Grey
Dialectical Hermeticist
And now for a misadventure in reinventing the wheel. This is basically stream-of-consciousness but feel free to chime in while I consider the assemblage of something more coherent and complete.
The intent of this thread is to devise a diceless system which is robust enough to generally serve the RPN community.
How can we represent character mechanically without a conflict resolution mechanic reliant on chance?
I'm going to start with something echoing Nobilis or Amber, and then probably abandon it in favour of just using one of those in future.
Probably going to start broad, realize that's boring, and zero in one something. Narrative mechanics will likely be king of the day, and that makes the social contract between players and GM paramount.
To represent characters we should have minimum 3 stats. For more variance, we'll rate them 0 - 5. Tasks need a guideline for similar ratings, with higher number beating the lower number. Applies equally to competitive and confrontational obstacles. Add a resource or resources to be used to gain an edge - Numenera had a similar model that seemed functional, Nobilis basically had miracle points. Very binary, though. Spend-Over feels preferable to Spend-To, but perhaps something else can be arranged.
Potential other uses - gain narrative control over something, alter the parameters of the conflict, modify results, apply results.
Feels a bit FATE-y. Sufficiently robust mechanics - without descending into a game of pure numerical optimization - will require a thematic focus.
Any other resolutions to consider? Blind bid - probably not. Cards? Maybe - unwieldy in a PBP format. Yet more tracks? Multiple resource types? Double-bluff (could be good for something explicitly based around some manner of skillful duel)?
To consider; setting, density of mechanics. Better get some reading material.
The intent of this thread is to devise a diceless system which is robust enough to generally serve the RPN community.
How can we represent character mechanically without a conflict resolution mechanic reliant on chance?
I'm going to start with something echoing Nobilis or Amber, and then probably abandon it in favour of just using one of those in future.
Probably going to start broad, realize that's boring, and zero in one something. Narrative mechanics will likely be king of the day, and that makes the social contract between players and GM paramount.
To represent characters we should have minimum 3 stats. For more variance, we'll rate them 0 - 5. Tasks need a guideline for similar ratings, with higher number beating the lower number. Applies equally to competitive and confrontational obstacles. Add a resource or resources to be used to gain an edge - Numenera had a similar model that seemed functional, Nobilis basically had miracle points. Very binary, though. Spend-Over feels preferable to Spend-To, but perhaps something else can be arranged.
Potential other uses - gain narrative control over something, alter the parameters of the conflict, modify results, apply results.
Feels a bit FATE-y. Sufficiently robust mechanics - without descending into a game of pure numerical optimization - will require a thematic focus.
Any other resolutions to consider? Blind bid - probably not. Cards? Maybe - unwieldy in a PBP format. Yet more tracks? Multiple resource types? Double-bluff (could be good for something explicitly based around some manner of skillful duel)?
To consider; setting, density of mechanics. Better get some reading material.
Last edited by a moderator: