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Topic: The No Stats rpg
Started by: tldenmark
Started on: 2/27/2004
Board: Indie Game Design


On 2/27/2004 at 11:49pm, tldenmark wrote:
The No Stats rpg

I've been pondering this for sometime, and have been playing around with an RPG system that has no base stats. (I mean like traditional abilities: strength, intelligence, blah, blah)

Your character starts out at 0 in everything. It costs nothing to be an average joe. So you have no stats - unless you buy them.

You get points, I don't know, they could be any number let's say 10 for an above average character, maybe 100 for a heroic character, 500 or so for a super-hero. Whatever.

All Traits in this game cost points. So if I want a strong guy I pay a point per point of bonus strength. Of course you can take weaknesses to give yourself more points to spend elsewhere - this appeals to all you min/maxers out there (like me!).

Then there would need to be Aptitudes - this is a skill focus mechanic. For example you have an aptitude for hand-eye-coordination. Now certain skills are cheaper for you. Aptitudes are general and expensive, skills are specific and cheap.

Skills could just be alphabetically organized. Not arranged by "category" or any such artificial construct. But, we would give each skill an Aptitude modifier. So this creates synergy between the skill and the aptitudes. Using hand-eye-coordination (we'll call it hec for short) above, skills like shooting, mincing garlic and basketball hoop shooting would all have the "hec" modifier. But then basketball would also have the "athletic" modifier, mincing garlic would have the "good cook" modifier, etc. This allows us to create endless streams of skills, easilly adding more as the system builds, yet fully compatable with previous stuff. This does create a need for a pretty comprehensive Aptitude list.

I would dump everything - psionics, magic, and mundane abilities into the skill system.

Okay, we need a resolution mechanic. I'm impressed with Godlike's one-roll-engine. We need to solve a variety of problems:

initiative - who goes first has a huge impact on strategy.
success - there are two kinds either yes/no, or varying degrees of success: aweful, bad, okay, good, outstanding.

Then there are two possible circumstances to resolve under:
opposed or static - is my attempt opposed by someone else? or is it against a static thing like lifting a dead weight, or opening a stuck door?

We all like dice. Actually, I hate dice. I hate randomness, as a game designer I feel using dice is a cheap out for not coming up with a compelling resolution mechanic. I much prefer resources that must be allocated, and used strategically for best effect. This gives the players control, dice take control away from players.

So lets get back to points. We need points that will be fluid - you gain some, you lose some. This gives the GM a tool to punish and reward players with. Points that are spent on permanent things (like the traits discussed above) should be expensive, since you are getting a permanent benefit from them. Points spent on temporal things like "I need a bonus to my pursuade attempt right now!" should be cheap. We need a cool name for these points, lets call them prestige points for players and gm points for gm's.

So I'm thinking a simple bidding or auction mechanic would do well. Let's see I have persuade +1, and good looks +2 for a total +3, in addition I secretly auction 5 prestige points. The GM had an NPC with stubborn +2, and he secretly auction 5 gm points. We reveal our hands: I have 8, he has 7, I win!

Okay, cool, that kinda works, but we have all sorts of other things we wanted to solve with this resolution mechanic. Like who goes first? How well did I win? and what's the result?

Maybe each prestige point will equal a die. So each point I win by I get a die. I roll those dice and thats how well I do. Interesting. But what if instead during the auction my points were literally dice in may hand and I rolled those when revealing. We each roll, and duplicates cancel each other out. Okay, hang on, I'll finish this post in a bit.

Thoughts so far?

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On 2/28/2004 at 2:53am, Nathan P. wrote:
RE: The No Stats rpg

Random thoughts:

Diceless sounds cool for this.

Initiative could be determined by a skill like initiative ( I am imaginitive today!) or quickness, or something. Make bidding hidden with simultaneous revelation. Degrees of success would be by how much you beat or are beaten.

Maybe have two rounds of bidding, with some cap to how much prestige you can spend each round.

Would this be a "generic" system (as in, adaptable to any genre?)

Neat concepts to play with, overall.

Thank you for your time,
Nathan P.

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On 2/29/2004 at 5:23am, tldenmark wrote:
RE: The No Stats rpg

Nathan P. wrote: Random thoughts:

Diceless sounds cool for this.

Would this be a "generic" system (as in, adaptable to any genre?)


Diceless is hard to do in RPG's, you pretty much end up with Amber diceless no matter how much you try to mix it up. But, I would like to try!

I'm not a big fan of generic systems. I like systems to compliment settings very closely. The more generic the system, the more bland it becomes. You can do one thing really well, or a lot of things poorly - in my opinion.

The setting I was thinking of would be something like Greek gods and goddesses mettling in the affairs of mortals.

td

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On 2/29/2004 at 7:40am, Eric J. wrote:
RE: The No Stats rpg

Not all generic is bad. Look at D6 Star Wars. It started out as a stand alone setting specific dice pool system, but it has been adapted (at least by the internet community) for all tons of stuff. There are all kinds of Generic settings too, but this has been the subject for numerous Forge debates so I must digress.

May the wind be always at your back,
-Pyron

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On 2/29/2004 at 8:02am, bcook1971 wrote:
RE: The No Stats rpg

tldenmark:

I, too, favor Karma. It's hard to divorce yourself from designing with dice, IME. A grail for me is some model of Rock, Paper, Scissors. That means distinct units.

Something I'm working on right now involves bidding. It becomes important to determine when pools refresh. This gets back to insuring opportunities for strategy.

It sounds like you like to explore design mechanics for their own sake. I'm glad to hear you talk of system serving setting. It must be used to produce something, after all. In my efforts, I find that clarifying what I'm trying to feature, in terms of play, attracts the more relevant of the novel mechanics that intrigue me.

Which I'm thankful for. Then, more often, I end up with something workable for my efforts.

Eric J.:

I also appreciate the ideal of a generic system. I mean, one that does everything would probably be called Staring at Infinity: the Weight of Rules, and play would drive editing like a prison sentence, but if you have specific concepts you want to portray through play, and you commit to a focused design, you can end up with something that is useless for everything else. And therefore perfect.

I suppose the ideal inspires that process and if successful, cannot be what you actually end up with.

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On 2/29/2004 at 3:40pm, Lxndr wrote:
RE: The No Stats rpg

Diceless is hard to do in RPG's, you pretty much end up with Amber diceless no matter how much you try to mix it up. But, I would like to try!


I really don't think this is right. There are a lot of ways to do Diceless that don't "end up with Amber." Look at Nobilis (Miracle Points) and the new (and now, apparently, defunct) Marvel Roleplaying Game (which is resource-based through "stones" - see Sorcerer Diceless for an interesting fusion of the Marvel ideas with Sorcerer). There are other diceless (by which I mean randomless) games that have been published around the web, but I can't think of any of 'em right now. It's early.

Anyway, don't be fooled into thinking "diceless = Amber".

Forge Reference Links:
Topic 6877

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On 3/1/2004 at 3:08am, Nathan P. wrote:
RE: The No Stats rpg

tldenmark wrote: Diceless is hard to do in RPG's, you pretty much end up with Amber diceless no matter how much you try to mix it up. But, I would like to try!


Why the hell not. Go for it man, at worst you'll learn something, and that's nothing to sneeze at.

tidenmark wrote: The setting I was thinking of would be something like Greek gods and goddesses mettling in the affairs of mortals.


Cool. Maybe developing the setting in more depth will help direct exactely where you go with the system. Are the players Greek heros being pulled into and out of the schemes of the Gods? Normal Greeks striving to become heroes? The Gods themselves, meddling with the affairs of mortals?

Again, just some thoughts.

Thank you for your time,
Nathan P.

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On 3/1/2004 at 8:19pm, tldenmark wrote:
RE: The No Stats rpg

Eric J. wrote: Not all generic is bad. Look at D6 Star Wars.


I feel you made my point ... I like the d6 system for Star Wars - and can't stand it for anything else! Still I don't mean to deride it, I know there are a lot of players that love the d6 system - but not enough to keep the line profitable enough to sustain it.

td

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On 3/1/2004 at 8:21pm, tldenmark wrote:
RE: The No Stats rpg

Lxndr wrote:
There are a lot of ways to do Diceless that don't "end up with Amber." Look at Nobilis (Miracle Points) and the new (and now, apparently, defunct) Marvel Roleplaying Game (which is resource-based through "stones"


I've heard Nobolis referred to as "Amber with flowers", to which I must agree. Sure there are some flavor differences, but I think at it's heart it's the same game with different art.

I haven't played the new Marvel game, though it sounded interesting.

td

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On 3/1/2004 at 8:25pm, tldenmark wrote:
RE: The No Stats rpg

Nathan P. wrote: Cool. Maybe developing the setting in more depth will help direct exactely where you go with the system. Are the players Greek heros being pulled into and out of the schemes of the Gods? Normal Greeks striving to become heroes? The Gods themselves, meddling with the affairs of mortals?


I have fond memories of the old Harrihausen movies, Sindbad, Jason and the Argonauts, Clash of the Titans. I'd really like to capture the feel of those old films to some degree.

A fast paced, cinematic experience, with gods mettling in the affairs of mortals. Magic that is rare, strange and powerful. Heroes that are manly, heroines that are beautful and feminine. Gods that are envious and petty.

That's where I'm going with the setting.

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On 3/1/2004 at 8:32pm, tldenmark wrote:
RE: The No Stats rpg

bcook1971 wrote:
It sounds like you like to explore design mechanics for their own sake. I'm glad to hear you talk of system serving setting.


It's true, I become very fascinated with game mechanics - which is why I design games! But, as an artist, I'm even more fascinated with the setting. It all depends, sometimes I start with a good idea for a mechanic (as in this case a "statless" RPG) and look for a good setting for it. But more often I get a good idea for a setting and look for a mechanic to fit it.

td

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On 3/1/2004 at 9:13pm, Valamir wrote:
RE: The No Stats rpg

tldenmark wrote:
I've heard Nobolis referred to as "Amber with flowers", to which I must agree. Sure there are some flavor differences, but I think at it's heart it's the same game with different art.

td


Not true.

Or rather, true, to the extent that practioners of both games tend to drift away from the mechanics and towards free form; which then, being free form, winds up seeming similiar.

But no, rules as written they are very different mechanical concepts.

Action Exploits is another diceless game which has a lot more in common with Nobilis principles than Amber. Given that its a straight forward game system not buried under a florid horticultureal extravaganza, its much easier to see and grasp the actual rules.

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On 3/1/2004 at 10:00pm, Shreyas Sampat wrote:
RE: The No Stats rpg

Actually, I'd like to know upon what that opinion is founded. What makes you think that Amber=Nobilis?

Have you played Nobilis and found it much like Amber in Actual Play?

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On 3/1/2004 at 11:16pm, Nuadha wrote:
RE: The No Stats rpg

Having run games of both Nobilis and Amber, I've found them to be completely different style of play. Nobilis is a resource-based diceless game more like the Marvel Universe RPG than Amber. Both Amber and Nobilis are excellent games but to call Nobilis "Amber with flowers" misses out on what is a much different and in some ways superior game.

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On 3/2/2004 at 6:45am, tldenmark wrote:
RE: The No Stats rpg

Shreyas Sampat wrote: Actually, I'd like to know upon what that opinion is founded. What makes you think that Amber=Nobilis?

Have you played Nobilis and found it much like Amber in Actual Play?


I must confess it was something Mr. Wick said when describing Nobilis, and that has always stuck in my head.

Having purchased the 1st edition, and being unable to fully read and grasp it, and having only skimmed through the new edition it isn't fair of me to evaluate Nobilis. Yes, I'm guilty of hearsay.

At any rate, any time I've played "diceless" I can't seem to escape the feeling I'm playing a variant of Amber. Which I love by the way.

td

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On 3/2/2004 at 3:07pm, xiombarg wrote:
RE: The No Stats rpg

tldenmark wrote: At any rate, any time I've played "diceless" I can't seem to escape the feeling I'm playing a variant of Amber. Which I love by the way.

Well, speaking as someone who has played and run -- and likes -- both games, they're very different. You don't ever risk "running out" of your Warfare stat, and not being able to do as interesting a Warfare trick as before. The resourced-based mechanics of Nobilis make for a very, very differnt game.

Not that you couldn't run Amber using the Nobilis mechanics. In some way, it might even simulate the books better than the standard Amber Karma system.

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On 3/2/2004 at 10:22pm, Mike Holmes wrote:
RE: The No Stats rpg

Hey, have you considered some of the alternatives to getting "paid" to take flaws that some games have today? Have you seen www.faterpg.com?

Also, what if I have two abilities that seem to apply to a situation, is there any way for one to help the others? Or is resolution one skill at a time?

Mike

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On 3/5/2004 at 6:11am, tldenmark wrote:
RE: The No Stats rpg

Mike Holmes wrote: Hey, have you considered some of the alternatives to getting "paid" to take flaws that some games have today? Have you seen www.faterpg.com?

Also, what if I have two abilities that seem to apply to a situation, is there any way for one to help the others? Or is resolution one skill at a time?

Mike


I very much like synergy between abilities, which was the point of having aptitudes and traits.

I suppose you mean if you have a jet pilot trait, and a weapons expertise trait, will they help you to operate a mecha?

The possible solutions are to limit the player to 1 (his best), or to allow jet pilot to give a bonus to his weapons expertise. The danger being that a system like that leads into the big fat mess called d20.

But I can't think of a more elegant solution off the top of my head - outside of the aptitutude/trait system I've outlined here.

td

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On 3/5/2004 at 5:53pm, Mike Holmes wrote:
RE: The No Stats rpg

I suggest this too often nowadays, but check this out and let me know what you think:

http://www.glorantha.com/support/GameAids.pdf

Mike

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On 3/6/2004 at 2:23am, tldenmark wrote:
RE: The No Stats rpg

Mike Holmes wrote: I suggest this too often nowadays, but check this out and let me know what you think:

http://www.glorantha.com/support/GameAids.pdf

Mike


wow. that's genius. is that from the new HeroQuest? I haven't had a chance to look that game over yet.

It does go down a path considerably different then I'd like to take. It seems to break down into smaller detail, whereas I want to consider broader guidelines. I'll have to read it more in depth to fully 'grok' it.

thanks!
td

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On 3/8/2004 at 3:55pm, Mike Holmes wrote:
RE: The No Stats rpg

Yes, that's HQ.

It does tend to break things down into small abilities, but there are also "Keywords" which are very broad abilites. So you have "Warrior" and in addition to all the abilities that come under warrior specifically, you can do anything a warrior could do at the keyword level. This is really cool, because it means that you never have abilities that slip through the cracks. For example, you want to sharpen your sword before combat, but don't have "maintain weapon" or something like that. You just argue that this is something that every warrior knows, and use the keyword level.

These sorts of broad defaults - culture, occupation, etc - ensure that nothing "falls between the cracks". What I call the GURPS Math Skill problem. In GURPS, Math is a skill, but few players remember to take it. Then when it becomes an issue, the players realize that they didn't take something that's probably key to the character concept, if not really important in play (it's this syndrome that's driven the GURPS movement to templates to ensure that all the "little" skills get taken).

Many games today avoid the GURPS problem by just doing nothing but broad abilities, but this is, IMO, throwing the baby out with the bathwater. By combining very broad abilities with very narrow ones, you get detailed characters who are very complete with little effort. Basically, HQ goes back to selections similar to "Race/Class" in complexity, but does it in a much more functional way.

In any case, in play, then, the augmenting rules mean that you get to really explore the character's abilities in determining your overall TN.

Mike

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On 12/11/2004 at 7:53am, tldenmark wrote:
RE: The No Stats rpg

Mike Holmes wrote: Yes, that's HQ.

It does tend to break things down into small abilities, but there are also "Keywords" which are very broad abilites.

Basically, HQ goes back to selections similar to "Race/Class" in complexity, but does it in a much more functional way.

In any case, in play, then, the augmenting rules mean that you get to really explore the character's abilities in determining your overall TN.

Mike


That's really a beautiful solution to a complex problem. And it's interesting that it is in someways very much like the Race/Class solution. I've always felt that the Race/Class system was disarmingly brilliant. As much as it has been derided, it is in fact the reason D&D has been so successful (other then that whole role-playing thing I suppose). ;)

I'm still interested in developing this idea into a published role-playing game. It's been so long since I posted this I'd forgotten how intrigued I was by the concept.

td

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