I created this space-blog-idea-thingy merely (and never would have any motives besides the obvious) to list (and try to express in understandable form) some notes on roleplaying in general. At the moment these include merely telling you about the things I am currently working with.
The Epic Game
First there is an epic campaign (a set of somehow connected invidual games), of whom The Legendary would be the English working title. Main point will be somewhere outside the mechanics (a way the World, including player characters, will be) and the rules are simply there to clarify what the character (a fictive persona mainly made and controlled by a player) may do in fiction. Simplified rules are as listed below (but may be changed during the campaign).
First there are (yes, I have a habit forthat kind of beginnings) three parts of mechanics (An allusion to the Newtonian Laws of Motion?): Archetype (http://en.wikipedia.org/wiki/Archtype), Weakness and Asset. Even though translations may during this ”course” of mine the concepts are quite clear. Mechanically all of them consist of a word or phrase and of a positive integer that may only increase during the timeline. In fiction they are perhaps… a bit more complicated.
The Archetype shows how good the character is in fiction, how well he can solve any particular situation. The situation that meets the archetype perfectly (as in Swordman-archetype fighting with a sword) lets the player throw ten-sided dice (d10) and summing equal to the number in Archetype versus the number set by gamemaster (the person controlling everything besides the player characters(PC) intentions) by throwing a dice in an Archetype versus Archetype situation or generally a set number in a situation that includes no set Archetype (sorry capitalizing anyways). In a situation that would include skills not really of an Archetype but something quite close to it (like Swordman cutting carrots) gives the player six-sided dice besides d10s. Something way out of picture for a PC merely sets an difficulty equal to this number times situation-appropiate number. I have thought that arbitrary 5 means the maximum of human capacity of. Simple isn’t it?
The Archetype’s text part will be more difficult to exactly define but the common sense approach helps. A word or phrase that best defines what the character can do and how. The examples I have thought of for my upcoming campaign include ”serial killer”, ”private detective”, ”police officer”, ”gangster”, ”secret agent”, ”demogogue”, ”mathematician”, ”cat burglar”, ”gentleman”, ”martial artist”, ”actor”, ”inventor”, ”mad scientist”, ”little girl”, ”minor god”, ”summoner” etc… Then there are possibility to choose a Archetype-names like Sherlock Holmes, Philleas Fogg, Sweeney Todd… The phrase itself is anyways arbitrary. Then there’s a great deal of talking what the phrase truly means in that particular case to reach mutual understanding.
It is best to note that the phrase and number value do not after all that express the exactly same idea. The phrase means what you are and the number how well you may achieve things you want to. The character may be the worst swordman in living history but still have the Archetype ”Swordman 8” thus achieving his fighting-including goals easily. In this particular case I would maybe consider changing the Archetype into something like ”The Luckiest Swordman in Human History 8” to better express what the Archetype of his (or her) is.
There is also a special Henchman-archetype using d6s mostly. That is probably everything to know about Archetypes except the point of raising one’s stat-score (I will return to that point as I have established a more precise definition of it)?
The Weakness and The Asset are not really well defined. They are mostly mere invidual properties of the character making it interesting. They must have numeral values from one to three and merely arbitrary they must have the exactly same values.
The Asset mostly gives a number of bonus die equal to the number of the numeral value of Asset-1 (minus 1) in a given situation but the Asset may be something quite different. At the moment one of my players for example would like to have a sidekick-Asset and I am probably letting that be such that the value has something to do with the loyalty and the usefulness of the henchman. Asset means something like speciality or a point of strenght in a character. To rise or lower your asset, using it may have a price or your weakness may be strongly associated with it. This score may also be raised during the game nearly the same way as Archetype and mostly besides it. I will define ”increase” later.
The weakness is something that hinders the player character somehow. One dot Weakness means something mild or strong but mostly seen in difficult situation as the Weakness of three means something frequently used during the story and at the same time extremely difficult. I am yet to see a rare three dot Weakness would work. I will talk about this during the character creation and and the players would have it better to concentrate in Weaknesses that have none mechanical value. It is better to make perfectly clear what one can do with the Weakness than to use some obscure rules. The main point using the weakness is anyways that without using it both negatively (as in hindering the character’s process) and positively (as in beating it heroically) you may never beat it completely off AND defeating it last time gives you a ”situation and Weakness appropiate” permanent bonus.
That is mainly my Epic System’s rules. If you notice something amiss, you might as well tell me, might you not?
Second system I am currently working (merely collecting information at the moment) with is a World of Darkness (WOD) inhabiting larp-system that would include the essential of it. If you have any knowledge how that official one works, you might decide to let me know, but anyways… my main goal is anyways not to break the immersion too much with over-complicating everything. I will return to that one later though for this post is way too long already…
Farewell friends and foes alike.