Yeah I know it’s been a while since the first one, I’ve spent far too much time doing other things.
In my first feature about game design, I talked about the fundamentals of creating a game system: deciding the mechanic and considering the setting you will use. In this feature, I will discuss the first and primary function your game system will have to resolve: actions.
Characters in the game take actions constantly. If a character elects to do anything in the game, the character is taking an action. Whether this is as simple as opening a door or as complex as disarming a bomb with 10 seconds left on the clock in a fire fight, the end result is the same: the character is either successful or unsuccessful. Now beyond that you may want a system to determine how successful or unsuccessful the character is, but I always urge anyone designing to think simple primarily. Things can get really complex and run away with you in game design and its important to always have an end-all reference point for what it is you’re really trying to do.
So how does the character go about taking an action? How do we know if he is capable of taking said action and, if so, how adept or skilled he is at the attempt? The answer is Character Aspects. Every role-playing game you’ve ever played, table-top or video game, possesses character aspects. What these determine is up to you, characters in game may possess as many different aspects as you like. Different game systems break them down in different ways, and there is no real wrong or right way to handle this.
One way to handle character aspects is to have all be independent, that is, each aspect will roll individually without consideration for the others. This can make things simpler early-on in the design process, but runs into serious problems when you consider realism (if that is one of your aims). For example, let’s say our game system rates character aspects from 1-12 and all aspects are independent. A character might have a Flexibility aspect rated at 4 and an Acrobatics/Gymnast aspect rated at 10? How did this happen? Obviously Acrobatics/Gymnast requires an extreme amount of flexibility to excel at, so how does a character with so little flexibility accomplish such a high rating? When it comes down to it, it simply doesn’t work for realism purposes. It’s for that reason that I personally recommend (and use in my designs) classified aspects that link to one another. Let me elaborate.
In any game system, you should be working from centralized core-concepts that work throughout the game and aspects should follow this as well. Simplicity is the building block; you can decide where you want to go with expanding rules from there. First we have to find a way to centralize our character aspects. We can postulate here that while characters of different races, cultures and species may possess drastically differnt skills, training or powers, there are inherent physical aspects about them that may be determined to be similar. This is where the core aspects, statistics or whatever (in Seven13 we call them Primal Aspects) come into play. Core attributes or character aspects provide a central focus describing the ability of characters in the game system, but also in a way provide the groundwork for a generic system (should you choose to take that route). Basically you need to cover at least the bases of Physical attributes and Mental attributes. Optional Attributes for your design may include those related to innate supernatural or social talents, but you could also simply use those as aspects elsewhere. Since we can assume that the characters think (at least to some degree) and move, the core aspects must decide their end-all potential for these things. The two classic physical aspects used in most every game system I’ve seen are Strength (physical muscle potential) and Dexterity (flexibility and grace of motion) to give examples. Mental aspects generally measure the characters cognitive intelligence potential and sometimes his actual worldliness and knowledge gained through personal experience (such as the Wisdom score in Dungeons & Dragons). You may or may not wish to make this distinction. All you really need to understand here at this point is that core attributes are designed to be applied to almost any character or creature in the game system, whether that creature or character possesses any trained/learned abilities or not.
Next, there are any number of different aspect classifications you may create for the character. You could simply have the core aspects and chuck all of the rest into a classification called “character talents” or something, or you could break them down into Skills, Powers, Special Maneuvers or any number of things. Here is where the groundwork laid down in the first part of this feature begins to come into play. Here you will begin to see some of the Effect resolution and Special Cases ideas of system design come into focus. It starts to get complicated here, folks I must warn you, and I may not be able to explain all of this in this part, but I’ll try to give you the gist.
Pretty much everything that the character may possess that relates to the system that may fluctuate during the campaign or be used from a system stance is an aspect. This includes (but is not limited to): skills, supernatural powers, wounding and healing potential, combat maneuvers, special distinctions/advantages and psychological traits. Here is where your core game mechanic will come into play. Therefore, It’s probably a good time to elaborate on the three core game mechanics we talked about in part one and how they will relate to character aspects and begin to form the real core of your game system. In the examples that follow, I’ll examine these examples from a basic standpoint and display a punch/dodge scenario. At this point I will be including very little special cases other than simple modifiers. Hopefully, this will give you a bit of a framework for the very basic ways these core mechanics may function.
Target Number game system mechanics, most often, will be adding character aspects together to create a value that will be modified by the situation, added to a dice roll and then compared to a target number. For example, in the case of throwing a punch, you might have a character with a Dexterity aspect added to an Unarmed Combat aspect which might also add a bonus for a combat maneuver and a dice roll compared against a target number to beat (overpower or have a higher end value), in this case likely an opponent’s resisting aspects total (we’ll call this Defense Value, or DV).
For Example: On a target number system that rates aspects from 1-12 and rolls 1D12 for attacks, we have a character with Dexterity 7, Brawling 6 using a special combat maneuver (we’ll call is Fists of Fury) that adds +4 to his attack. Therefore, before the roll is made, this characters total ability (We’ll call this Attack Value, or AV) is 17. This character will be attacking an opponent with a DV of 21 (we’ll say this antagonist has Dexterity 9, Dodge 7 and is employing a supernatural aspect called Phase that adds +5 to evading maneuvers). So now we have Character 1 punching (AV 17) vs. Character 2 evading (DV 21). Both will roll 1D12 and add to their totals. Char 1 rolls 9 (+AV17=26 total) and Char2 rolls 10 (+DV21=31). We have therefore determined by this action resolution method that Char 2 has dodged the attack of Char 1.
Dice Pool game system mechanics will be adding up values in the various aspects of the character to create a “Dice Pool” or number of physical dice to be rolled in an effort to accumulate multiple instances of success, rolling higher than a target number on each dice. For this example mechanic we will pool D6’s and say that any roll 4 or higher (4,5, or 6) ends in success. We will use the same example given above (Char 1 punches Char 2 who elects to dodge). In this example, our character aspects will be rated 1-7, Fits of Fury will add 1 success to the final total and Phase will add 2 successes to the final total. Character 1 (attacker, Punch, evoking Fists of Fury, +1) has a Dexterity of 3 and a Brawling of 3 for a total of 6 dice to be rolled. Character 2 (defender, Dodge, evoking Phase, +2) has a Dexterity of 4 and a Dodge of 4 for a total of 8 dice to be rolled. When the rolls are made, Char 1 will have 1 instant success and Character 2 will have 2 instant successes, giving character 2 the advantage here. Character 1 (rolling 6D6) rolls 1,4,5,5,3, and 4; for 4+1 (5 total successes). Character 2 (rolling 8D6) rolls 1,2,2,3,4,6,6, and 5; for 4+2 (6 total successes). Once again, Char 2 evades the punch here.
Percentile game systems use percentile dice (d% or d100) where one die represents the “tens” place and the other the “ones” place in a number from either 00-99 or 01-100. In percentile dice systems, rolling lower is better. The character’s end value, or percentage chance, represents the number to roll beneath for success. Seven13 uses a percentile system variant, but here I will discuss the classical percentile mechanic. In our example, using the classical percentile mechanic, the characters’ Dexterity will have no bearing on the attack/defense. Here, these core values will possibly either have helped to determine the Brawling/Dodge skills’ values, or will operate independently. Using our special combat maneuvers here we will say that Fists of Fury grants a +2% bonus and Phase grants a +7% bonus to their respective declared actions. We will say in this case that Character 1 has a Brawling of 38 (+2=40%) and Character 2 has a Dodge of 45 (+7=52%). Character 1 rolls 20, success. Character 2 rolls 51, also success.
Herein lies the problem with the percentile mechanic: both characters are successful, technically, in their rolls, so what happened in the end? As the designer, you must decide to specify this ahead of time here.
In these three examples, I have tried to provide a fairly simple idea of how character aspects function in the classical sense with these different game mechanics. At this point, you should be considering how you view each of these mechanics and continuing to lay out the basis for your game system. There is a lot more I have yet to discuss and things are already going to be getting complicated for some her. Not to discourage, but if this section was too complicated for you to follow, you should either start working together with someone on your game system or decide to be content playing, because it only gets more tricky from here. Then again, if I were you, I would completely ignore that last sentence and go on anyways. After all, that’s what I did, and my book goes worldwide next year.
That’s all for now though folks. I figure I’ll quit there to let those examples sink in. In the next part of this feature, I will provide a bit more insight into classifications of character aspects and some different things you might be interested to try. After that we get into the glories of effect resolution and special cases, which will get tricky big-time. Until then, your questions and comments are always welcome.
– Ashe
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