Look! I just rolled a SUPER critical!
Posted on Tuesday, April 7th, 2009 at 10:07 am. About Culture, DnD, Rant, Smite.

RPG Revolution – Example

DragonDiceThis is a follow-up to last week’s rant on the not-so-forthcoming RPG revolution, but it deserves its own posting, because it’s a self-contained idea that may or may not spark some discussion.

Why yes, that is a picture of Dragon Dice to the right there. I’m not even posting a link to Wikipedia or anything because it was such an awful game. Truly horrible. But it did have those custom dice which were so fun to own and sort and throw and count, and it’s such a shame the game was so total in its awfulness.

“But I digress”, I’d say, but I haven’t really started yet, have I?

I want to throw out a simple idea of an “alternate mechanic” RPG in line with my Euro-game cravings. Probably totally flawed, but if it gives substance to the thought, it’s good for something. So here goes.

In this imaginary RPG, there are a bunch of different dice, let them be six-sided, because hey, why not. Keep it simple. Let’s define maybe 10–25 “interesting” qualities of a character or creature, speaking somewhat broadly like “martial prowess”, “toughness”, “movement”, “arcane power”, “stealth”, “perception”. Call them facets. Then define a set of standard dice where each one has a collection of six facets, matching some theme or idea. So a “rogue” die might have movement and stealth and such facets, whereas a “sorcerer” die would have a different set of facets. You might even incorporate the “role” parlance from 4E and go with “defender” and “striker” dice, etc.

To keep things from going insane there’d be maybe 20–30 die types, max. Some would be more common than others. They might have different colors to help a human brain keep track of them, but whatever. In addition there might be a die type for each race or monster type. Maybe you need a “special” die to catch all sorts of things like breath weapons, who knows.

You can probably see where this is going. A new character gets a very few dice, maybe one for race and one for level. And all of the gameplay is based on hucking your pile of dice and trying to score the facets you need to succeed at relevant actions. A character balance is built in to the system because you have only so many dice, with so many facets. Party balance is built in because different characters will want/need to excel in different areas. When you level up you get to add a die. A wizard might take the “magic” die three times out of four, but then occasionally need some sort of “defender” die just to get some hits/toughness/whatever. Rolling more dice is more fun and so having 20 dice to chuck at 20th level feels just splendid, and before you say, “hey, that’s a lot of dice to throw!”, consider how much less complicated that is versus a typical 20th-level 3.5 D&D character!

Details, details. The tactical system, the more it uses just the dice, the better. Like, as you get hurt, you set aside dice rather than losing HP. You can imagine “equipment” dice like arms and armor. You don’t want to get onto the treadmill of a “+3 armor” die; rather, you want a “armor” die that’s worth +1, but you “outgrow” at level 6, after which it’s not “good” enough to augment your latent abilities anymore. Whatever – there’s a way.

A brilliant implementation of this system would allow these same dice to be meaningful in a whole new way the narrative space, versus the tactical space.

Anyway. A “character” or “monster” ends up being defined extremely simply – a list of which dice make them up. And yet the play would be extremely robust, don’t you think? A simple orc might be Humanoid 1 + Fighter 1; a ghoul might be Undead 2 + Fighter 1 + Striker 1. A GM preps for an encounter by getting the right dice on hand; that’s it. As the monsters take a beating, the GM is ticking off which dice they’ve lost.

Let’s not worry about packaging and physical execution just yet, OK? I don’t want to devise a system that’s all about selling wacky special dice, but if wacky special dice could add up to a whole and fun new RPG experience, let’s think about how that would work. For instance, you might be able to simply print out sheets of stickers that you slap onto existing dice. On rare occasions you could just use a plain d6 and know how to “score” the numbers into facets. Doesn’t really matter. If the system is good, the rest would follow. Just trying to say that it doesn’t lead from merchandising!

So, three questions for the audience?

(1) Is this a useful example – IN GENERAL – how how an RPG system might be setup completely different from the tradition book-and-paper stat-fest that we have today?

(2) Does this SPECIFIC example have any merit or potential as a system, or is it good only for talking about?

(3) Any systems out there that you know of that do something like this? Compare/contrast? And hey, don’t tell me about Shadowrun or any such system where you huck a bunch of GENERIC dice trying to score successes against a long list of skills and abilities defined on your PAPER character sheet. That’s not what this is, see?

Thanks!

 

5 responses to 'RPG Revolution – Example'.

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  1. d21 Gaming » Dust Devils - Posted on April 24th, 2009 at 10:36 am.
  1. 1 JohnnyZ
    Posted on April 8th, 2009 at 1:00 pm. About 'RPG Revolution – Example'.

    It’s a neat idea and really goes back to the roots of the game. The first think I learned about basic D&D before I even read the rules was that is uses all these really cool dice.

  2. 2 tony
    Posted on April 8th, 2009 at 10:52 pm. About 'RPG Revolution – Example'.

    very nice

  3. 3 MetalJim
    Posted on April 9th, 2009 at 9:06 am. About 'RPG Revolution – Example'.

    As you mention with dragon dice, you can very quickly put yourself out of business designing a lot of custom, non-standard dice with alternate faces. If your game doesn’t catch on, you’ve just wasted a LOT of venture capital.

    Here’s an idea borrowed from a boardgame called “War of the Ring”. We build a relatively simple RPG shell – 4 attributes, fairly basic combat and defense and magic ratings and so forth. Build in some bonuses for level and magic item. Now, design a set of five or six six-sided dice with non-standard faces. One has an axe, one has a shield, one shows a set of feet, one shows a magical fireball, one shows a skull, and one shows a questionmark (wild). When you attempt to do things in combat, you get bonuses for rolling the right kinds of symbols for a given action. Maybe your thief has an evasion ability that gives him an extra “foot” success for every foot that he rolls. This system is more boardgame and less RPG, perhaps, but at least this way you aren’t designing quite so many custom dice.

  4. 4 Smite
    Posted on April 9th, 2009 at 12:58 pm. About 'RPG Revolution – Example'.

    Well, first and foremost I’m not proposing to develop or publish an actual game here, we’re just trying to think differently about mechanics and the desire to produce “elegant” play. And if I were, I would be trying to make the game as un-collectible as possible. A little bit of an anarchist, I must confess…

    The “War of the Ring” system is a decent enough example. It could be less boardgame and more RPG if it were used to support persisted characters and surrounding narrative.

    So again, as an example to keep minds open, you could say that in place of each such die defined in the original example, you replace it with six cardboard chits with the markings equivalent to whatever was on the die. Now your whole collection of chits goes into a bag, and instead of rolling dice you draw out 1 chit per level, or whatever.

    What’s the point here? An examination of tradeoffs. Any fool can see that rolling dice is more visceral and more fun, and probably faster to play. But likewise, any other fool can see that printing out a bunch of chits to put in a bag can be nearly free, and easier to develop and prototype.

    The triumph of Euro-games is to find mechanics that hit the sweet spot of easy, intuitive play, which is no mean feat. Maybe neither the pile-of-dice or the bag-of-chits fits the bill, then, but it’s indicative of the sort of territory that needs to be explored in search of a new paradigm.

    Another idea out of left field is the use of handheld computers as something more essential than a mere player aid. Let’s say that you worked up a dice idea and it played _wonderfully_, leaving you only with the problem of needing dozens each of dozens of different dice to play it! Well then, maybe the future is to enable that part of the game as a little app that runs on your iPhone, DSi, or other smart phone. Not used to bury the crunching of lots of numbers, but rather to virtualize and streamline the management of an otherwise apparent and intuitive system.

    There’s lots of new directions to think about, if you think about it.

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