In my gradual shift from huge roleplaying game tomes to
short-and-sweet mechanics I’ve come across a few very basic systems
that appeal to me. They might not have the depth of complexity many
other games offer – both simple and comprehensive – but they
provide a core task resolution system with potential for expansion
and an ease of adapting to various settings.
Since the dawn of roleplaying games in the 1970s gamers have
tended to take existing systems and modify them to reflect their
personal play style and expectations from the mechanics. Initially
this came from deficiencies gamers found in the earliest versions of
Dungeons & Dragons, classes, monsters, and other rules
they felt the original rulebooks lacked (as Jon Peterson documents in Playing at the World). Wargamers had already been “modding”
rules for years, creating new scenarios and variants for their
favorite titles. The trend continued throughout roleplaying games’
further development. Some variations remained “house rules” among
small groups, while others found momentum and support to become
original games for publication. While I enjoy playing and
house-ruling games to reflect my own expectations for established
games, I find intuitive, basic core mechanics engage my urges toward
more simplified systems to adapt to appealing settings.
Although the game systems that caught my eye recently have their
merits (as outlined below), this trend toward basic mechanics with
further adaptability isn’t new. S. John Ross accomplished this in
Risus: The Anything RPG way back in the 1990s with its system
of die pools assigned to broad (and often humorous) clichés; it
remains one of the most elegantly intuitive roleplaying game systems
with the potential to expand the core mechanic and ability to adapt
to any setting. The system works well in both group and solitaire
play, with the free solo adventure Ring of Thieves masterfully
demonstrating the solo potential. The basic Fighting Fantasy
system from the eponymous solitaire game books also provided a basic
framework with its Skill, Stamina, and Luck stats, each working in
their own way to determine attacks, absorb damage, and modify rolls.
(The Sorcery! series also factored in a basic,
memorization-based spell system). The mechanics worked well for the
solitaire adventures, though the self-regulated combat often devolved
into back-and-forth die-rolling contests between the hero and
monsters. An ambitious gamer could easily adapt either system from
its original form and modify it for a deeper complexity and specific
setting (though Risus remains solid on its own without much
system modification and encourages adaptability to any genre).
I’ve found other basic systems with similar potential for
adaptation and modification. Compared to Risus and Fighting
Fantasy they’re relatively recent releases, yet they offer some
intriguing ideas useful within their framework, modified as the basis
for deeper games, or ported as elements to enhance existing games.
Each employs a very concise core task/combat resolution system with
plenty of room for further mechanical depth and flexibility between
genres. These could easily function as solitaire game engines – in
fact one comes from a solitaire game book – as well as for group
play, particularly among newcomers who might not care for all the
specialized game jargon or complex processes in established
roleplaying games.
Barsoom! Rise to
Power
I discovered this title by Felbrigg Herriot and K.A. Cartlidge
while wandering around Lulu.com one day looking for solitaire
adventure gamebooks to satisfy my occasional need for such fare (an
urge I’ve discussed before). It enables readers to assume the role
of a four-armed green Martian warrior and undertake a quest in Edgar
Rice Burroughs’ fantastic “swords and planets” setting
established in A Princess of Mars.
The 409-entry adventure relies on a small collection of character
stats and a basic task resolution system. The character begins with
10 Health (the essential hit point stat) then assigns seven points
to Combat, Athletics, and Mental, self-describing characteristics
used in overcoming appropriate challenges. (The book also uses a Time
stat to track a character’s temporal progress, a nice touch I’ve
seen previously in such enjoyable fare as Noah Stevens’ The Hounds of Halthrag Keep.) Task resolution proves very basic:
roll 2D6 and add the sum to the appropriate stat to equal or exceed a
set difficulty number. This mechanic greatly streamlines combat
resolution. Rather than the player rolling his character’s Skill
against the monster’s Skill and comparing the two to resolve combat
over several rounds as in Fighting Fantasy, the player just
makes one Combat roll and compares it to the difficulty number
assigned to his adversary. Success vanquishes the foe, but failure
subtracts a monster’s damage rating from Health before enabling the
character to move on. It essentially condenses conflict to a single
die roll, with success enabling the reader to continue and failure
incurring a penalty that (in most cases) allows the adventure to
advance. Of course if Health reaches zero the character perishes and
the adventure ends. Failed tests of Athletics and Mental ability can
incur penalties against Health and Time, giving those challenges
greater tension.
This seemingly simple core mechanic provides some interesting
possibilities in the realm of group roleplaying experience and
modification to provide greater depth of play beyond the solitaire
gamebook environment. For group adventures it defuses the
sometimes-adversarial relationship between gamemaster and players by
limiting the former’s role to passively stating difficulty numbers
and doling out damage values in the case of failure (though he no
doubt takes an active role in determining adversary difficulty and
damage beforehand). How a band of adventurers would take on a single
large adversary – instead of pairing up against more numerous,
smaller foes – remains problematic, but a not insurmountable
challenge; one might simply increase the difficulty beyond the
ability of one character to overcome and combine Combat roll results,
with damage doled out evenly among characters in the case of failure.
The system seems suitable for expansion along the traditional
lines of roleplaying games. Using the basic characteristics provided,
one could offer +1 bonuses for particular classes of weapons or
magical arms, an armor rationale for reducing damage, and even skills
or specializations related to characteristics to provide
circumstantial bonuses. A scale of difficulty numbers could provide
guidance in gauging various obstacles, and a list of monsters with
difficulties and damage ratings could form the basis of a brief yet
entertaining game system. Ambitious gamers could modify the system to
take into account magic and other fantasy elements.
Overall the game mechanics outlined in Barsoom! Rise to Power
have their appeal, though primarily for solitaire or one-on-one play.
The solo game book delivered a few entertaining adventures in
Barsoom’s intriguing environs. Felbrigg Herriot lists several other
solitaire gamebooks on Lulu.com; I can only assume these offerings
use a similar system.
FURPG
Nathan Russell’s Free, Universal Roleplaying Game (FURPG)
introduced me to a D6 mechanic with a range of success and failure
options. Instead of a simple yes/no dictating the result of an
attempted task, the 1D6 roll yields results of “No And,” “No,”
and “No But” on the odd numbers and “Yes But,” “Yes,” and
“Yes And” on the even numbers. Does the character have some kind
of appropriate descriptor, gear, or other advantage? Roll 2D6 and
pick the better of the two results. Does some situational modifier
significantly increase the chance of failure? Roll 2D6 and pick the
worse of the two results. Through the “but” and “and” results
players or the narrator can add “conditions” affecting the
character or details one might use later.
Players define characters by choosing brief descriptors for Body,
Mind, Edge, and Flaw and determining two pieces of useful equipment
to give them an advantage at certain tasks. The base categories
easily span any genre, and the textual nature of descriptors easily
enable one to port this nuanced game engine to any setting.
Characters also get several “FU Points” to further modify die
rolls as players see fit, either adding an extra die for each FU
Point spent or re-rolling an unsatisfactory result.
While I find the even/odd results a little non-intuitive (I’d
just use a straight scale of 1-6, with 1-3 being “no” results and
4-6 the “yes” results, as Russell suggests in some alternate
die-roll methods), the core mechanic and the means of modifying it
remain wonderfully simple yet open to some fun interpretative
possibilities in the “but” and “and” results. While I enjoy a
game with more crunchy rules bits than what I see in the FURPG,
the narrative elements inspired by interpreting the “but” and
“and” results provide some control to both players and narrator.
Given the wide range of possible descriptors one could easily adapt
the system to any genre; its simplicity could also enable characters
from one setting to easily port to another setting with little change
to the significance of their descriptors.
The free 23-page rules PDF includes plenty of examples and tips
(some covering half of each page), some very basic guidance on
running the game as the narrator, a brief pulp scenario, lists of
suggested descriptors, and a blank character sheet. The game’s
website includes several links to “hacks” using the FURPG
system. These resources offer some basic guidance in customizing the
game system to particular genres; just compile lists of descriptors
and gear relevant to each stat that key off core setting elements.
Russell has graciously published the system under a Creative Commons
Attribution License enabling others to release material using the
FURPG (with appropriate credit to the author). The FURPG
provides an elegant roleplaying game core mechanic that balances
traditional crunch with some narrative elements one can easily adapt
to any setting. The set-up seems basic enough – determine a
descriptor for Body, Mind, Edge, and Flaw and choose two significant
pieces of gear – one could use it to introduce newcomers to the
intricacies of roleplaying, especially when adapted to a world that
engages their imagination.
USR
Unbelievably Simple Roleplaying (USR) provides
another basic framework – a bit more rules “crunchy” than the
FURPG – yet easy enough to teach to newcomers and open-ended
enough to port to any genre. This pay-what-you-want PDF download
comes from designer Scott Malthouse, creator of the phenomenally
successful and innovative solo game, Quill: A Letter-Writing Roleplaying Game for a Single Player. Character creation relies
on three core attributes, Action, Wits, and Ego, with players
assigning a D6, D8, and D10 among them; D6 is considered below
average and D10 above average. One’s Hits (functioning as hit
points) come from a totaled roll of the Action and Wits dice. Players
then choose up to three “specialisms,” skills (including
combat-oriented ones), professions, or other exemplary traits each
tied to a particular attribute and, in the right circumstances,
granting a +2 bonus to the attribute roll result.
To attempt tasks players roll their character’s appropriate
attribute die, adding +2 for any relevant specialism bonus, and
comparing the result against the task’s chosen difficulty. Opposed
tasks require a roll from the player and gamemaster, with the higher
one winning the contest. Combat takes the opposed roll one step
further, allowing a bonus for combat specialisms based on the
weapon’s class – +1 for light, +2 for medium, and +3 for heavy
weapons – with the difference between the rolls serving as a damage
value subtracted from the loser’s Hits minus any adjustment for
light, medium, or heavy armor (-1, -2, and -3 respectively).
The rules themselves cover eight pages; the rest of the document
includes character creation and play examples, the obligatory “What
Is A Roleplaying Game?” section, and some optional rules for
“narrative points” and character advancement.. Three one-page
setting packages detail sample wild West, space opera, and urban
fantasy settings, including suggested locations, weapons,
specialisms, and character roles. Malthouse also offers several free
USR-based setting sourcebook PDFs at his DriveThruRPG
e-storefront, quite a bit more voluminous than the 21-page USR
core rules, yet serving as solid examples how one could take the
game’s basic concepts and run with them in specific settings. Using
the setting packages alone gamers could easily customize USR
for their favorite genres.
USR presents a concise core system using the three
polyhedral dice, with room for enough adjustments or embellishments
so gamers can easily customize it to their preferred play style and
setting. The mechanics remain so basic and intuitive they serve as a
nice introduction to roleplaying newcomers.
DIY Gaming
All these games and their unique systems can inspire gamers to
customize them for their own experience. It’s an alternative to
playing published games that don’t quite cater to gamers’
specific play styles and settings, but one that shouldn’t
discourage gamers from exploring new options on all fronts, amateur
and professional, free or paid. (a subject I’ve discussed before).
Gaming, including roleplaying and even wargaming, has a long history
of gamers tinkering with rules to create a customized experience, and
of some of those gamers moving on to publicly and professionally
offering their greatly re-designed iterations of games in original
forms. These three games represent some good examples of new systems
ripe for gamers to make their own; they’re by no means the only
sources of inspiration, just ones that happen to cater to my own
penchant for short-and-sweet mechanics easily adaptable for play with
newcomers or in a solitaire setting.
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