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(November 03, 2007, 04:35:43 AM)
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Indie Game Design
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COR: a generic vanilla simulationist system.
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Topic: COR: a generic vanilla simulationist system. (Read 709 times)
Suvordaeus
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Posts: 11
COR: a generic vanilla simulationist system.
«
on:
August 01, 2004, 10:53:37 AM »
First off, I'm new, so I am not sure that I'm using the terms in the heading correctly. COR stands for Combat Oriented Roleplay. This is because the rules only define combat, not more complicated, setting-specific powers (skills?) that are only used in certain situations. For example, there are rules for speed, accuracy, strength, toughness, armor, etc., but not for lock-picking, hiding, craftmanship, etc. You can see the rules at
http://www.corplay.tk
if you are interested. COR is designed for absolute simplicity, and to be easy for even novice gamers to learn (I realize that the site has no introduction to gaming. I have been meaning to add that.). Once you know the rules, you can give a character stats in less than 5 minutes. I have created about 70 characters since I started design, not counting the nearly 200 slight variants of some characters. I presume this simplicity is a mark of vanilla design, and the emphasis on flexiblity during character creation is a mark of simulationism. COR is non-setting-specific, so I have run fantasy and sci-fi sessions with it (sometimes both at the same time) and both have worked rather well. COR is very mathematical, which is both a benefit (easier to calculate point costs) and a downside (many RPG concepts are not easily quantifiable). Infrequently used powers (skills) are the current problem. Adding in situational non-combat bonuses and penalties is very difficult and mucks up the simplicity of the game, but greatly adds to realism levels.
I would love some constructive criticism, and if you find any errors or gaps(even small ones) it would be a great help if I heard from you. My main question is: should I add conditional, non-combat powers to COR, and if so, how? Before you post, I should mention that I have played very few indie RPGs (my gaming group prefers an ongoing campaign). Thank you for your time.
Logged
COR
, a mainly simulationist RPG I designed. Stats can be given to a character in less than 5 minutes. Also, the
LoserQuest
setting has a (very incomplete) site.
LordSmerf
Member
Posts: 864
COR: a generic vanilla simulationist system.
«
Reply #1 on:
August 01, 2004, 03:58:31 PM »
You might find
this thread
useful in light of you point about situational modifiers bogging down play but making things more "realistic". The discussion of polemic ideas and "realism" could be especially useful.
I have not yet looked at your system (i will, hopefully, be doing that this afternoon), but what do you think your game does that other games do not? The more specific you can get the more feedback you can get...
Quote
My main question is: should I add conditional, non-combat powers to COR, and if so, how?
I believe it might be useful for me to point out that the only good answer to this question is: what do you think? There are few (if any) right answers when designing RPGs...
Thomas
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Current projects: Caper,
Trust and Betrayal
,
The Suburban Crucible
Suvordaeus
Member
Posts: 11
COR: a generic vanilla simulationist system.
«
Reply #2 on:
August 02, 2004, 03:36:27 PM »
Thanks for the thread, it helped found a few ideas about accuracy (or rather lack of it) in my mind. The main reason I roleplay is to escape, similar to watching TV in a group (like a Super Bowl Party with teams you formed from the very start). The escape consists of creating a world where characters I have attached myself to have a great deal of victories, all described in glorious detail. I formed COR so that the act of roleplaying (and the escape involved) would be simpler, require less preparation, and allow for greater flexibility. I was entirely willing to sacrifice accuracy to achieve these goals. Still, I sometimes feel that that sacrifice has gone too far, and removed important aspects that add to the feeling of escape (namely money and awareness).
Quote
I believe it might be useful for me to point out that the only good answer to this question is: what do you think?
I guess what I think is that I should add simple rules to govern awareness based off of existing abilities, and link money to character points. Seeing as all abilities are of equal value if they have an equal point cost (hopefully), I think that a conditional, non-combat use should exist for all non-conditional, combat-based abilities. For example, Near Accuracy would add to checks that required manual dexterity, and Ranged Accuracy would add to checks that needed vision.
Quote
I have not yet looked at your system (i will, hopefully, be doing that this afternoon), but what do you think your game does that other games do not?
I think it is easier to modify than most RPGs (seeing as game stats are directly altered by points), is very, very simple, and is also free. I do not know many games, so if anyone knows a game like the one I described that does the job better than COR, please tell me, it would be a great help.
Thanks.
Logged
COR
, a mainly simulationist RPG I designed. Stats can be given to a character in less than 5 minutes. Also, the
LoserQuest
setting has a (very incomplete) site.
LordSmerf
Member
Posts: 864
COR: a generic vanilla simulationist system.
«
Reply #3 on:
August 03, 2004, 03:43:14 PM »
I had a chance to read over your system, a couple of notes:
1. It is simple and seems to meet that goal admirable.
2. Your site seems to be layed out non-intuitively. It took me a while to figure out how the system worked since it was spread out on different pages and they did not seem to logically lead to each other.
On another note... John Kim has a great list of completely free RPGs listed in categories over on
his site
. Maybe some of them will prove useful to you.
Thomas
Logged
Current projects: Caper,
Trust and Betrayal
,
The Suburban Crucible
Suvordaeus
Member
Posts: 11
COR: a generic vanilla simulationist system.
«
Reply #4 on:
August 05, 2004, 02:44:21 PM »
Thanks for the feedback, I'm working on the layout right now. I'm putting character points with Abilities, encounter strength with Strategy, and adding data on pre-made characters. I find pre-made characters (made by the dozen on MS Excel) to be useful for quick adventures, especially with new players and when there are enough options to satisfy them. I am slowly going through the RPG list, and some of them look like they have useful tools (like Among the Beautiful Creatures's list of body parts) that could be converted to COR. I hope to complete a comprehensive animal list (CORNEA: COR Nearly Every Animal) in the near future. Once it is done, I may include it in a .pdf to potentially sell. Would you buy a .pdf list of nearly every animal, stats for a anthropomorphic (furry) race adapted from each animal, and a little more for $5? If not, I've got some other stuff I could stick in there, too. Thanks for your time.
Logged
COR
, a mainly simulationist RPG I designed. Stats can be given to a character in less than 5 minutes. Also, the
LoserQuest
setting has a (very incomplete) site.
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