So far we’ve talked about the fundamental aspects of a game system (Action Resolution, Effect Resolution and Special Cases) as well as the basics of character aspect designs and how they relate to the action resolution method of system design.
In this section, I’m going to try and deviate a bit from the hard technicalities of system design and talk a bit more about personal choice in character aspects. To do this, we must first analyze both the setting and focus of the game and the character as an individual.
First, you should begin putting some serious thought into the nature of your game setting. If you are looking into making a generic game, you will have to be considering all possible settings. Personally, in my experience, it is far better when starting out to choose a setting to focus on rather than beginning with all at once. Thing is, you can always expand on the system later. Building with the the generic system in mind may seem preemptive, but in reality may also cause you to overcomplicate and over-consider
when designing. If you want a fantasy setting then you will have different considerations for aspects and characters than you would for science fiction (high sci-fi, as in Herbert’s Dune or the works of Philip K. Dick). Also, you have to consider subject matter and themes in these designs. Why? Consider that campaigns that draw quite a bit of horror influence should consider fear and psychology beyond that of a standard resistance to terror effects. Such a theme might require the consideration of psychological
derangement. How much drama do you want the game to focus on?
Second, you need to look at what makes a character, a created individual, tick. Or what in your mind does and how you want your game system to reflect this. In the last feature, we talked about core attributes (Primal Aspects in seven13 terms) and the necessity of relating them to the character’s skills, but how far do you go beyond there?
The first consideration to creating a system of character aspects is classification. In a sense, every viable, usable thing of any sort that can relate to a character taking action, receiving effects or modifying outcomes can be an aspect. This goes far beyond the core aspects of the character and may even include aspects which actually represent trained specific or unique things the character is able to do. As an example of this last, Dungeons and Dragons employs a system of Feats, which are learned by characters
and can add modifiers to many actions. This type of system is essential to D&D’s target number method of system design. At the inverse lies the dice-pool method, which should include far less dice-pool modifying factors as one does not want the character to be rolling an entire bag of dice for a single action outcome. With a percentile system, such modifying aspects can be use to increase or decrease the character’s percentage by a slight margin.
This should, however, reflect your system. If your system will be more in-depth and complex your skills should be as well; the inverse is also true. Either way, your skills should link in some way to the characters core aspects so as not to allow a character with a Dexterity of minimum score to possess an acrobatics of maximum. Such links also allow the character to attempt actions from the range of a skill he may not possess, based solely on his relevant natural skill.
studios.
combat maneuvers used by the example characters could be examples of specific aspects.
system, usually revolving around modifiers to actions or specific role-play functions.
mechanics and overall world and metaplot design. Until then -
Wow… throw in some ‘happy little trees’ and you have the makings of a promising PBS special in here, bro.