Chapter Three Selecting A System - DriveThruRPG.com

7
Joab Stieglitz 13 Chapter Three Selecting A System A role-playing game system is the collection of statistics and mechanisms used to define how a game is played. This frequently tied to the genre of the game, but not always. This chapter provides an overview of several types of role-playing game systems. Characteristics of a System All game systems have common elements to define characters within the game, how challenges are defined and overcome, and criteria for character improvement over time, etc. Some systems use similar mechanics, and some have characteristics that are unique to their genre or setting. Characters Characters are usually defined in terms of a name and various attributes. A type of character, often referred to as a class, template, archetype, or concept, is used to identify a character’s role and abilities within the context of the setting and the player group. Some examples of character types are Robot, Wizard, Pilot, Spy, or Dragon. Specific statistics are used to define the character in comparison to other characters in the game. These statistics can be numerical or descriptive, specific or abstract. A common set of numerical attributes are Strength, Constitution, Dexterity, Intelligence, Wisdom, and Sample file

Transcript of Chapter Three Selecting A System - DriveThruRPG.com

Joab Stieglitz

13

Chapter Three Selecting A System

A role-playing game system is the collection of statistics and mechanisms used to define how a game is played. This frequently tied to the genre of the game, but not always. This chapter provides an overview of several types of role-playing game systems.

Characteristics of a System

All game systems have common elements to define characters within the game, how challenges are defined and overcome, and criteria for character improvement over time, etc. Some systems use similar mechanics, and some have characteristics that are unique to their genre or setting.

Characters

Characters are usually defined in terms of a name and various attributes. A type of character, often referred to as a class, template, archetype, or concept, is used to identify a character’s role and abilities within the context of the setting and the player group. Some examples of character types are Robot, Wizard, Pilot, Spy, or Dragon.

Specific statistics are used to define the character in comparison to other characters in the game. These statistics can be numerical or descriptive, specific or abstract. A common set of numerical attributes are Strength, Constitution, Dexterity, Intelligence, Wisdom, and

Sample

file

How to Be an Awesome Game Master

14

Charisma. Other games ask characters to describe a character’s personality and capabilities rather and assigning numerical values.

Some games employ a range of skills, powers, spells, and other abilities to further define a character. These criteria are frequently expressed as numerical values that add or subtract from die rolls. Other games have the characters describe their actions to create a narrative of what happens.

Figure 1 - A Pathfinder Character Sample

file

Joab Stieglitz

15

Challenges

Just as there are a variety of ways that characters are defined, there are also many ways that the outcome of events within the game are decided. Many games use a die modified by situational conditions and character abilities to meet a predetermined target number. Some games use playing cards or specially designed game cards for decision making. Other games decide challenges based on who has the highest rating in a skill or ability. And still other games use story-telling to decide the outcome of events.

Figure 2 - A Savage Worlds Character

Sample

file

How to Be an Awesome Game Master

16

Character Improvement

One aspect of role-playing games is the reuse or continued use of characters over time. Players may an expectation that they characters will improve over time, depending on the game system used, as well as whether the game consists of individual adventures or if the scenarios are linked (see Chapter 4).

When character development is part of the game system, there are several ways in which character advancement is accomplished. The most common method is via experience points. Characters earn experience

Figure 3 - A Call of Cthulhu Character Sample

file

Joab Stieglitz

17

points for overcoming challenges such as defeating monsters, finding treasure, and/or overcoming other obstacles in the course of an adventure. When the character’s experience total meets pre-defined thresholds, often called levels, the character gains certain enhancements as well as the ability to make improvements to their statistics or catalog of abilities.

A more simple character advancement mechanism is that characters simply advance to the next level of experience after a predetermined number of adventures. This method is common in organized play organizations such as the Dungeons & Dragons Adventurer’s League and The Pathfinder Society.

Some games do not have experience points amd/or predefined experience levels. In these games, characters gain the ability to improve

their characters based on milestones in the plot of the adventure, upon completion of specific tasks, telling the best account of events, or other non-numerical criteria.

Play Style

Another area to consider is play style. Do you intend to use miniatures? Figures are popular with games that feature tactical combat, but they are not required. When what would become Dungeons & Dragons was first developed, it was designed as a way to add personality

Figure 4 - A FATE Character Sample

file

How to Be an Awesome Game Master

18

to the individual figures in war games. However, when Basic Dungeons & Dragons was first released, there was no mention of using miniatures,

which is an art and hobby in itself.

Miniatures add an additional level of complexity, because the Game Master needs to know not just what is happening, but where, and needs to be able to represent it visually so that the players can interact with it. This also requires representations of the opponents, and even terrain elements. Often, terrain is simply drawn on a reusable battle map, and frequently, the opposition is represented by generic markers due to the fact that there are some many different kinds of monsters and other opponents.

Many role-playing games are intended to use what is known as the “Theater of the Mind.” In this manner, the Game Master verbally describes the situations that the players encounter, and the players say what they do in response. Sometimes props are used, such as pictures or items, and it is up to the players to draw maps and make notes.

Depending on what system and genre of game you choose, the use of miniatures may be of benefit or a distraction.

Virtual Table Tops

Similar to miniatures considerations is the choice of whether to use a virtual table top system like Roll20 or Fantasy Grounds. Virtual table tops are online environments where you can set up a game and recruit or invite players to play it. These online systems provide the convenience of allowing you and you players to join the game from

Figure 5 - Miniatures Add a Visual Element

Sample

file

Joab Stieglitz

19

wherever they are, as long as they have access to the internet and the minimum hardware.

The challenge of virtual table tops is that you as the Game Master must set up everything. You need to create all the player and non-player characters. This includes finding tokens for each, entering their statistics into the system, and keeping track of them in the system during play.

You can also set up pretty sophisticated maps in these environments. You can employ features such as line of sight, where players can only see the parts of the map that are visible to them, and limited illumination so they can only see so far. You can write macros for sophisticated die rolls or animate parts of the map, such as traps, and many other things.

However, there is a steep learning curve to figure out how to do all this, and all the players must have the minimum requirements and reliable Internet service to participate. Also, virtual table top systems have peak hours, where performance may be slow or participants may get disconnected.

Unless you anticipate having players who are unable to meet face to face, I recommend setting up a regular time and location for play.

Figure 6 - Dynamic Lighting Prevents Jakub from Seeing Through Walls Sample

file