Using the toolkit to build a different game!
Not a professional-release game (unless it's really good...) but for my "cyber ninja pirates in space" game, I think I will "force" myself to create a new ruleset which is entirely built on HERO in such a way that the players can very easily pick it up but so that it is abstracted and a "beer and pretzels" game.
And I will also use this as a test of the ideas RDU Neil and others and I have batted around. I will start with explicit Axioms (obviously the foremost will simply be "Must use HERO as he basis for all rules and mechanics"). Then I will build a set of basic mechanics. Then I will build rules and guidelines.
And then we'll see how the play experience is. Depending on that, redo the process to get it right, or junk it and use HERO...
Wish me luck! I will detail my progress in this thread. Expect it to be slow, though, as it's one of many irons in the fire. But I do want to challenge myself to make it simple...
I drafted the above earlier and already have a little progress.
HERO toolkit being the basis, the following are core prejudices/axioms for the system: broad capabilities in wide areas but very specific specialties for people - i.e., "signatures" for characters, easy resolution, fudgey GM-oriented judgement call opportunity, opportunity for high drama at unpredictable moments, Characters should be able to be exemplary in a declared area but very competent in general! Characters will be rewarded for playing foibles, they should be encouraged. The Play Experience should be more shared in story-telling; GM can make wide judgement calls as aforementioned BUT players will/should have opportunities to dramatically influence game. Basic characters in general should be very similar in terms of damage they can take and "physiological" aspects, which really just means simplicity in character builds.
Here's what I'm going to do as an essential mechanic: characters have scores in various Skill Areas - Agility, Background, Contact, Intellect, Interaction, and Martial Arts. A Skill Area is essentially a broad area of endeavor and you get the same sort of success roll as in HERO in that area. It's just a lot broader. You declare Specialties in a Skill Area and get bonuses with those - they can be all sorts of things, I will make a guidelnes list, but basically things like Friendliness (for Interaction), Overpowering Nature (again for Interaction), Brute Force (for Combat), Quick-witted (Interaction or Combat), Pretty (Interaction), Willpower (Interaction), and so on (sorry this is an Interactions-heavy list, but just to get the idea down). Basically characters must have a Major Specialty and I will set something up for minor specialties (smaller bonuses). Specialty Skill Areas can be created with GM permission, such as a Mental Skill Area.
Each Skill Area will apply to various Classes. Standard Classes are Sentients (basically characters to reasonably aware animals), Lower Beings (non-sentient animals, bio-organisms), Environment (space, desert, planet, city), Vehicle/Mecha, and Cyberspace. For each Skill Area you can assign points to each Class. Specialty Classes (such as "Godlike Beings") can be created with GM permission and may exist in the background. Or something like that, I have to think more about it!
Characters will be able to have some sort of singular Power, which I'll give more thought to, but that's the basic idea. Perhaps "minor powers" will be supported...but maybe not. Anyway, you can put no or some points into having a power. If you put some points, you are buying the points per some dice of effect, some standard such as 5/1d6, will be thinking on game effects. Now, here's a concept - you can buy "Coolness Points" per dice of effect as well. These Coolness Points entirely replace the Advantages idea but they are based wholly on Advantages! Essentially, during a session, you can expend Coolness Points to make the Power do something special/extraordinary - some sliding scale, such as minor benefit = 1 Coolness, power is half again as effective = 3 Coolness, double effectivness = 5 Coolness, more than double but not quite a "trump" = 8 Coolness, and "power trumps the situation" = 10 Coolness. Note you must buy Coolness multiplicative to the level of the power because of its effectiveness - for example if Powers = 5/1d6, you pay Coolness PER DICE, so a 3d6 Power must cost either 3, 6, 9, or another multiple of 3 in Coolness, according to how many dice - e.g., 1 Coolness per Dice = 6/1d6, 2 Coolness per Dice = 7/1d6, and so on.
Powers require some more thought, but probably want some sort of basic set with the ability to create them with guidelines, all based on the HERO system as I understand it.
Comments will be entirely welcome!
Last edited by zornwil; Apr 3rd, '05 at 02:59 PM.
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