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(November 03, 2007, 04:35:43 AM)
The Forge Archives
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RPG Theory
Resolution Systems, Dice etc.
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Topic: Resolution Systems, Dice etc. (Read 721 times)
Stormborn
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Resolution Systems, Dice etc.
«
on:
November 20, 2004, 02:52:44 PM »
Right now I am in the begining stages of "from scratch" game design. I have done a little proffesional work in d20 materials but am looking to do something new.
My concern right now is resolution systems, since they are undoubtably the core of the game. Since I am new around here can someone point me to a good article/site/thread about such mechanics? I am trying to answer questions like: die+ modifers vs. target defined by sitch? if so what die? Roll to beat target determined by character(a la GURPS)? dice pool (WoD style)? Card draws? Coin toss? That sort of thing.
Any suggestions, hints, points in the right direction? I will continue coming this site for more info, but a little help would be appretiated.
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Ron Edwards
Global Moderator
Member
Posts: 16490
Resolution Systems, Dice etc.
«
Reply #1 on:
November 20, 2004, 03:23:40 PM »
Hello,
Welcome! I suggest taking a look at the Forge Articles section which is linked at the top of the page. There is no absolutely rock-solid list of resolution systems as you're describing it, but instead you'll find different ideas, by different people, about
why
one would consider these different systems.
Although no one knows for sure, a lot of folks here have agreed that understanding
why
is the first step toward choosing many details about one's game design. I suggest that a good place to start is the Forge Glossary (one of the articles), because its opening section has a good overview of concepts about this "why."
However, since I wrote it, I should also point out that many people have differing views and you should check out their articles as well.
Best,
Ron
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Shreyas Sampat
Member
Posts: 970
Resolution Systems, Dice etc.
«
Reply #2 on:
November 21, 2004, 08:42:11 AM »
While we're at it, Stormborn, I'd ask you to question that assumption that the core of any game system is its resolution mechanic. I'm fairly sure, to give you a specific example, that I can make any game start to look like PTA by injecting a variation of its Fanmail-Budget ecosystem.
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summerbird
John Kim
Member
Posts: 1805
Re: Resolution Systems, Dice etc.
«
Reply #3 on:
November 21, 2004, 05:13:19 PM »
Quote from: Stormborn
My concern right now is resolution systems, since they are undoubtably the core of the game. Since I am new around here can someone point me to a good article/site/thread about such mechanics? I am trying to answer questions like: die+ modifers vs. target defined by sitch? if so what die? Roll to beat target determined by character(a la GURPS)? dice pool (WoD style)? Card draws? Coin toss? That sort of thing.
Any suggestions, hints, points in the right direction?
Well, first of all, there is no "right" direction. I'll say that as an absolute. For resources, I'll mention my own System Design page, which is at
http://www.darkshire.net/~jhkim/rpg/systemdesign/
I have a series of articles on dice mechanics. However, I don't have anything yet on cards.
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- John
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