker for his tribe. A warrior who dabbles in magic should be different from a mage who has learned a bit of the art of fisticuffs. A rouge should fight differently to a warror.

The system should be able to die. why: systems are like characters - beginning, middle and end. If they keep dragging on then the weight of plot, rules changes and characters eats away at them. They should be allowed to arrive, be new and shiny, do some cool things, have an awesome ending, and then we all move on.

Setting

Any racial pysrepping should take account of the needs of putting monsters out in interactive. why: CUTT has taught me a lot about this - monsters that are hard to pysrep, don't get pysrepped

The Setting should have a distinct social class "adventurer" which all PC's fit in with no exceptions. This should be roughly equivalant to middle class/skilled tradesman. why: this makes several other points fall together. The setting for whatever reason has given rise to this class of people who go out and Solve Shit for other people. It also works well for the PC's not being the biggest fish in the pond : the reason the archmage is the archmage is he spends all day studying magic for 50 years, similarly the politician or guild leader spends his entire life politicking and running his business. The PC's may do that as a hobby or background activity, but that means they will never reach the top. It also provides a getout strategy for PC retirement - if a PC wants to take over a guild, they retire from adventuring. It also opens up that there are more powerful people than the PC's there - the archmage has SUPER WIZZY DEATH spell that the PC's cannot access, why? because he spent the last 10 years researching it. Gets away from the classic "PC's take over everything/have all the advanced abilities" problem of many RPG's - if you could obtain super cosmic power by a few months of bashing rats why would anybody bother studying?

Comments

I like this and mostly agree with your aims. I'm not quite sure I agree with having an adventurer social class. Some people do enjoy playing 'normal folk' who then maybe become adventurers or maybe don't. --Joey

Shall go back and look at it, I know what I want out of it, you and Malselene raise things I should look at. --Drac

Because I'm feeling opinionated right now. --Malselene

Point --Drac
see Reply to Joey, you are making me think about that one harder. NPC adventurers are definately a thing rather thna it being solely PCs. It is more a "By hanging out in the Wessex arms" you are saying to society that you are an adventurer, rather than a (whatever else). I'm thinking of it like a dominant gene.
Having done some more thinking on this topic I have come to the conclusion that if an adventurer social class exists they should be generally considered utter scum no one and generally not included in the protection of legal systems and generally blamed for everything that ever goes wrong whether this is true or not (and generally mean that no one would ever consider holding a trial for any actions of this group, it's just assign punishment (along the lines of the authorities going "we know you set fire to the docks, it was totally you, you're adventurers and hence obviously to blame, no we don't care which of you did it, you're all the same to us, you must pay unsummountable sum of money or solve the latest problem/quest hook or we will burn your taven down and confiscate all the booze. Or will just ignore small infractions). --Malselene
PS I may be biased, and have a hatred of trials and a love of being scum. --Malselene
Definately. --Drac

Fair point, to be looked at. --Drac
From my experience PVP without the options of killing characters is not great. It tends to lead to the most effective method of dealing with character you dislike is to either completely ignore them or to take actions to exclude them from the interesting and important stuff and generally make playing them unfun for their player. Killing the character means they can at least roll up a new one and start to have fun again. --Malselene
This is a game by me, so stabbing people will of course be legit, it also may be optimal, but I don't want it to be easy. --Drac
On that one I think we have to disagree, for any system running longer than 2-3 years I think enforced retirement vastly improves the game overall. Exact mechanic to be looked to make it as fair to players as possible - it is to encourage new stories not abruptly truncate running ones. --Drac
--Jacob

Being opinionated. Kinda want to write my own one of these now. -Steph

On the adventurer class:

I think I can formulate my attitude to powerful NPCs thusly:

There are a number of reasons, good and bad, to say that someone is not "good at PCing".Being low level is the obvious one; most people fall into this. Being evil is another one - challenging your high-level party with a linear where all the enemies have equivalent stats does stretch credulity, but I think it's a necessary evil and it's OK to just say "don't poke this". "I am an academic/nobleman/stay-at-home and choose not to get my hands dirty" is a bad reason, in my view, because the kind of things PCs do are so important. In general, if someone isn't doing stat-demanding stuff, I'd avoid giving them high stats; if you don't want the archmage to be out there linearing then don't give him any combat spells or hits; why did he bother to learn them? --Jacob

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Last edited August 16, 2013 6:23 pm by Jacob (diff)
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