A Collage of RPG Systems
In an earlier post I alluded to some mechanics and procedures that I am using for a hex-crawling game. In this post, I will discuss the base system mechanics and why I chose them.
There are many systems out there, each providing a different take on how to play an RPG. Some are focused on combat, some on exploration, and others on storytelling. I believe that the collection of rules, mechanics, and procedures is an attempt by the author to achieve a specific type of gameplay. For my hex-crawling game, I wanted to simulate the difficulty and wonder of overland exploration with an infusion of fantastical elements. I wanted to achieve a feeling of wonder approximating how I imagine Bilbo felt during his journey in The Hobbit. Just like I created an RPG adventure collage by merging independent ideas and content, I decided to do the same for the base systems.
Character System: Simplicity.
Originally,
I wanted to use Old School Essentials (OSE). I liked the simplicity of the character sheets, the lethality, and the open-endedness of some mechanics and procedures (e.g., a lack
of lengthy skill tables). However, because the players had primarily experienced
5e, I decided to go with something that would ease them into Old School
Renaissance (OSR)-type of play. Dungeon Crawl Classics (DCC) is a
system that I believe sits somewhere between 5e and OSE. Character sheets are
simplified, power curves are moderate, and the game can stay lethal for many
levels.
How is it going: It has
stimulated creative and careful play. Currently the two highest-level
characters sit at level 5, and they still approach combat carefully. Rather
than rushing head-on, they have negotiated, strategized before combat, set-up
ambushes and traps, and retreated.
Side note: One of the two, a Dwarf named Tlacuache, is slowly turning into some kind of necromantic Dwarf with every near-death experience. Thus, he is now actively seeking ways to tempt Death without actually dying.
Spell casting: Chaos.
I
wanted to try the spell casting system in DCC, because I like the idea of
unstable and risky magic. Sure, it adds complexity because it requires a roll each
time a spell is casted, but so far it has led to very interesting scenarios.
How is it going: Spellburning (using attribute points to increase spell power) has been a very fun way for the players to gain bursts of power. A dramatic spellburn to form a magical web was essential in defeating a
dragon. Conversely, maximal spellburn to save a falcon later contributed to a series of failed
saves that resulted in the death of a wizard named Bryan (RIP).
Player Intervention: Expendable Luck.
The Luck mechanic from DCC was appealing because it gives players an
expendable resource to tip the scales in their favor at critical times. Because Luck generally does not regenerate, players come to decision-making opportunities that add a hint of strategy.
How is it going: Each
player uses luck in their own creative ways. Tlacuache, for example, is only
alive thanks to luck. Although, after 5 near-death experiences he’s completely
out. Lady Priscilla, despite having the most luck, is quite reserved with it. An awesome mechanic so far.
Checks and Saves: Character Skills.
Difficulty Challenge (DC) is a concept that I prefer to leave
aside. To me, it feels arbitrary and can lead to inconsistent expectations. The
hardiest character may shake off a corrosive ooze in one instance and get annihilated
by a little trap next. Instead, I wanted to use something that was rooted in
the character providing more consistent expectations to the player. For that, I
chose to use roll-under checks and saves like in Warhammer FRP and
Mausritter. With this approach, a character is operating under its own
attributes and knows the probabilities. In addition, because there aren’t set
modifiers, a player is encouraged to describe approaches in exchange for them
(generally +1 to +3). To further emphasize this approach, a character receives
an attribute point upon leveling that may place anywhere of their choosing.
How is it going: This has
led to more role-playing, fuller descriptions, and expedited checks and saves.
I particularly like the transparency of this approach, so the player always
knows their target and how badly they fail or how well they succeed. In
addition, because one point makes a good difference in the probability, it has
greatly influenced how players distribute the attribute points they gain. Tlacuache,
for example, is focusing on hardiness and luck to continue tempting Death.
Death Condition: Fighting ‘till the End.
Another mechanic that I avoid is characters losing
consciousness at 0 hit points (HP). The player gets taken immediately out of
play, sitting there waiting for someone else. Sometimes this can take a couple
of rounds and I would prefer players to stay in the action as long as possible.
At the same time, because I was introducing 5e players to OSR, I wanted to have
a mechanic that did not lead immediately to death at 0HP. Both OD&D (chance
of surviving) and DCC (roll the body) have mechanics that basically put a
percentile probability of surviving or dying when reaching 0HP. I wanted
something similar that could be dynamic and exciting at the moment. That’s when
I was inspired by the effects of adrenaline.
I settled to use a mechanic by
which the character uses its hardiness to stay alive. That is, when a character
reaches 0 HP they don’t immediately die. Instead, adrenaline kicks-in and they
roll a save vs. death (fortitude check in DCC terms). On a failure the
character dies. On a success the character is alive, pumped with adrenaline and
still in the action, but at 0HP. For every success, the character accumulates a
negative modifier to their next save vs. death (intended to model how death
cannot be forever avoided). Therefore, when the character is reduced to 0HP
again, or receives damage while at 0HP, another check ensues but this time modified
by the number of previous successful saves. Tlacuache, for example, has now
saved 5 times, translating into a 5-point penalty against his next death save.
How is it going: This
approach has led to some interesting results. First, it puts a simple gate
between life and death that is rooted in the character’s hardiness (fortitude)
giving players hope and increasing tension when rolling the save. Second, it is
fast paced: either the character dies and the player gets a new sheet from our stack
or simply keeps going at 0HP. Third, it has sparked some creativity: Death has influenced Tlacuache to seek necromantic knowledge. For this, we
developed a progression that relies on the number of successful death saves (I
will describe this on a later post).
Resource Management: Encumbrance.
Resource management adds elements of strategy that I wished to implement.
For example, transporting piles of treasure may require multiple visits to a
dungeon simply because it is impossible to carry a ton of metal pieces and
artifacts in one trip. In addition, characters are not mules with infinite
capacity for carrying every existing tool for every situation. However, keeping
a table of weights for items and performing calculations mid-game was more complexity
than we wanted.
Slot-based encumbrance felt like
a good compromise. We simply use the character’s strength as the number of
carrying slots.
How is it going: This
approach has worked so far in creating a simple puzzle during expeditions. Players
usually take 1-2 weapons max, a few tools, and enough rations to go and return
from the trip. They've also used other creative means to carry overweight items, for instance getting a donkey to increase their
total carrying capacity.
Side note: Animal
companions seem to tickle a very particular instinct of guardianship on
players. I have seen it many times in other games I’ve run. In this game, Bryan
the wizard sacrificed his life protecting the donkey from highly poisonous giant
bees.
Resource Management: Item Durability.
Inspired by Mausritter, I chose to include item
durability to promote item use diversity. Always using the best weapon is
mechanically the best approach but can quickly devolve into repetitive strategy.
Now, if that weapon is damaged, the character may use it only in the most
pressing of situations or may have to part with it for some time to get it
repaired. The mechanic is simple: the item accumulates a damaged conditions on
a 1-in-6 after a major use event (e.g., combat or prying open a door). Upon the
second damaged condition, the item breaks.
How is it going: This
mechanic has encouraged the cycling of weapons and has also placed use limits
on tools, such as pry bars and ropes. A warrior named Chad was keen on using
his katana for every situation. Eventually, as probability would have it, the katana
was damaged. Rather than risking breaking it, Chad is adventuring with a
different weapon while the katana is being repaired.
In conclusion, I have used DCC as
a base system for my game and incorporated mechanics from other systems or
sources to forge an amalgamation that best reflects the experience I envisioned.
In a later post I will discuss the procedures that we are using for
hexploration. As you may have guessed, it is also a conglomeration of mechanics
that I find interesting and complementary.
Until next time, brave
adventurer!
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