Harlequin Jones
01-18-2002, 03:15 PM
...inspired me. It hit me like a bolt from the blue. I sat down and, in less than an hour, wrote up a draft for the most generic system I have ever seen.
It is simple, yet flexible. It can satisfy any Gamist, Narrativist, or Simulationist desire, and should please players no matter what kind of mechanics they prefer. It is more generic and universal than GURPS, HERO, or even FUDGE.
I call it the Action Resolution System Engine.
It's so simple that it all fits on one page, so here it is:
<subtle satire>
--
Action Resolution System Engine (ARSE)
1. Mechanics
The first thing to do when playing a game of ARSE is to decide what mechanic(s)
to use during the game for the resolution of character actions. There are many
available options.
Fortune
Fortune mechanics are based on chance. The character uses some random variable,
possibly in combination with one or more Characteristics, to determine whether
he succeeds or fails at a given task. Dice are most often used, but cards are
also common. Sticks and stones are not unheard of.
Karma
Karma mechanics are based on the concept that actions should succeed or fail
based only on the level(s) of competency of the character(s). If a character
is good enough to succeed at a task, then he should succeed. If two characters
are competing, the character with the better attribute/trait/skill should win.
Drama
Drama mechanics are based on the idea that actions should succeed or fail
based on whatever is best for the ongoing story. With drama mechanics, the
random variable is the mood of the game master.
The game master must choose at least one mechanic for his game, and possibly
more than one if he wishes for different types of actions to be resolved in
different ways.
2. Characteristics: Attributes / Stats / Traits / Skills
Each character in ARSE will need to be described in some fashion in order to
determine what that character can do and how they are different from the other
characters. This description can be in the form of numbers (Strength: 4),
tokens (Strength: | | | | ), or simple adjectives (Strength: Good).
Characters may have a list of Attributes, Traits, and/or Skills, or may not -
the game master may rule that the characters should be described by a short
essay rather than a list.
If characters are created from a list of fixed abilities, the values for these
abilities can be determined in several ways.
Fortune
Characters may be generated randomly, according to one or more of the Fortune
mechanics chosen in the first section.
Karma
Players may be given a pool of some value measurement (like points, levels, or
dice) with which to build their character. The various attributes, traits,
and/or skills chosen for the game should be assigned various weights by the
game master. Players will then divide their pool amongst these different
characteristics, some being more or less expensive than others.
Drama
Alternatively, the game master may simply create all of the characters himself
and give them to whatever players he wishes, if this is what is best for the
story.
3. Options: Advantages / Perks / Powers
A game may call for characters to have access to things that are not intrinsic
to every character (like attributes) or easily acquired (like traits or skills).
Supernatural powers, vast wealth, special equipment, etc fall under the category
of special Options.
The game master must decide how these Options are to be acquired by characters.
Like Characteristics, they can be generated randomly, via a pool of points, or
via game master fiat.
If points are used, Options could use the same pool of points as
Characteristics, or the game master could assign a seperate pool of points.
4. Equipment
This section covers all of the everyday equipment that any character should be
able to acquire in the game. The game master should come up with a list of
common and important items, and assign a method of obtaining them. This could
mean giving characters some starting money and a price list, or allowing
characters to choose a set number of items, or allowing characters to have
only that equipment which makes sense for their character, or anything else
that makes sense for the game.
5. Action Resolution
Action resolution is simple in ARSE. The game master simply assigns one of the
mechanics chosen in the first section to each and every action that it is
possible to take in the game. The success or failure of an action should
probably be related to the characteristics and/or options of the character, but
they don't have to be if it is bad for the story.
The simplest way to to this is to have a single mechanic cover every single
possible action. This makes it easy to remember how to resolve any action, as
all are resolved in the same way. This may result in some loss of flavor,
however.
An alternative is to have a different mechanic for each and every possible
action in the game. Every type of attribute, trait, or skill would have
a different method of resolution. This gives the game master very fine control
over the flavor of his game, but leads to a lot of added complexity.
Most games will probably fall somewhere in between the two extremes, having
a handful of mechanics that are used for different situations.
Combat is a case in point, as fighting seems to be a large part of many
roleplaying games. The game master could decide that all combats are resolved
with a single use of a single mechanic, or he could work out an elaborate,
realistic system involving multiple mechanics, paying close attention to gritty
details such as weapon type, hit location, the debilitating effects of wounds
in various locations, etc.
6. Experience
Characters may improve with experience, or they may not. If they do, then these
improvements can be generated using the same methods that were used for
determining characteristics in the first place, or they could use different
methods.
--
</subtle satire>
I look forward to reading your comments!
Inspired,
HJ
It is simple, yet flexible. It can satisfy any Gamist, Narrativist, or Simulationist desire, and should please players no matter what kind of mechanics they prefer. It is more generic and universal than GURPS, HERO, or even FUDGE.
I call it the Action Resolution System Engine.
It's so simple that it all fits on one page, so here it is:
<subtle satire>
--
Action Resolution System Engine (ARSE)
1. Mechanics
The first thing to do when playing a game of ARSE is to decide what mechanic(s)
to use during the game for the resolution of character actions. There are many
available options.
Fortune
Fortune mechanics are based on chance. The character uses some random variable,
possibly in combination with one or more Characteristics, to determine whether
he succeeds or fails at a given task. Dice are most often used, but cards are
also common. Sticks and stones are not unheard of.
Karma
Karma mechanics are based on the concept that actions should succeed or fail
based only on the level(s) of competency of the character(s). If a character
is good enough to succeed at a task, then he should succeed. If two characters
are competing, the character with the better attribute/trait/skill should win.
Drama
Drama mechanics are based on the idea that actions should succeed or fail
based on whatever is best for the ongoing story. With drama mechanics, the
random variable is the mood of the game master.
The game master must choose at least one mechanic for his game, and possibly
more than one if he wishes for different types of actions to be resolved in
different ways.
2. Characteristics: Attributes / Stats / Traits / Skills
Each character in ARSE will need to be described in some fashion in order to
determine what that character can do and how they are different from the other
characters. This description can be in the form of numbers (Strength: 4),
tokens (Strength: | | | | ), or simple adjectives (Strength: Good).
Characters may have a list of Attributes, Traits, and/or Skills, or may not -
the game master may rule that the characters should be described by a short
essay rather than a list.
If characters are created from a list of fixed abilities, the values for these
abilities can be determined in several ways.
Fortune
Characters may be generated randomly, according to one or more of the Fortune
mechanics chosen in the first section.
Karma
Players may be given a pool of some value measurement (like points, levels, or
dice) with which to build their character. The various attributes, traits,
and/or skills chosen for the game should be assigned various weights by the
game master. Players will then divide their pool amongst these different
characteristics, some being more or less expensive than others.
Drama
Alternatively, the game master may simply create all of the characters himself
and give them to whatever players he wishes, if this is what is best for the
story.
3. Options: Advantages / Perks / Powers
A game may call for characters to have access to things that are not intrinsic
to every character (like attributes) or easily acquired (like traits or skills).
Supernatural powers, vast wealth, special equipment, etc fall under the category
of special Options.
The game master must decide how these Options are to be acquired by characters.
Like Characteristics, they can be generated randomly, via a pool of points, or
via game master fiat.
If points are used, Options could use the same pool of points as
Characteristics, or the game master could assign a seperate pool of points.
4. Equipment
This section covers all of the everyday equipment that any character should be
able to acquire in the game. The game master should come up with a list of
common and important items, and assign a method of obtaining them. This could
mean giving characters some starting money and a price list, or allowing
characters to choose a set number of items, or allowing characters to have
only that equipment which makes sense for their character, or anything else
that makes sense for the game.
5. Action Resolution
Action resolution is simple in ARSE. The game master simply assigns one of the
mechanics chosen in the first section to each and every action that it is
possible to take in the game. The success or failure of an action should
probably be related to the characteristics and/or options of the character, but
they don't have to be if it is bad for the story.
The simplest way to to this is to have a single mechanic cover every single
possible action. This makes it easy to remember how to resolve any action, as
all are resolved in the same way. This may result in some loss of flavor,
however.
An alternative is to have a different mechanic for each and every possible
action in the game. Every type of attribute, trait, or skill would have
a different method of resolution. This gives the game master very fine control
over the flavor of his game, but leads to a lot of added complexity.
Most games will probably fall somewhere in between the two extremes, having
a handful of mechanics that are used for different situations.
Combat is a case in point, as fighting seems to be a large part of many
roleplaying games. The game master could decide that all combats are resolved
with a single use of a single mechanic, or he could work out an elaborate,
realistic system involving multiple mechanics, paying close attention to gritty
details such as weapon type, hit location, the debilitating effects of wounds
in various locations, etc.
6. Experience
Characters may improve with experience, or they may not. If they do, then these
improvements can be generated using the same methods that were used for
determining characteristics in the first place, or they could use different
methods.
--
</subtle satire>
I look forward to reading your comments!
Inspired,
HJ