Article View: rec.games.design
Article #466net.rpg FAQ - New and Even More Wonderful!
From: Magnus Alvestad
Date: Fri, 13 Nov 1992 02:23
Date: Fri, 13 Nov 1992 02:23
283 lines
10019 bytes
10019 bytes
Here's the newest FAQ - this is fresh from Text Fill, so there are bound to be typos, mistakes and missing pieces - give me a word if you find any. Hope this provokes some discussion.. :-) -- Frequently Asked Questions net.rpg Last Update: Nov 13 1992 Magnus Alvestad magnus@ii.uib.no -- Q1. What will the system be called? A1. The working title is net.rpg Q2. Should the system be skill-based or class-based? A2. A career / life-path controlled skill-based system with a large degree of configurability depending on the genre and campaign. A C program to make a life-path generation system based on asking the GM questions has been suggested. There will also have to be a point-allocation version. ketil suggested that the skill-system should be hierarchic, with expensive root skills and cheap leaf skill. Martial arts would be a root skill and langsword could be a leaf skill. Ysgarth had a skill system where each skill had components. Talent, Practice and Essential Knowledge. This is generally (bell) considered to be a Good Thing, but perhaps a littly heavy for daily use? Q3. Should net.rpg be multi-genre? A3. Yes. Spike reminds us that we have to plan for 'difficult' genres like superheroes up ahead. Q4. Should there be one game mechanic? A4. Not decided. There has been some opposition to using just one kind of dice because it has been suggested that it makes for boredom. Then again it is a lot more elegant, and will probably be. torbenm suggests that we should use a small number of game mechanics, so we don't have to force everything into one. Q5. What will the one game mechanic be? A5. There have been some proposals: 1. Roll two d20 and subtract one from the other. Add any modifications due to skill. 2. Roll just one d20, and your opponent rolls one as well. Each side adds in mods for skills, advantages etc. Subtract as in 1. 3. Ressult Point-based system. Open-ended d20 converts into nil, one or two results point. Higher skills make for higher chance of rerolling -> more result points. Each of these systems works on the attribute (dexterity f.ex) plus skill (melee weapons f.ex) equals your modification to the dice roll. 4. You roll d100, if you roll 5 or less, you roll again and subtract the second result. If you roll 95 or more on the first roll, you roll again and add. Then you add modifiers. jbridson proposed using a deck of cards. This did not seem to meet with a lot of enthusiasm, though. Q6. What does the result of the game mechanic tell us? A6. The degree of success or failure. Suggestions: 1. Each skill it's own result table. Unpractical. 2. Detailed descriptions of all the general levels of success/failure, including examples + links to actual results in most skill descriptions, including numerous examples. Q7. Combat; detailed or streamlined? A7. Detailed and Streamlined. We don't want to make another Prince Valiant - we are aiming for considerable realism, or at least believeability. On the net experts in all fields are available, we will use them. mathers suggested that we use a map-based combat system. magnus does not think should be required, but it might be nice for an optional rule - especially in those mother-of-wars battles. Q8. How do you roll for damage? A8. You already did that when you rolled to hit. Factors are how well you hit, strength, weapon type, quality, armor, toughness. Some people (ralph) think that damage does not increase with skill. He seems to be a minority, though. There are also weapon considerations that must be observed here. Q9. Hit points or wounds? A9. Hit points distributed onto body parts, but also with a 'central HP bank' that you draw from each time you draw from a body part. When you get low, you are wounded and cannot perform some tasks. Q10. Hit locations? A10. When you roll a d100 to hit, you just switch the digit to find the hit location. If you want to hit a spesific location, you can subtract from your to hit roll (before making it), and add (or subtract), to your hit location roll. There will have to be a hit location chart for each major body type and one for each weird monster (like 3headed ogres). tdunn said this: If you have a higher skill, you get to roll more dice at the hit-location table, and then you choose one of them. Q11. Character Generation? A11. We don't know yet - but see A2. There will be a career creation framwork built based on your genre and campaign. There is a lot of choice on the side of the player (and of the GM). When you generate a character, you roll up (or calculate) a lot of stats. When you copy these to the Player Sheet, you just copy the ones you will need in that campaign / genre. I you should some day need another stat, you can just find it on your Character Generation Sheet. The bad guys have the same stats as the characters do. Just better :-) cffitzge said something important: If we can create characters just the way we want them to be, why should we look for advancement, adventure and all that? magnus thinks the fun should mainly be in the role-playing itself, not so much in advancement. Classes, if we do decide to have something like them, should only represent a talent in a certain direction, says fts5729. magnus has sketched a character generationa alternative where you first find (roll for or select) a lifepath, including parents, education etc. - and then calculate stats based on this and an (maybe optional) roll. jbridson (robert) is only one of several proposing weaknesses. If you play with a 'restricted' character generation, a weakness would give you extra points to distribute among positive attributes / abilities. Nick_Janow thinks it is important that it's possible to create a completely random persona, with everything decided by the dice. This will bring an extra dimension of challenge into the roleplaying. Q12. How do I improve? A12. All characters in a party get the same amount of experience from each adventure/part - then they can distribute them to any skills used during that adventure. There seems to be a strong majority for skill advancement vs. levels. bell wants to give experience points for time played. He does not quite fancy the entire idea of experience, because it tends to give players the wrong motivations. magnus says a few words about advancement not only in strength, skills and so on - but also in maturity, values, principles and maybe in some genres mental illnesses.. :-) Q13. Human touch. A13. There has been some discussion as to where the 'human touch' should be focused. magnus suggests that the human touch is essential in details as well as in the grand picture, while mav wants this to be saved for the campaign and the "role-playing". He wants the rules to take care of all the small-scale effects. Q14. What should be in net.rpg? A14. At least this (according to RDT111 and others): System for creating characters Mechanics for learning skills Mechanics for using skills Combat System Advancement system Campaign Advices Customization Guidelines Genre spesifics: Magic system Equipment lists World outlines Q15. Are there any attributes yet? A15. jliukkon proposed these: Build Fitness Consciousness Subconsciousness / Instinct Q99. How do I discuss aspects of net.rpg? A99. Post on 'rec.games.design', but remember to put NET.RPG in the Subject, with the sub-subject, for example "NET.RPG: Exp Points", Q100. What's next? A100. You tell me what you think about the ideas I have presented and the assumptions I have made. If there is too much discussion on one issue, I will cut the cream and decide. It might be better at a later stage to distribute that responsiblity, so different people decide about different parts of the system. jbridson suggested this time plan: Decide what skills represent. How do stats work with skills? Extrapolation at both ends of scale. 'Shells': char-generation, damage, hit-location etc. Genre-spesific rules Source material In other words; mechanics first and then things like the character generation. The toughest part first.. :-) We must also decide *What is a characteristic?*. (Spike) Q101. What people are working on net.rpg? A101. Here are some of them, in no particular order: Those that are listed as committee members may be so if there is a committee. I'm not sure at the moment. sos is violently opposed to the idea of a committee. magnus@ii.uib.no Maintainer of FAQ, committee member mav@cs.uq.oz.au Lore creator, see 13. tdunn@ecst.csuchico.edu <no to tables - 1 net.rpg no way!> RDT111@psuvm.psu.edu Committee member mathers@sibelius.trl.oz.au <combat on hexmaps> ketil@ii.uib.no <hierarchic skill system> bell@beethoven.cs.unc.edu <skills,mechanics> cffitzge@IASTATE.EDU <single-genre> fts5792@cs.tamu.edu <classes=talent> jbridson@kean.ucs.mun.ca (robert) <weaknesses> Nick_Janow@mindlink.bc.ca <random char-gen> sos@oz.plymouth.edu <multiple net.rpg's> cleggp@aix.rpi.edu <integrate, don't compromise, system1> (Spike) <planning, d6> morrow@thorogood.rutgers.edu <1 style, 1 game> torbenm@diku.dk <committee = ouch!> jliukkon@cc.helsinki.fi <stats>
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Newsgroups: rec.games.design Path: arc1-ca.pugleaf.net!sparky!uunet!europa.asd.contel.com!darwin.sura.net!zaphod.mps.ohio-state.edu!sol.ctr.columbia.edu!ira.uka.de!gmd.de!Germany.EU.net!mcsun!sunic!ugle.unit.no!alf.uib.no!taxus!magnus From: magnus@bark-fddi.ii.uib.no (Magnus Alvestad) Subject: net.rpg FAQ - New and Even More Wonderful! Message-ID: <1992Nov13.022324.10307@alf.uib.no> Sender: usenet@alf.uib.no (Bergen University Newsaccount) Reply-To: magnus@ii.uib.no Organization: UVBS -> SFK/T-DSA / SOPS - HOS / RNoN Date: Fri, 13 Nov 92 02:23:24 GMT Lines: 283