Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Monday, 16 May 2022

Idiosyncratic RPG systems

So here’s a brief interlude for me to chunter about roleplaying systems and what feels like the constant (and unnecessary) drive for innovation.

So as well as running Fate of Cthulhu on Thursdays, I’m also playing in The Troubleshooters on Mondays. The Troubleshooters is a roleplaying game about action, adventure and mystery in a fictional European 1960s–1970s setting in the style of mainly Belgian and French comics, also known as bande dessinée or bédé.


We’re running around Europe trying to foil the sinister plans of the evil Octopus. It’s all very light-hearted fun.

The system is skill-based and seems ridiculously crunchy for such a light-hearted game. It also has some peculiar rules. Two examples follow.

Initiative

Initiative is based on your Alertness skill. So when you need to work out who goes first in combat, you roll Alertness. If you succeed, you add your tens and ones. (So if I roll 27, my initiative is 9.) Highest goes first. 

So at first blush, all well and good. Except that someone who rolls really well on their Alertness check (03 say) is unlikely to have the best initiative.

And if you fail your Alertness roll, you just take the ones. So if you roll 99, you have a better initiative score than someone rolling 01. Bizarre.

My simpler alternative to Initiative: Roll 1d100 and add your Alertness. Highest goes first. Job done—and those with high Alertness get the result they expect.

Skill check bonuses and penalties

Troubleshooters uses percentile dice for skills. However, bonuses and penalties (representing advantages or disadvantages, or particularly easy or difficult rolls) are awarded as positive or negative pips. Two pips for an easy/difficult task, five for a very easy/very difficult task.

A bonus of two pips means that any roll ending in 1 or 2 is an automatic access. Yay! That’s like plus 20%, right? Well, no. If your skill is 60%, it’s actually an 8% improvement—you now succeed on 01-60, 71, 72, 81, 82, 91, 92. So pips are worth less the more skilled you are.

It gets worse if the pips are negative. With negative two pips, any roll ending in 1 or 2 automatically fails. So, your 60% skill drops to 48% (as you are now failing on 01, 02, 11, 12, 21, 22 and so on).

So instead of just adding or subtracting 10% or 25%, we have these weird hard-to-grok pips.

(That’s actually an optional rule (known as task value)—just add 5% per pip. According to the rules, “The benefit of the task value is that it is more intuitive.” If it’s more intuitive, why isn’t it the core system?)

The play’s the thing

While I find myself amused at the system’s quirks, it’s not affecting play and we should wrap it all up in a couple of sessions. I don’t know what we’re playing then. Hopefully something with more straightforward rules.


Tuesday, 15 March 2016

All-purpose romance rules for freeform larps

I've been thinking about freeform (larp) romance rules recently. Part of that has involved what has worked for me and what hasn't - and without going into that detail, I've written what I think are my ideal rules for romance.

I've written these as if they were part of a character envelope, although I have yet to lay it out properly (The link below goes to a somewhat utilitarian grid). The numbers would all need testing - I've assumed that this would work for a four hour game rather than a weekend game (which would have a much higher target number).

Edit: I've updated these - see here.

Romance Rules

These are the optional romance rules.

Setup

First, decide whether you want to be involved in romance, and how flexible you want to be in your romances. Get a pen/sticker from the GM desk and mark your name badge as follows:

  • No heart: I'm not participating in romance.
  • Black heart: I'm being romantic, but only with someone from the opposite sex.
  • Pink heart: I'm being romantic, but only with someone from the same sex.
  • Gold heart: I'm being romantic and I don't mind which sex you are.

(If you're not involved in romance, you need read no further.)

Second, your envelope contains a romance card that contains a number of behaviours that you would like to see in a romantic partner. Choose the six that you like the look of and delete (cross out) the rest.

The romance card also contains a number of behaviours that are unromantic - behaviours that you don't want to see in a romantic partner. Choose four of those, and delete the others.

(It's probably best if you choose these once you have read your character, so that you choose behaviours that suit how you want to play your character.)

Third, decide how easily you want your character to fall in love (your "Romance Target"). We recommend starting with a Romance Target of three, but if you want to make things easier or harder, that's great too.

That's it for setup.

During play

During play, as people play the game they will (deliberately or accidentally) behave in a way that makes your character feel more attracted to them (the romantic behaviours), or do things that put you off them (unromantic behaviours). To help you keep track we've put the tasks in as a grid so that you can check them off. (Example here.)

(We are expecting that you will only have half a dozen or so people that will be tracking. If you want to track more, you’ll need a separate sheet of paper.)

You will have a romance score for another character which is calculated by subtracting the number of unromantic behaviours from the romantic behaviours. If your romance score equals (or beats) your Romance Target, congratulations, you have just fallen in love with that person.

Falling in love

Once you have fallen in love with them. Here's what you do:

First, tell someone. That may or may not be the person that you have fallen for, but it will be more fun for everyone if you tell someone.

Second, you have a new goal.

Help the love of your life succeed: You have a new love in your life, and you want them to succeed. Depending on how hard you have fallen, this may involve putting their goals ahead of yours. (You decide - we suggest using your romance score as a guide.)

Falling in love together

If the person you have fallen for also falls for you, that's fantastic. We look forward to hearing all about it.

Unrequited love

If you've fallen in love with someone but they haven't fallen for you, well, that's just how life works sometimes. Deal with it (through roleplaying).

Falling out of love

Just because you've fallen in love, please don't stop tracking behaviours. If the love of your life behaves even more romantically, then you are even more in love with them. However, if they also start to behave unromantically, then you may fall out of love.

If that happens, roleplay it. (And again, tell someone.)

Falling in love with someone else

Keep tracking your scores. If another person ends up with a higher score than the person you’re currently in love with, then you have changed your heart. Tell people! Roleplay it!

A few useful guidelines

Respect other people's boundaries: If a player doesn't have a heart on their badge, please don't track their romantic behaviours.

Don't talk about the romance mechanics: We're prefer it if you didn't talk about the specific dos and don'ts needed to win your heart. It's fine to talk about them generally, but not to be too specific. Try to keep the conversation natural.

"What does a guy need to do you get you to fall for him?"

"A sense of humour is a good start."

Ignore all these rules if you want: If these rules aren't giving you the results you want, please feel free to go ahead and ignore them completely, particularly if it's more dramatically appropriate.

Example romantic behaviours

  • Spend time with me
  • Make me feel special
  • Make me laugh
  • Laugh at my jokes
  • Stand up for me
  • Smile at me
  • Make me feel good
  • Give me gifts
  • Help me achieve a goal
  • Take charge
  • Be an underdog
  • Fall in love with me
  • Be my type
  • Take care of me

Example unromantic behaviours:

  • Make me cry
  • Not my type
  • Laugh at me
  • Too clingy
  • Wishy washy
  • Needy
  • Domineering
  • A loser
  • Smarmy
  • Abandon me
  • Played an ability on me that I object to
  • Thwarted me in one of my goals

Behaviours could be tailored to the specific freeform - accompany me to the county fair, dance with me at the ball, and so on.