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Post by WildKnight on Jul 3, 2010 10:32:36 GMT -5
Admittedly ripped off from the +/- system that I did not invent (I have no idea who did invent it though), but with some alterations of my own...
The basic system relies on only two terms, with some variation. There are Attributes, which represent a characters basic capabilities, and Traits, which represent powers, advanced skills, and so on. Both Attributes and Traits can be taken in Negative form. More on that later.
Most characters are made up of the same Attributes; Physique (which represents your strength and endurance), Agility (which represents the ability to move quickly and well), Intellect (which represents your ability to learn and reason, but not the amount of actual learning your character has), and Persona (which represents the characters basic ability to interact with others).
All characters are assumed to be average in all Attributes. For inherently heroic games, GMs may want to change the baseline to Gifted.
Traits represent everything else... skills, knowledge, powers, and equipment. Traits are bid in order to obtain success in a given endeavor, and are lost for a time once bid.
(to be continued when I have more time...)
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Post by raynorn on Jan 16, 2011 8:14:23 GMT -5
Going to continue this? I like where you are going with it
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Post by WildKnight on Jan 16, 2011 13:20:44 GMT -5
I haven't thought about this in a long time. I think I will try to pick up the banner again. I'm a big fan of +/- Effort for diceless gaming, BUT... I haven't been able to find a copy of the rules anywhere online or otherwise. Working from memory and tweaking as I go is tricky stuff.
Still, it may ultimately be worthwhile. I'll think on it (I think I'm free all day tomorrow)
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Post by andyman on Jan 17, 2011 22:01:12 GMT -5
Along the same lines, my dream is to make a diceless RPG called The Captain Conduit and Flypaper Role Playing Game. I think I'll have a 300 page Players Manual that'll sell for $80.00, but the Game Master guide will only be a post it note that says, "Do whatever the $* you want."
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Post by WildKnight on Jan 17, 2011 22:17:58 GMT -5
Along the same lines, my dream is to make a diceless RPG called The Captain Conduit and Flypaper Role Playing Game. I think I'll have a 300 page Players Manual that'll sell for $80.00, but the Game Master guide will only be a post it note that says, "Do whatever the $* you want." So... free form then?
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Post by Jet on Jan 18, 2011 6:04:42 GMT -5
Makes you wonder what those 300 pages consists of...
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Post by WildKnight on Jan 18, 2011 6:35:34 GMT -5
Makes you wonder what those 300 pages consists of... As many different ways of saying "the GM is always (usually) right" as Andy can think of.
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Post by Brainstem on Jan 18, 2011 7:28:33 GMT -5
Also plugs for the $40 expansion books.
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Post by Brainstem on Jan 18, 2011 7:28:51 GMT -5
Hint: They're just printouts of Wikipedia articles.
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Post by WildKnight on Jan 18, 2011 7:48:55 GMT -5
Also plugs for the $40 expansion books. 45$ Full color printing is expensive (and the stupid really should be penalized financially anyway)
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Post by andyman on Jan 18, 2011 21:36:58 GMT -5
Along the same lines, my dream is to make a diceless RPG called The Captain Conduit and Flypaper Role Playing Game. I think I'll have a 300 page Players Manual that'll sell for $80.00, but the Game Master guide will only be a post it note that says, "Do whatever the $* you want." So... free form then? Yes, but only for Gamemasters. Players must follow the rules. Maybe these examples can express what I mean. Freeform Example: Gamemaster: "The Lizard pops out of the toilet and bites Spider-Man on the ass." Player: "However, the Lizard had no teeth, so it was more like he was kissing Spider-Man's ass. Then Spidey flushes the toilet, ridding himself of the Lizard before having a threesome with Mary Jane, The Black Cat and Gwen Stacy's zombie-clone-skrull with big knockers." NOTE: The player has too much power, which may lead to strangulation by the GM. Everyone playing by the rules: Gamemaster: "Sorry to make you wait for so long. I rolled a secret Spider-Sense check for you and it failed. The Lizard then gained surprise and attacked Spider-Man flatfooted while he sat on the can. It was a critical hit and did massive damage. I'm sorry, but Spider-Man is dead. Want to play again?" Player: "Do I want to flirt with your sister for 30 more minutes while you read through a rulebook before telling me my character died on a technicallity? Sure. but only if I can borrow a box of condoms. I'll be in your sister's bedroom if you need me." NOTE: The GM's well laid out plan was thwarted due to slavishly following the rules. Plus his sister's getting knocked up by a nerd. The Captain Conduit and Flypaper way: Gamemaster: "The Lizard pops out of the toilet and bites Spider-Man on the ass." Player: "Can I poop in the Lizard's mouth?" Gamemaster: "Sure, why not? Parker would probably lose control of his bowels in that situation anyway. Make an Agility check." NOTE: Both the GM and the Player got what they wanted. The GM also feels good about letting the Player do something not covered by the rulebook. The player is pleased that he's not limited by the rulebook, but when told to make an Agility check he does get to do something covered by the rules to justify it's $80 price tag.
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Post by WildKnight on Jan 18, 2011 21:52:28 GMT -5
I would buy this game. In point of fact, thats the way I run most of my games anyway. I just don't let the players know.
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Post by andyman on Jan 18, 2011 22:08:23 GMT -5
I would buy this game. In point of fact, thats the way I run most of my games anyway. I just don't let the players know. Glad to hear it. The point is that the rules come into play if either outcome could still potentially be fun. Otherwise, screw the rules. The DC Adventures game actually has a rule for this. It's called "Complications". If a GM wants something bad to happen to a hero for the sake of the game, he calls it a complication and gives the player a Hero point for thier troubles. Example: Game Master: "You defeated the Lizard, but his bite gave you rabies. Don't bother looking this up and trying to make a Durability check. you have rabies. (This whole friggin game is based on your rabid adventures for crying out loud.) But this is a complication, so you gain one hero point as a bonus." Player: "Damn, Spider-Man now needs to get some shots, but at least if something else pops out of a urinal to bite my member off, I now have an extra Hero Point I can use to help defend my pee pee." I really like this rule. (A Hero Point is kinda like the FLASHBACK in MURPG but you don't have to actually flash back and it can do more for you.)
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Post by Jet on Jan 19, 2011 4:10:26 GMT -5
Thats what I like about Mutants and Masterminds (DC Adventures probably too). Karma is the best thing in RPG's ever- makes your players less stupid about being evil and selfish.
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Post by WildKnight on Jan 19, 2011 7:41:44 GMT -5
Thats what I like about Mutants and Masterminds (DC Adventures probably too). Karma is the best thing in RPG's ever- makes your players less stupid about being evil and selfish. The old Marvel Heroes game had Karma too. It was the first RPG I ever encountered where characters actually got their "XP" (karma was both how you improved your character, and how you improved rolls within the game) not for what they killed, but for how they behaved. For instance, killing people was a karma penalty, so it behooved the PCs to try not to do that.
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