After watching the Bourne Supremacy (a fairly decent movie) I came up with the following basic framework for a RPG system.
The basic idea behind it is to simulate poeple that are over the top, extremely good at what they do, and also do it with style. Ethan Hawk, James Bond, Leon and Marriachi from Desperado all fall into this category.
The Character
Characters are made from archetypes that correspond to different character types seen in movies or read about in books/ comics. These types can then be tweaked to fit the exact character you want.
The base of the character is a number of abilities. A couple of these are fixed from the archetype chosen and some of them are picked from a generic list of abilities. Some sample abilities could be:
- Sneaky Guy
- Marksman
- Strong Guy
- Demolitionist
- Stunt Driver
For each ability there is a value (1..5) and Side Effects. A side effect is something that can be used to increase the value of the ability temporary, but with a cost. This cost is that something bad happens to or around the character. In addition to specific drawbacks for the different abilities there is also a generic list of drawbacks that can be used by anyone.
Example:
Steve Saduko, the renowned hitman, has the ability Marksman with the following Side Effects
- Collateral damage (+1) - When in a fight, Steve usually ends up destroying much of the surrounding area to the annoyance of the people around him.
- Endangering friends (+2) - Through brave, but careless stunts, Steve has put his friends at risk more than once.
- Final Rush (+3) - As a last resort, Steve can put himself at risk to get his enemy. This usually means that he ends up being shot or hurt in some other way.
When a character wants to do something, either an everyday thing or using one of his abilities, he normally succeeds. Some occasions though, are a bit tougher and requires even a hero to put some effort into it. Hence the Opposing Value (OV). This includes fighting a large number of opponents or very skilled enemies.
Compare the value of the ability to the OV. If the ability is >= to the OV the action is a success. If the ability is lower than the OV then it's a failure. This is where the side effects come in. In order to increase the effective value of the ability the player can call one or more of the side effects into play. This will add the bonus written with the Side Effect to the value of the ability, but at the same time something bad will happen. If the new value (old value + side effects) is equal to or better than the OV it is a success, but if it's still under it is still a failure. The bad side effects still happen though.
The actual effects are decided by the game master, and shouldn't be known in detail to the player. This is where dice could enter the game. By rolling for the details around what happens some suspense and gamble about what is going to happen is kept.
Finishing comments
This is a short draft of a possible RPG system. It still needs a lot of details filled in, and might be subject to a lot of changes before being ready for actually play. Any comments and critique is welcome.
1 comment:
The core idea is good. For any maneuver A there is an associated benefit and an associated penalty. A nice way to add complexity to many systems that are light on rules, I'd say.
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