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[Levity 2.0]: Universal RPG System 1d6

Started by rgrassi, March 28, 2006, 08:14:36 AM

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rgrassi

I've just released the italian version of this system designed with newbies and kids in mind.
I've made an english version but it will need editing and reviewing from some mothertongue.
Is there anyone interested that can help me to fix it?
It's 14 pages, PDF ~2Mb, including images and license.
Thanks in advance.
Rob
Levity d6 - Interactive Storytelling and Roleplaying System
http://www.levity-rpg.net

Eric Bennett

Do you mean you need a native English speaker to help you edit?

I could be up for that, to be sure.

-Eric Bennett
http://mythos.pbwiki.com
Check out the developing draft of Mythos, the game of horrific discovery here!

rgrassi

QuoteDo you mean you need a native English speaker to help you edit?

Yes.

QuoteI could be up for that, to be sure.

Great! Thanks!
Write me at levity[at]robertograssi[dot]net and I'll send you the file.
Rob
Levity d6 - Interactive Storytelling and Roleplaying System
http://www.levity-rpg.net

Eric Bennett

http://mythos.pbwiki.com
Check out the developing draft of Mythos, the game of horrific discovery here!

operator23

I'm also interested. I've already sent you an email.

rgrassi

Levity is a universal system to create and play RPG settings and adventures.
The main features are ease of use and a great focus to group dynamics (even if it can be used for single player adventures, too).
For this reasons Levity can be considered a good introductory system for kids or for newbies.

The Player section covers the following topics:

    * Character creation and evolution
    * Skills and "Roll for success"
    * Combat Handling and Damage

The Storyteller section covers the following topics:

    * Handling game turns
    * Narration Modes
    * Non player characters
    * Actions and Results

Page for system:
http://www.robertograssi.net/gdr/bpg/publication_view.asp?iabspos=1&vjob=vdocidsp,146431

Direct Download:
http://www.robertograssi.net/gdr/files/system/levity-2_0_8-EN.pdf

Cheers,
Rob
Levity d6 - Interactive Storytelling and Roleplaying System
http://www.levity-rpg.net

bazzalisk

Are you sure you want to use the term "Storyteller"? Games Master (GM) is more common, and more descriptive of what they do (as in an RPG surely all the players are telling stories?)

rgrassi

I prefer to use the word Storyteller because I want to focus more ALL players (the master and the actual players) to tell a story rather than play a game.
Rob
Levity d6 - Interactive Storytelling and Roleplaying System
http://www.levity-rpg.net

bazzalisk

Quote from: rgrassi on April 18, 2006, 03:37:27 AM
I prefer to use the word Storyteller because I want to focus more ALL players (the master and the actual players) to tell a story rather than play a game.
Rob

Then surely using "storyteller" for the GM is going to have the oposite effect, since it is saying that the other players aren't storytellers.

rgrassi

Yes, the risk exists. Nevertheless, even if the other players play and tell a story, the 'storyteller' role must be careful to direct the actual play toward a coherent 'story'. When the story 'stops' or is difficult to be carried on, the storyteller must be the one who pushes the story forward and is the main "teller of the story" respect to the others.
Rob
Levity d6 - Interactive Storytelling and Roleplaying System
http://www.levity-rpg.net

Bryan Hansel

I downloaded Levity and read over it.  Are there any specific questions that you wanted feedback on?

Here are a couple of items that I noticed or had questions about:

  • What does the assigning of a class do for the character?
  • What if a player rolls three 1s for his skills rankings?  Does he get to reroll or just has to play a character that is weak in skills?
  • I couldn't find a chart that ranks the "roll for success" number.  It would be help full to see a chart that listed what scores were need to roll an easy, mild, medium, hard, or extreme task.
  • The gamebook mode seems to really limit the player's ability to tell the story they want.  Is the game suppose to allow players to tell a story or the players to participate in the Storytellers story?  This seems to contradict with the Actions and results section.
  • What do you see in your game that sets it apart for other simple 1d6 generic systems or why would I play Levity instead of Fudge?

Tommi Brander

Also,

  • Is combat important part of the game?

rgrassi

From Bryan...

Quote from: Bryan Hansel on April 18, 2006, 12:08:59 PM
I downloaded Levity and read over it.  Are there any specific questions that you wanted feedback on?

Not particularly. I'd like to receive a general feedback about its consistency.
Furthermore that's just my first step. Two settings will follow and then one campaign and a one-shot.
So, we're just at the beginning. :)

Quote[li]What does the assigning of a class do for the character?[/li]

Nothing particular, if we consider just the 'system'.
If a class has some particular characteristics that will be introduced in the campaign or in the module, overriding or expanding the basic set.

Quote[li]What if a player rolls three 1s for his skills rankings?  Does he get to reroll or just has to play a character that is weak in skills?[/li]

By default, the second one. Anyway the final decision is up to to storyteller and the player.

Quote[li]I couldn't find a chart that ranks the "roll for success" number.  It would be help full to see a chart that listed what scores were need to roll an easy, mild, medium, hard, or extreme task.[/li]

First of all, a 'roll for success' must be invoked not so much times. A storyteller must use it carefully.
Then, the roll for success spreads from 3 to 23. From 3 to 18 it's the complete range one can achieve with 3d6, so we can say that 'without skills' the range from 3 to 17 covers the easy-hard rolls. If skills are needed then the scale extends up to 23. In that way, a very skilled character can make a successful roll even if he's not lucky.

Quote[li]The gamebook mode seems to really limit the player's ability to tell the story they want.  Is the game suppose to allow players to tell a story or the players to participate in the Storytellers story?  This seems to contradict with the Actions and results section.[/li]

When playing in gamebook mode "Actions and Results" section loses significance. The pros of the mode, however, is that you can force players to move on (especially if you have younger players or kids or newbies). Naturally, it wouldn't be so nice to conduct a complete session in gamebook mode.

Quote[li]What do you see in your game that sets it apart for other simple 1d6 generic systems or why would I play Levity instead of Fudge?[/li]

My God. I really don't know. I think that the system has a focus toward modes that can help the storyteller to conduct a fine rpg session. Actually, the storyteller must be very good. The system itself is rather simplistic about the player section but I think that can be easily used by newbies and kids to start learning rpg.

Quote from: Tommi Brander
Is combat important part of the game?

That depends by the session. Storyteller has many ways to handle the combat (handling various factors and assigning by his/her own will the points loss). In the sessions I've done with my nephews and their friends I always discouraged combat, anyway...
Rob

Levity d6 - Interactive Storytelling and Roleplaying System
http://www.levity-rpg.net

Bryan Hansel

Quote from: rgrassi on April 18, 2006, 05:12:05 PM
My God. I really don't know. I think that the system has a focus toward modes that can help the storyteller to conduct a fine rpg session. Actually, the storyteller must be very good. The system itself is rather simplistic about the player section but I think that can be easily used by newbies and kids to start learning rpg.

This leads me to another question: Does the storyteller have to be good to run your system or should you develop your system so that it can make any player a good storyteller?  Also, if the game modes are what sets your system apart from others, then that's where you should spend some more time developing.  A couple of questions/ideas that occur to me about the modes are (and you don't need to answer these for me here.  But if you'd like, please, do.): When can they be used? Why use each one and in which situations? Can they be turned up or down in intensity? How specifically will they effect play and the system?  How does the system support the game modes? Can two be used at once? If not, why?

rgrassi

Hi Brian,

QuoteThis leads me to another question

You're welcome.

QuoteDoes the storyteller have to be good to run your system or should you develop your system so that it can make any player a good storyteller?

The second part of your statement fix a target which is very difficult to achieve. In that sense, I cannot develop a system which allows any player to become a good storyteller. Being a storyteller implies many things which are difficult to fix on paper and some aspects can be catched only during a 'live' session. In many cases I've found that one can have many ideas just following the discussions of the players. Players have great ideas in developing sub-plots or forcing dramatic events.

QuoteAlso, if the game modes are what sets your system apart from others, then that's where you should spend some more time developing.

You could be right. Unfortunately, at the moment, I don't have elements to be added to the system. Or do you refer to examples of the game modes? Moreover, I'd like better to open a FAQ section on the site with hints for storytellers and handle questions on the run rather than fix something on paper which becomes wrong or obsolete in few months. The system needs stabilization, first.

QuoteA couple of questions/ideas that occur to me about the modes are (and you don't need to answer these for me here.  But if you'd like, please, do.): When can they be used?

Always, at storyteller's will.

QuoteWhy use each one and in which situations?

That depends on the 'mood' of the session. It's up to the storyteller 'feeling' to use the best mode during the play session.

QuoteCan they be turned up or down in intensity?

Absolutely yes. The storyteller can do what he/she wants.

QuoteHow specifically will they effect play and the system?

Some modes are really funny. When ALL players move one character they must decide cohoperatively the move. When one player moves ALL the characters it's funny too. Both modes can be used to let kids and newbies think about cohoperation and sharing ideas for problem solving. About the 'system' part I'm not sure I understand correctly your question.

> How does the system support the game modes? Can two be used at once? If not, why?

You cannot use 'in the same turn' two modes with one character, but you could use two different modes with two different characters, so you can have player A moving the character X and you handle that situation in a 'gamebook mode' and player B and C moving the character Y together.
Rob
Levity d6 - Interactive Storytelling and Roleplaying System
http://www.levity-rpg.net