Topic: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Started by: Garbados
Started on: 7/20/2009
Board: First Thoughts
On 7/20/2009 at 7:52am, Garbados wrote:
[Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
I began work on Ex Deus roughly five months ago, seeking to reconcile GURPS' unprecedented universality and detail with White Wolf's compelling simplicity. No single system I knew of accommodated both all the manners of outlandish or fantastic settings I loved to run (magical wasteland following super-science apocalypse, WWI Lovecraftian horror, nonmagical medieval tragedy...) and the level of setting/campaign complexity I sought (sophisticated social combat, realistic physical combat, reasons to be intelligent other than magic, meaningful crafting systems...). Each sacrificed the other in pursuit of something resembling simplicity or speed, but all fell lacking to my needs. So, I thought I could do better, and five months later, here I am. This post explores Ex Deus in pursuit of criticism, concerns, and curiosities.
Ex Deus is a diceless RPG system intended to fulfill the following virtues:
• Simple
The rules should be easy to pick up, but challenging to master.
• Compelling
The rules should foster intriguing gameplay.
• Intuitive
The rules should make sense.
• Fast
The rules should never slow down gameplay.
• Universal
The rules should bar no setting nor campaign concept.
The name "Ex Deus" comes from a short story I once wrote about a conversation between two gods, where each word of their divine language spawned universes designed to exhibit through their infinite glory and grandeur the intended message.
As for the rules themselves, let's go through the basics.
0. BASIC MECHANICS
• Task Resolution: Attempt - Challenge = Result
Attempt = Attribute + Skill + Misc. (Equipment, Circumstances, Specialties, etc.)
Challenge = Difficulty (sometimes another force's attempt, sometimes an entity's stat)
Result = Degree of success or failure.
• "Diceless"
Using static values instead of dice, Ex Deus eliminates the time-consuming task of rolling dice from the system, but maintains the intrigue of the unknown through the deceptive sophistication of its conflict systems, not unlike Diplomacy, Caylus, or Mancala.
• Notes about Characters
Ex Deus features no notions about classes, levels, or stat-independent experience. Stats (attributes, skills, specialties, traits, etc.) grow as you use them.
1. ATTRIBUTES
• Strength (STR): Increases melee damage, decreases melee and ranged attack speed.
• Endurance (END): Increases health.
Health = (END + 1) * 5
• Alacrity (ALA): Reduces damage taken, increases speed and ranged damage.
• Charisma (CHA): Used in social combat. Aptitude for persuasion.
• Intelligence (INT): Mastery of reason and memory. Applicable everywhere.
By doubling the time it takes to perform an action, you can add "INT + (Relevent Skill)" to its attempt. This can be done up to three times per attempt.
• Wits (WIT): Perception, both sensory and empathic.
2. SKILLS and SPECIALTIES
Ex Deus features 34 skills, chosen because they have all manifested in one form or another across all human history. I would list them and their documentation, but I dare say it's a bit lengthy. I'll raise specifics where necessary, but the gist is that each skill commands a large number of applications. "Melee" is used for melee weaponry, such as when attacking with them (STR + Melee), discussing them (CHA + Melee), or examining them (INT + Melee). "Economics" is used to barter in markets, lead a business, and divine the value of items, but can also be added to social combat attempts where applicable. "Biology" comprises knowledge of the living world and manifests through knowledge of plants, herbs, fauna, beasts, and their anatomy, and thus is used to garner from them alchemical reagents and other substances and materials. Where skills overlap, you add them together, such as a battle of words veiled in polite conversation (CHA + (Social Combat) + Conversation). Having fewer applications, skills grow faster than attributes.
Specialties are more specific fields of knowledge. Sometimes they comprise sub-genres of skills, such as "Unarmed" versus "Melee", while other times they're manifestions of knowledge too specific to be a skill, such as "Cooking". There is no list of specialties: pending GM approval, anything can be a specialty. Having fewer applications, specialties grow faster than skills.
3. TRAITS AND FLAWS
Traits represent miscellaneous bonuses or advantages to your character, whether physical, social, or mental. Traits come in ranks, where more ranks indicates more benefit. Traits are acquired at character genesis, but can thereafter be earned by meeting their experience requisites through in-game play. (For example, earn ambidexterity by using your offhand instead of your mainhand for seven consecutive days, or earn status with merchants by buying, selling, and trading goods.)
Flaws are the opposite of Traits, and also come in ranks and have experience requisites for in-game acquisition. At character creation, characters can choose a designated number of flaws in exchange for more traits. After character creation though, flaws are purely detrimental. Acquiring them has no mechanical benefit. Broken legs, for example, is a flaw.
Like Skills, there is a list of Traits and Flaws, but the list's size has led me to omit it.
4. COMPULSIONS AND WILLPOWER
Compulsions are manifestations of your character's paradigm that demand indulgence. By indulging them, you reinforce your paradigm and earn willpower that you can spend to enforce your priorities over your paradigm or push yourself to new heights. For example, a greedy character would be especially easily persuaded by money. By cheating someone out of their money even if the character doesn't need the money for anything in particular, the character would have indulged their greed compulsion and gained a willpower. Or, if offered a substantial monetary reward to murder his best friend, the character would have to spend a willpower to resist indulging.
Willpower disappears only after use, and thus can be accumulated over time. Used to buff skill attempts, each willpower grants a +2 bonus; attempts can benefit from up to three willpower.
Like Skills, the Compulsion list's length forbids it entry into this post.
That's all for now. I'm calling it quits now because it's pretty late, but I'll post tomorrow in this thread on what remains to discuss of Ex Deus:
• 5. EQUIPMENT
• 6. PHYSICAL COMBAT
• 7. SOCIAL COMBAT
• 8. CRAFTING
• 9. GATHERING
• 10. MODULES
Thanks for reading!
On 7/20/2009 at 8:55am, Alokov wrote:
Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Wow! This system looks awesome. I don't think I want to use it for the game I'm currently developing but if I ever design a game which it would fit with I will certainly consider using it. Of course, bear in mind that I have yet to finish designing my first game.
I might even consider converting another campaign to this system. Which, coming from me, is high praise indeed, since I suck at and, therefore, detest doing anything mechanical in games. (At least when running or designing them).
I hope that this doesn't seem too pompous.
On 7/20/2009 at 1:05pm, Bill_White wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Have you looked at Amber diceless? Some of TonyLB's old posts on his experience with that system may be instructive to you. Essentially, he observed that a lot of "play" took place at the social level as players gamed the GM. Something to consider as you devise procedures for play, which will have to resolve conflicting arguments about the governing attributes in any given instance of play.
On 7/20/2009 at 2:00pm, Ron Edwards wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Hello,
This isn't a First Thoughts topic. In fact, it's basically an advertisement. Since the Forge is here for promoting independently-published games, that in itself isn't a bad thing - but to post here, you must follow the boundaries of the forum definitions.
Please choose one of the legitimate forums for this thread to be in: Publishing, to discuss how it is or is to be published; Actual Play, to talk about what it's like to play it (probably the best choice for promotion purposes); or conceivably Playtesting if you want to talk about that. You can do this by replying to this thread with a post that illustrates that choice. For instance, for Actual Play, merely describe any example of play, whether at the smallest scale of a single roll, or a catch-all description of a whole series of episodes. Anything you like as long it was really played.
In case you're not familiar with the Forge and its history, I'm the co-founder and am the single content moderator for the general forums. I'd definitely like to see your game showcased here, as with any independent role-playing game.
Everyone else: do not post until this thread gets clarified.
Best, Ron
On 7/20/2009 at 3:59pm, Garbados wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Ron Edwards wrote: In fact, it's basically an advertisement.
How so? I vaguely understand your concern, but this system has never been played. And aside from some abstract mathematical guesswork, it's never even been playtested. I posted here thinking I could get some feedback on what I consider a rough and unfinished idea. Now, I do notice the "Rules for the First Thoughts Forum" does state, "don't post a ton of material and ask 'what do you think,' because it won't help much," but honestly I haven't a clue where else to go. Where would you suggest?
On 7/20/2009 at 5:21pm, Ron Edwards wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Oh.
Well, that is an example of me making a mistake. You are authorized for a full-throttle First Thoughts conversation after all! Please, full speed ahead, with my apology.
Best, Ron
On 7/20/2009 at 7:39pm, Thunder_God wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
What about White Wolf's system do you find as having "Compelling simplicity"?
You said, "Ex Deus features no notions about classes, levels, or stat-independent experience."
I just want to be clear I'm reading this sentence right: It does NOT have classes and levels, but it DOES have stat-dependant experience?
On 7/20/2009 at 8:42pm, Garbados wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Ron Edwards wrote: Please, full speed ahead, with my apology.
Ah, thank you Ron. These things happen, thank you for your patience and understanding.
Thunder_God wrote: What about White Wolf's system do you find as having "Compelling simplicity"?
I discovered White Wolf through World of Darkness, and the way the rules were tied to the fluff intrigued me. It was an efficient way of creating a simple rule-set while fostering the game experience the designers intended. The essential drawback to this is the requirement of fluff, which is what compelled me to create Ex Deus, free of innate fluff but forbidding of none.
It does NOT have classes and levels, but it DOES have stat-dependant experience?
Precisely! What that means is that characters don't gain experience, but their stats do. In systems like World of Darkness, adventures earn characters experience, which they then spend on improving their abilities. In Ex Deus, there is no experience-spending. Stats grow as you use them: using strength earns experience for strength, using biology earns experience for biology, etc.
On 7/21/2009 at 4:38am, Luke wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Garb,
Two things: First, what is your game about? What's it's core goal? What's its premise?
Second, how does your diceless social/physical combat system work?
On 7/21/2009 at 9:42am, Garbados wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Luke wrote: First, what is your game about? What's it's core goal? What's its premise?
About: playing in a compelling story, whatever that is and wherever it takes place.
Goal: facilitate realistic gameplay through simple, easy to learn rules with hard to master implications.
Premise: you want to play a game. Additionally, you may...
• Be new to roleplaying and want something simple and intuitive.
• Be an experienced roleplayer looking for more gameplay depth / realism.
• Be a GM who prefers campaigns outside the bounds of most systems, either by setting, mood, or theme.
I hope that answers the question. I'll be honest, I'm not sure I understood, so if the answers don't exactly make sense, I'd be happy to clarify if you'd be so kind as to perhaps restate the question.
Second, how does your diceless social/physical combat system work?
This is probably a great place to continue where my first post left off. I'll cover things in order, so you'll have to wade through / skip past the section on Equipment to get to the specific answers you're looking for.
5. EQUIPMENT
Ex Deus' equipment system defaults to high medieval technology, somewhere around the end of the Black Plague and the dawn of the Renaissance. A module dealing with Tech Levels and Equipment Materials breaks down the formulas so they apply across all human history, from the dawn of man to super-future hyper-tech. But, in an attempt to better invade D&D's turf, the core rules default to high medieval.
Equipment, manifesting as Weapons, Armor, and Shields, works on formulas: one major stat, "Speed", determines the item's other stats: Damage, Armor, Block, and Cost. Items that are not weapons, armor, or shields, fall into the category Items, or Miscellaneous Equipment. This includes disguises, tools, and pieces of art, among other things. Their importance is marginal in the context of this overview, so their rules, like the Skill List, have been omitted.
A module called Features and Penalties enables weapons of superior quality, different types, and variable design. Weapons that have been made slower in order to be more effective at parrying, for example, or whose expert craftsmanship makes them deal more damage than other weapons of similar weight. Without this module, the weapon system may seem somewhat bland: a Speed 3 Sword is identical to a Speed 3 Axe, for example, but it does simplify their creation. Like Tech Levels, these modules can be found in "10: MODULES".
Now, the formulas:
• Weapons
Minimum Speed 2
Damage = Speed^2 - Speed
Cost = 3 * Speed
At creation, a weapon must be designated melee or ranged, and one- or two-handed. Melee weapons can use melee actions. Ranged weapons can use ranged actions. One-handed weapons use their wielder's strength, while two-handed weapons act as if the wielder had 1.5x his actual strength. (So a two-handed greatsword in the hands of a STR 4 character would operate as if he had STR 6.)
Melee weapons have a stat called Reach, which determines how far or close attacks can hit. One-handed weapons have Reach 0-1 (one's own hex and any adjacent), and two-handed weapons have Reach 1-2 (any adjacent hex and any hex adjacent to those, but not one's own hex). As implies, Ex Deus informally utilizes hexes to represent space, though this is only approximation. I imagine most of combat logistics will be executed informally, with distance approximations done by the players/GM at the time of execution. Hexes just make more sense to me than squares when approximating space.
• Armor
Minimum Speed 1
Armor = 2(Speed^2 - Speed)
Cost = 3 * Speed
Armor reduces damage more effectively than shields, but do not benefit from defensive maneuvers, and cannot be used to attack in any way.
• Shield
Minimum Speed 1
Block = Speed^2 - Speed
Damage = (Speed^2 - Speed)/2 or Block/2
Cost = 3 * Speed
Shield Damage represents how effective the shield is at bashing enemies. Shields can be used as weapons, since they feature all the same stats as weapons, plus block.
Two stats are derived from what equipment a character is wearing:
• Combined Equipment Speed (CES)
CES = Weapon Speed + Armor Speed + Shield Speed
This is the STR-independent method for expressing the combined weight of a character's equipment.
• Effective Equipment Speed (EES)
EES = CES - (STR / CES), decimals truncated.
This is the STR-affected method for expressing how a character's strength affects the slowing effects of his equipment. Actions use EES to determine execution time.
5/6. LAYOUT NOTE
Should Physical Combat rules precede or follow rules for Equipment? I've been going over this in my head and I can't come to a clear answer. Halps?
6. PHYSICAL COMBAT
Being a fencer and former leader of a mock-swordplay club, I despise D&D-style combat. Land two fighters in front of each other, and what will they do? They'll bash each other until one of them falls over. There's no tactics. There's hardly even strategy. Ex Deus' combat system is designed to express the tactical and strategic sophistication of realistic combat by breaking down the chaos of warfare into a few very basic and critical options.
Like White Wolf's "Exalted", Ex Deus uses a "tick" system to represent time. Ticks represent fractions of time somewhere between a second and split second. Longer actions take more ticks to execute, and certain actions will push back the tick of their targets, thus slowing them down. Some actions occur immediately, such as changing stance, while others take time to "impact". For example, melee attacks land after EES/2, rounded down. The attacker spends the second half of the attack following through or pulling back to a ready stance. As such, after impact, a character can elect to drop his weapon and act in the very next tick. Before impact, a character can cancel his attack and be ready by the time the attack would have landed.
A module called "Fatigue" instates the following rule: Suffering attacks and other actions puts a character off-balance. Each action against a character, if it came within 3 of his Evasion or exceeded it, incurs a cumulative -1 penalty to all actions taken by that character, until he takes a Speed 2 "Center" Action to re-balance himself. Fatigue also instates some other rule additions. See "10: MODULES" for more information.
The following actions use a number of terms I haven't mentioned elsewhere. These include...
• Harm: damage suffered. In Ex Deus' formulas, "damage" refers to the lethality of weaponry, whereas "harm" describes injury to the body, though in actual usage "[character] suffers X harm," is effectively the same as "[character] takes X damage." In certain modules, harm rather than damage is increased by especially vicious weapons or circumstances.
• Evasion: the value produced by a defender as a challenge to actions against him. Thus, the attempt to attack an enemy could read, "Attempt - Challenge = Result," but could also read, "Attack - Evasion = Result."
• Impact: when an action comes into effect. For some actions, this is immediate (Impact 0). Others, a variable. For a rare few, it is a fixed value.
• Speed: how long an action takes. A character cannot act until the tick at the end of his action comes up, or he otherwise somehow pushes his tick up to act sooner, such as by dropping a weapon or cancelling an attack.
Combat Actions
• Attack (Melee)
Speed: EES
Impact: EES/2, round down
Attempt: STR + Melee + Damage
Challenge: ALA + Armor + Block
Result: Harm
• Feint (Melee)
Speed: EES/2 + 1, round down
Impact: EES/2, round down
Attempt: ALA + Melee
Challenge: WIT + Melee + Block
Result = Penalty to Evasion until the defender next acts
Result/2, round down = Tick Pushback
• Wait (Melee)
Speed: 2
Impact: 0
Attempt: Wit + Sense or Melee
Challenge: 0
Result: Bonus to next Attack, Feint, or Grapple. Each repeat halves the result.
• Charge (Melee)
Speed: 3
Impact: Special
Attempt: ALA + Athletics
Challenge: EES/2, round down
Result: Yards (hexes) moved. Minimum 1.
Move Result/3 yards each tick. Can only move in a straight line. Stop when you enter your target's hex.
Upon entering your target's hex...
• Bull Rush (Charge)
Speed: 0
Impact: 0
Attempt: STR + Melee
Challenge: (STR or ALA) + Block
Result: Pushback in yards (hexes)
Result/2: Tick Pushback
• Slam (Charge)
Speed: 0
Impact: 0
Attempt: STR + Melee + Damage
Challenge: ALA + Armor + Block
Result: Harm
• Grapple (Melee)
To attempt a grapple, you must be in the same hex (Reach 0) as your target.
Speed: EES
Impact: EES/2, round down
Attempt: STR + Melee
Challenge: ALA + Melee
Result: If >0, Grapple succeeds. Else, fails.
• Attack (Grapple)
Must use a weapon able to attack at Reach 0
Otherwise identical to melee attacks
• Lock (Grapple)
Speed: 3
Impact: 1
Attempt: STR + Melee
Challenge: ALA + Melee
Result: Penalty to Evasion until the defender next acts
Result/2, round down: Tick Pushback
• Escape (Grapple)
Speed: 2
Impact: 0
Attempt: (STR or ALA) + Melee
Challenge: STR + Melee
Result: If >0, Escape succeeds. Escapee moves out to an adjacent hex. If <0, fails.
• Attack (Ranged)
Speed: EES
Impact: 1
Attempt: Ala + Ranged + Damage
Challenge: Armor + Block + Range/3, round down
Range is measured in hexes, each of which is one yard in diameter.
Result: Harm
• Aim (Ranged)
Speed: 2
Impact: 0
Attempt: Wit + Ranged + Sense
Challenge: 0
Result: Bonus to next ranged attack. Each repeat halves the result.
• All-Out Attack (General)
Like a normal attack, but doubles STR (and thus affects EES) at the cost of losing Block and any attributes in evasion.
• Full Defense (General)
Speed: 2
Impact: 0
Doubles ALA and Block until you next act.
• Move (Non-Grapple)
Speed: 2
Impact: Special
Attempt: ALA + Athletics
Challenge: EES
Result: Yards (hexes) moved. Minimum 1.
Move Result/2 each tick.
That's basically combat. Wow, that's a lot of writing. I can only hope it makes sense.
7. SOCIAL COMBAT
Unlike physical combat, which imitates reality in pursuit of tactical sophistication, social combat pursues a much faster "rock-paper-scissor"-style arrangement through the use of three major skills: Expression (acting, control of body language and appearance), Rhetoric (mastery of argumentation), and Empathy (ability to read others). When a character initiates social combat, he does so in search of something, either to convince his foe or demand something from him. Whatever it is, the difficulty of being convinced or relinquishing the demanded item/services enhances the defender's attempts.
Like rock-paper-scissors, each skill has a certain edge against another skill: Rhetoric doubles when replying to Expression, Empathy doubles when replying to Rhetoric, and Expression doubles when replying to Empathy. Every time a skill is used, Charisma suffers a cumulative -1 penalty. Each attack faces a challenge that was the last attack's result. Or, "Attempt - Challenge = Result, where Challenge = Last Result"
Combat ends two ways: when one participant's attack cannot exceed the other's, which ends with the victorious participant successfully persuading the loser, or when one of the participants' charisma reaches zero, indicating that the argument has devolved beyond any mutual conclusion.
As a note, remember that you add any relevant skills to an attempt. Social combatants within an art gallery could arguably add Art to their attacks. At a dinner party, they might use Conversation to veil their threats under polite banter. Whatever it is, both combatants are entitled to use whatever relevant skills the other argues to use.
EXAMPLE:
• Rat and Wolf are arguing. They both have Charisma 3, and all three social combat skills at 3.
Wolf accuses Rat of stealing his breakfast toast. The GM knows Rat did it, so Rat gets no bonus to his attacks to defend himself. Wolf says, "You slimy vermin, where'd you take it? I'll gut you if you don't tell me." I'd say that's CHA + Expression, since he's trying to convince Rat through his body language that he means what he says. With 3 CHA and 3 Expression, Wolf's accusation has an attack of 6.
• Rat replies, "Oi, I didn't steal nothin'. Prolly yeh ate it 'en forgot, mos' like." Again, CHA + Expression, since Rat is trying to hide that he really did steal it. With identical stats to Wolf, Rat's rebuttal also has an attack of 6. This fits into "Attempt - Challenge = Result" as "6 - 6 = 0", posing Wolf's rebuttal a challenge of 0.
• Wolf replies, "Stole nothing my hairy arse, I saw you with my own eyes! And look at the crumbs on you. Filthy with evidence, you are." As crude as Wolf's rebuttal is, he's citing evidence and forming an argument of facts. That counts as Rhetoric, which doubles what would be an attack of 5 (CHA -1 + Rhetoric) to 10. With no challenge to reduce it, Rat will be facing a hefty accusation.
• Rat guffaws, "I'm a rat, what d'yeh expect? Look, Wolf, I know y're hungry. We're all hungry. What say I buys yeh some tenderloin, next caravan we see, yah? Sound good?" By appealing to Wolf's emotions and, specifically, his hunger, Rat defends with (CHA -1 + Empathy), which doubles against Rhetoric to form a defense of 10.
• Facing a challenge of zero (10 - 10 = 0), Wolf could do two things. One, he could press his rhetorical argument - "Like I'd be fool enough to trust you, Rat. I recall you told Toad something oddly similar, and that you still owe him that flank steak." - or bind Rat another way, by pressing his intimidation: "Alright, sounds good. But if I don't have that bloody meat in my paws before we depart the caravan, it'll be your throat 'twixt my claws." CHA -2 + Expression, to show he means it. Doubled against Empathy, Wolf produces an attack of 8.
And so on and so forth. You get the jist of it?
Omigod this post is huge. I'll deal with what remains tomorrow. I hope that answers your questions, Luke, and wasn't too overwhelming. To anyone who has made it this far, thanks for reading! Your interest is my inspiration.
What remains:
8. CRAFTING
9. GATHERING
10. MODULES
On 7/21/2009 at 11:33am, Thunder_God wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
I will try to read it all later, but a simple mathematical help:
X^2-X is simply: X*(X-1), and might be simpler for many people.
On 7/21/2009 at 12:46pm, Lance D. Allen wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Interesting dynamic on the social combat.
It seems the rock-paper-scissors dynamic of it, without simultaneous declaration (so it's a guessing game) means that people will tend to follow Rhetoric with Empathy, Empathy with Expression and Expression with Rhetoric, in a cyclical pattern, assuming roughly equal stats. I don't see any reason why you'd want to break this pattern at all, and it seems like you'd be at a small disadvantage to start the argument, because you can't double your starting figure.
Also, I'm unclear on how to win?
On 7/21/2009 at 1:57pm, Luke wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Garba,
Perhaps I missed something, but I didn't see how combat actions are taken.
Is action selection open? Are stats known to all players? If so, the results of each conflict are predetermined.
If the action selection is private, then there's a slight chance for variation, but you still have the conflicts weighted toward a higher stat.
As for my initial question: Your answers are kind of vague and not insightful. What do you use this game for at home? How does your group play this game? If you haven't played it, then tell me how they play in general.
-L
On 7/21/2009 at 4:13pm, Garbados wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Retcon:
• Armor = 2 * Speed^2
• Block = 2 + Speed(Speed - 1)
• Harm/4, round down = Tick Pushback
• Charge, Slam, and Bull Rush use 2x STR but deny the character any evasive attributes and block, just like an all-out attack.
Luke wrote: Perhaps I missed something, but I didn't see how combat actions are taken.
Action selection is open, but stats are private. PCs can share their stats if they're so inclined, but NPC stats are all hidden. The exception to open action selection is feinting: by having the same impact-speed as a real attack, PCs and NPCs alike can hide that their attack is a fake.
Combat is weighted towards higher stats, sure, in the hands of a skilled player. I wanted combat to resemble something like the searching back-and-forth of real combat, where rather than simply hacking away at a foe, you need to find or make an opening. For example, let's take Grunthak and his brother Clegor. Clegor just totally slept with Grunthak's wife, and Grunthak is mad. They're both hefty fighters: Clegor has 5 STR, END (30 Health), ALA, and WIT, is hefting a nasty two-handed 4-speed battleaxe (12 Damage, uses 1.5x STR) with 3-speed plate armor (18 Armor) and 5 Melee skill; Grunthak is the younger and weaker of the two, with 4 STR, END (25 Health), ALA, and WIT, but with 4 Melee skill wields a two-handed 3-speed longsword (6 Damage, uses 1.5x STR), and wears a light 1-speed leather jerkin (2 armor). Clegor's CES is 7, which falls to an EES of 6 because his 5 STR is effectively 7 with the two-handed weapon. Grunthak's EES is 3, down from a CES of 4, for the same reason. Because of Clegor's higher alacrity, he starts the fight.
TICK 1
Clegor figures this can't be too hard. He swings his axe, hard. We'll call it an all-out attack, so his 5 STR, after becoming 7 because he's wielding his weapon in two hands, doubles to 14, reducing his EES to 5 for this attack. It's a savage blow: 14 STR + 5 Skill + 12 Damage = 31 Harm. Luckily for Grunthak, it doesn't land until Tick 3.
TICK 2
Grunthak backs up and out of the weapon's range. His Athletics is 2 (his brother's is 3), so ALA + Athletics - EES = 4 + 2 - 3 = 3, enough to make it out of the way just in time. He moves back 1.5 yards, or half his move, each tick.
TICK 3
Grunthak leaps back, and Clegor's battleaxe whizzes by. For an instant, Grunthak thanks his lucky stars, but feels his heavy beard is significantly lighter. Close call: it's lying on the earth before him. Clegor's occupied with readying his weapon until tick 6.
TICK 4
Grunthak charges his brother. He moves (ALA + Athletics - EES/2)/3 each tick for the next three ticks or until he reaches his target, which becomes (4 + 2 - 1)/3 or 5/3 yards each turn. So in the first tick of movement, he closes the gave but for one-third of a yard.
TICK 5
Grunthak slams into Clegor. His 4 STR, increased to 6 in two hands, becomes 12 on impact. That lands a formidable blow: 12 STR + 4 Skill + 6 Damage = 22 Attack. Minus Clegor's evasion, which is equal only to his armor because he took an all-out attack, thus 18, he suffers 4 harm. His tick is pushed back 1, and he's down to 26 health -- the least bit more than Grunthak -- so he can't act until tick 7.
TICK 6
Grunthak feints his brother. The attack won't land until EES/2 rounded down, or 1 tick from now -- tick 7.
TICK 7
Clegor, stunned, sees only his brother's sword coming for his head. He enters full defense, doubling his defensive attributes and block, if he had any. Grunthak's feint of 8 does nothing against Clegor's evasion of 16 (WIT + Melee, doubled).
TICK 8
Grunthak, repelled but winning, backs up with a grin on his face. Moving back 1.5 yards, he shouts, "Brother you are a fool, so quick to falter 'neath the weight of steel. Come and fight me like the arrogant pity you are, and I will give you the beating an adulterer deserves."
Do you see how proper play versus hack-and-smash won out? If Clegor kept playing brashly, he would've lost. A well-played character, even of lesser numerical prowess, can win out. And this was only one-on-one combat: divining the correct moves becomes harder and harder as the number of participants rises. Imagine if Clegor had more STR than ALA, or Grunthak more ALA than STR. Tactics and strategy morph with stats, and victory revolves around intelligent play more than big numbers.
Thunder_God: Thanks for the recommendation. I'd originally written it that way, but for some reason I thought X^2 - X looked simpler. Anyway, I'll write it X(X-1) from here on out.
Lance D. Allen: Indeed! There's some things I'd like to clarify/discuss about social combat for you, but I have to be off to work right about now, so I'll address it later, jah?
On 7/21/2009 at 7:06pm, Luke wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
What are the players doing here? If it's all out in the open, if all the choices and timing are there, what's preventing you from choosing the optimal strategy each time? There are only a few stats, they'll only remain hidden momentarily.
And you didn't answer my other questions.
-L
On 7/21/2009 at 7:09pm, Thunder_God wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
I have to agree with Lance, and I thought so before as well, regarding Social Combat.
I am actually not enthralled with the "Back and forth" since, well, there's no randomness in it.
To put it another way, I'm fine with something not being random, but a cyclical action that is not random? I think we call that "Repetitive" or even "Tedious".
Suppose we are either equal in our scores or nearly equal, so that each round of the respondent's ends with "0" or with something low, like "2" to me, so after you reply you only have 6, but I have 2 again, doesn't really matter.
You use Rock, I use Paper, you use Scissors, I use Rock, etc.
Until someone reaches Charisma 0. Where is the interest in that?
Or, suppose I am stronger than you, and each round I manage to return, but get a bigger lead. Like you begin with a 10, I get 12, you then get an 8(to my 2 left over), I get an 11, suppose, now I'm 5 ahead, and so we keep going.
Again, not really interesting.
I think like in physical combat there needs to be some value to what happens in each round, like that physical harm you're left with? So that if I keep the argument going, when I'm behind, I have to pay something for it, or that there'd be a way (perhaps with a price?) to have the discussion end early. But as a player, why do I want to keep the discussion going? If I'm stronger, I just want to win, if I'm weaker, why drag it on till I actually fail to reply? And if we're equal, I'd just like to cut it out.
The one thing I do seem to get is the "RP", whereas we describe what we do for each roll, but if that's not actually RPed in detail, and just described in a telegraph manner, than I, at least, may find it less than interesting.
On 7/21/2009 at 7:29pm, Alex Abate wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Hi there, Garbados! First, let me say that your system seems interesting. But it is very hard to provide any kind of real feedback before you answer these questions properly:
Luke wrote:
(...)
As for my initial question: Your answers are kind of vague and not insightful. What do you use this game for at home? How does your group play this game? If you haven't played it, then tell me how they play in general.
-L
When I first started reading here, the questions "What is your game about? What's it's core goal? What's its premise?" seemed weird. I didn't understand what it meant at all, and was confused when I saw it posted in a first thoughts thread. Hopefully I understand them now well enough to help you (but I might be wrong! Luke, if this isn't what you meant, feel free to correct me).
You see, when you play an role playing game, that game is about something. There is a point to play, a pattern of play that is repeated so that the game accomplishes its purpose (whatever it is). The problem with this is that this is usually something not discussed per se. Usually, people just assume that other people will play with the same objectives as themselves. By understanding what is the point of playing, however, you will better be able to discern what design decisions help you. So, let's start with your own initial answers to these questions:
Garbados wrote:
(...)
About: playing in a compelling story, whatever that is and wherever it takes place.
Goal: facilitate realistic gameplay through simple, easy to learn rules with hard to master implications.
Premise: you want to play a game. Additionally, you may...
• Be new to roleplaying and want something simple and intuitive.
• Be an experienced roleplayer looking for more gameplay depth / realism.
• Be a GM who prefers campaigns outside the bounds of most systems, either by setting, mood, or theme.
Ok, you say that your system is about creating a compelling story. First, it is important to understand that the story in an rpg isn't a transcript of what happens in play. It is what is happening, moment from moment. It is the ideas of the various players (I include GM as a player too) flowing back and forth forming a tale in a imaginary space (people around here call that space SiS). RPGs are histories that are interactive, it is a dialog between everyone at the table, slowly forming some kind of history. If you take the tale people just told in a game and transcribe it to paper, the story just created may well be devoid of any quality. However, the people playing the story may find it fun, because the good parts of the story were in the interactive part of it.
So, what I am trying to say is, that in a way or another, all rpgs are about creating compelling stories (for some definition of story, anyway). What you need to define is what kind, what shape of interactive story you want to tell. How do the players' conversation shape up the story? I am sure you know the answer to this, but maybe you only know it in your guts. You need to make these thoughts overt. So, take some time to determine how the players would go about constructing the story. For example, when players are creating their characters, how much effect are they having in the story? If they create a city as part of their character's background, will the city be used during play? Will it depend on a GM's decision alone?
Next, you say that your game's goal is "facilitate realistic gameplay through simple, easy to learn rules with hard to master implications.". This already hints on some types of story! Realistic gameplay can mean a lot of things, but I will assume that you mean that the flow of the story should depend on the elements present on the imaginary space. But then, how does this affect the players? With enough rules, you could basically do a realistic RPG that plays itself (no input from the players, the system decides everything). So, I ask, how much voice does the system has by itself? The "with hard to master implications." part of your phrase is another hint. It hints that you want that people have a say in the story somewhat proportional to their mastery of the system. Is that right? Or would you rather have the players in a more equal footing?
Finally, on the premise part, you mention both new and experienced players. Suppose this scenario: you have a table with experienced players who re already good with the combat and new players who are just starting. Do you want the more experienced players to have more say in the game (at least in the combat parts) than the new players? Should competitiveness between the players play some role in there? For example, you have two players. One still doesn't get the combat well enough. The other is a pro, and because of that, in the story, the second player's character is always showing up the other player's. Should competitiveness move the first player to get a better understanding of the system? Should there be something else in there o give the first player a hand? Should there be a companionship spirit between the players so that the second player will help the first? If so, how does the game goes about creating such spirit? Should such help only happen in the real world, or would it be mirrored in "some way" into the fictitious space?
Sorry for the long post and the lot of questions, but these questions are important in determining what is best for a game. Maybe they may seem weird to you. You are creating a generic system, and thus may think that it should be up to the players (or maybe just the GM) to answer these for his game (I know I did when I was thinking about yet another GURPS clone). However, as soon as your system is more than a list of nouns, as soon as you add rules to determine how things happen in the imagined space, you begin to restrict some of these answers. For example, you mention that Stats grow as you use them. Then, in any story the characters must grow to overcome some challenge, then they must use this mechanic a lot. Should this figures prominently in the story? Should only use through play count, or can a player simply decide his character practices with his sword for a week? Is stat growth a reward for the characters? If so, what does the bigger numbers mean for him? Is it just bigger numbers, or do these move play in a certain way?
Well, thanks for reading this through. I hope this helps in some way.
On 7/21/2009 at 8:45pm, SAW wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
This thread makes me wonder.. what could you do to make a luckless system interesting?
Nobilis manages it, but the sacrifice is that the mechanics of your stats aren't all that important--its not even remotely gamist.
I'd personally be hugely interested in a luckless system that somehow managed to keep the conflicts interesting/engaging, but I'm not at all sure how to do it myself. It seems like it would have to be done through the fluff, since there'd be no excitement as to whether or not you'd win.
On 7/21/2009 at 9:57pm, Thunder_God wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
There would be excitement through story, which is not the same as fluff.
If you combine blind-planning, as Luke I think mentioned above, and as he'd done in his game, then the combat would be be more "blind", and more exciting.
If, for the Social Combat, where there are no manuevers, you'd add ramifications to every "round", like if someone wins that round, something happens (DitV is a way there), and if you lose, or if you tie, you got to bring something extra (this is what the little I know of TrollBabe <I>sounded</I> like to me), then it'd actually make it more interesting.
You need to make not only the results of the whole thing interesting, IMO, but each "bout" interesting. Games using dice or cards do this by adding randomness, so you are "betting" on each and every roll. But if it is luckless, then you need to do it another way, either by the decision-making (for Combat, if the manuevers are blind), or by the results, in a social context.
But to be honest, for the social context, you'll still need more. It's not random, and unless I keep throwing in traits I don't know your ratings at, it becomes "known". If I know what your three skills are, I can throw in Art, as in the example, and once I know what your Art is, that's not interesting either.
I would make things change a bit when one decides to go another round after tie or being beaten, some way in which things would change. But then, either you make it the same change every time, also removing the interest and making it known, or you add in the randomness you don't want.
Hm. Sorry for the rambling, but the only way I can think of now, is to have it be, the Social Combat at least, "One Round Sudden Death." Either Side A wins, or Side B wins, and if there's a "tie", make it have an interesting effect still. Have there be no repetition, no second chances, and no "meaningless results". If I fail to convince you, it must have an effect, a real one.
My 4 cents.
On 7/22/2009 at 9:29am, Garbados wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Hoo! Lots to go over.
Thanks Alex Abate Biral for clarifying Luke's questions. Sorry Luke, that I didn't understand them very well, and thus had difficulty answering. Another friend of mine also clarified them for me, so I'll give it another shot:
1.) "What is Ex Deus about?" Many systems answer this question with "samurai", "zombies", or "medieval fantasy". Ex Deus is about /anything/. I designed it to allow my outlandish campaigns to manifest easily, freely, like rivers from mountain snowpacks. Its realistic bent helps guide these outlandish ideas into more intuitive forms, so that crafted worlds more resemble real ones and thus so players can more easily read into them.
2.) "What is Ex Deus' goal?" To foster compelling storytelling through thought-provoking realism. "Thought-provoking" is the critical thing here: Ex Deus' realism should make real-world knowledge more applicable in the game-world. Wearing a breastplate into a gunbattle makes as much sense in Ex Deus as it does in real life -- that is to say, it doesn't. Bullets will tear through your armor and you will only be hampered by its weight. But history also finds a place with Ex Deus: as of TL4 (medieval), it makes the most sense for heavy infantry to be well-armored and carry heavy weapons to hack through the under-armed foe-fodder and resist the blows of other knights, but as of TL5 (Renaissance) guns deflower this strategy, and even heavy breastplates remain only marginally useful (though slow reload times mean skirmishers still see plenty of use). By TL6 and TL7, soldiers do not wear armor: guns make it pointless. As it is in real life, so it is in Ex Deus. How? Not because the rules forbid non-historical warfare, but because the models make such development make the most sense, just as it did in human history. Maybe if a civilization developed stronger alloys earlier, armor could have kept pace with firearm development, and melee infantry would have seen much more use than they did. I want players to think in terms of reality rather than in game terms, but quantify it in a gamist-friendly manner. I don't want to force players to have a thoroughly-developed story, since a good hack-and-slash every now and then is just dandy, but I want the transparency of the rules to foster story development through the sheer ease of the system's use.
3.) "What is Ex Deus' premise?" I am still really unclear on this question, but in answer to Alex's inquiries pertaining to it, I want the players (GM included) to determine the game's nature. Player cooperation, competition, and other interactions should not be commanded or influenced by the system at all. Ex Deus should be completely neutral on the subject: it will help you tell your story, but never tell you how to tell it. Players who are new to the system will have a natural disadvantage like anyone new to a system, but Ex Deus does its best to shorten and diminish this disadvantage through its realism and simplicity. Once the new player understands how Ex Deus correlates to reality, they should be able to intuit 90% of the rest. Experienced players will be experienced because they understand a bit about how the world works on a larger scale, and where Ex Deus differs from reality for whatever reason. But a new player who understands either games or reality will have a natural edge and overcome the learning curve much faster than someone completely in the dark about both.
And at anyone wondering about social combat or fostering more "blind" play, I've got a couple new models for how both could work more effectively. I'll post them once I have the time, which may or may not be sometime Thursday.
On 7/22/2009 at 3:39pm, Mike Sugarbaker wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
You say Ex Deus is about anything, but every time you go into detail, all you're talking about is combat, tactics, and details of war. You should at least be saying Ex Deus is about anything that has combat in it. But really you're still missing the point of the question. We aren't looking for the answer "it's about any subject matter!" any more than we're looking for "it's about zombies!" Subject matter isn't what your game is about either way.
Whether you intend it to or not, your game will end up taking a position on what violent conflict has to do with story. We want to know what that position is - that will tell us what your game is about. Is it about killing things and taking their stuff? Is it about carefully safeguarding yourself against harm? Is it about the slippery slope into chaos and deterioration (and yes, that can be fun)? If you don't know, it's time to know. Making conscious decisions about this, and everything else, is what makes you a designer.
On 7/22/2009 at 3:45pm, Luke wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Garba,
I'm going to say some provocative stuff. Please take it in the helpful spirit it is intended.
1) Your game is not realistic. Based on what you've shown me, it is no more realistic than D&D or GURPS. Realism is a false idol. No roleplaying game is realistic. Yours will not be the first to achieve realism. Your game is a systematization of how you would like to see certain gamplay elements resolved. Your game is a spotlight on what you see as important in a RPG.
2) As a demonstration of the lack of realism in your game, you've devolved a very complex and nuanced cultural development into a series of derivative classifications -- derived from GURPS and Traveller, which are not realistic. To wit, there were plenty of breastplates all the way up through Napoleon's era that could stop a musket ball. They were heavy and expensive, but they did provide protection. But this is a red herring. Rooting your quest for realism in the representation of melee, bloodshed and murder is doomed to fail. One, you're not cutting any new ground. Hundreds, if not thousands, of systems have done the same before you. And furthermore, accurate representation of violence does not realism make.
But you also say you want story development in addition to your realism. Narrative fiction or the structure thereof is not realistic. Life doesn't have rising action, climax and denoument. Those are artificial constructions imposed on events by our story-hungry minds. So which is it? Will your game tell a story or will it let players sit around watch television, play X-box or wait for Costco to open? Perhaps there'll be a diaper changing mechanic for realisms sake?
3) Premise is what I'm driving at. You say you want the GM and players to determine the game's nature? No you don't. You want the game to be a realistic, fact-driven, choice-driven game that drives storytelling. That's your premise. It's untenable, but it's a start. Your game CAN NOT BE NEUTRAL in this. You,as the designer, have an opinion. You are going to design with certain preferences in mind. You cannot incorporate the entire scope of the wide, wide world into your game. You must focus on something. Better to admit it now and make an evocative, interesting game that showcases your viewpoint, than make a bland, boring game that sits meekly in the corner because it's too timid to express an opinion.
-L
On 7/22/2009 at 4:42pm, Lance D. Allen wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Premise is what I'm driving at. You say you want the GM and players to determine the game's nature? No you don't. You want the game to be a realistic, fact-driven, choice-driven game that drives storytelling. That's your premise. It's untenable, but it's a start. Your game CAN NOT BE NEUTRAL in this. You,as the designer, have an opinion. You are going to design with certain preferences in mind. You cannot incorporate the entire scope of the wide, wide world into your game. You must focus on something. Better to admit it now and make an evocative, interesting game that showcases your viewpoint, than make a bland, boring game that sits meekly in the corner because it's too timid to express an opinion.
THIS. This right here. This is the hardest lesson you've got to learn right now. I wish someone had said it this clearly when I was stating the exact same goals you are. Maybe someone did, and I was too stupid stubborn to realize it. Once I finally got it, I put the game away and didn't touch it for years, out of dismay.
I remember telling Mike Holmes that I wanted people to be able to play farmers if they wanted to. Looking back, I realize I didn't. If someone played my game and posted a play report about how their characters were statted up as farmers and blacksmiths, and they played a deep social and farming simulation game that never included a bit of adventure, excitement or life threatening peril, I'd be frustrated, wondering how they missed the point. I wanted the players to be able to create a farmer who got swept away into an adventure. I want players to stake claims on their futures, then march forth and make it theirs.
It's still very hard to articulate the premise of my game, so I understand your difficulty.
You don't want the players and GM to decide what your game is about. You want them to decide to play your game. Yes, they'll never play it exactly the way you would, but the closer your game can get them to your vision (and believe me, there's some very compelling stuff in what you've described) the better your game will be.
Also, regarding realism: What I mean when I say realism is actually "internal consistency". The effects of events and decisions in the game should make sense in the context of everything else that happens, and the players' expectations. If you make a Dragon Ball Z game, it's "realistic" to be able to leap into the air, and not come back to ground until you feel like it. It makes sense that the next step beyond Black Belt is Kamehameha Wave. In your game, it's realistic that armor is impractical once firearms become popular. Explain your logic to the point that you're comfortable, but never, ever assume that what you call "realism" is the same as what any potential player will call realism. I've met very sensible men who've claimed that a katana can cut through a car door like it's nothing, and that you can bend the blade over until the tip touches the handle, and it'll snap back without warping. This is "realistic" to them. It's a far better thing to aim for consistency than realism.
On 7/22/2009 at 7:01pm, Garbados wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Wow! Now that's some feedback. I think I understand, but it's all still kind of fuzzy up there. Luke, Lance, Mike: thank you for your no-nonsense advice. These are hard lessons, but you're right, I should learn them early and learn them well. So, let's give this another try:
1.) Ex Deus is about conflict. Again, that sounds bland, but as mentioned, I put a lot of effort into the combat system. Moreover, the skill list is full of things specially bent to have conflict applications. Although players can take Art and just sit around and paint forever, I don't want them to. They could have done that until the game began, but once the campaign starts, their artistic abilities take on a new and necessary nature. Their knowledge of art enhances their investigatory powers -- "That statue, it's [X]. This is a Church of [Y]. I thought they were only myths..." -- and their ability to weave social criticism through unexpected ways -- "This painting here, see how it illustrates the clash of [X] and [Y], oblivious to [Z]. Seems I recall a similar conflict somewhere else..." -- among other abilities... such as producing art for money.
2.) Its goal is complex, involved conflict. Political intrigue, racial tension, theological division; the rise of civilizations, the fall of empires, the birth and chaos of new frontiers; battlefield melee, trench warfare, cloak-and-dagger, games of thrones, all the way down to a dungeoneering hack-and-slash, which although not that sophisticated, is too much a staple of this style of roleplaying to leave out. I want it to be involved through the understanding the players have about the consequences of their choices: it is by their intelligent play that they survive and progress. The dice will never deliver victory. Only they can. Additionally, the foibles of the characters ought enhance involvement: the Compulsion/Willpower mechanic forces players to make value decisions: indulge the character's psyche for more number-buffing willpower, or sacrifice it to fulfill the character's real priorities.
3.) As Luke stated so aptly, Ex Deus' premise is that...
Luke wrote: You want the game to be a realistic, fact-driven, choice-driven game that drives storytelling.
I hope that better answers the questions. I fear I may have gotten "about" and "goal" backwards, but at least I'm heading in the right direction?
PS: heavy, expensive, bullet-stopping breastplate is very possible in Ex Deus and pretty feasible at TL5, but the amount of resources necessary to produce bullet-stopping armor rises exponentially until TL8, when modern alloys like kevlar and titanium make it possible again.
On 7/22/2009 at 7:38pm, Luke wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Now we're getting somewhere.
1) Your game is about conflict? My game is about conflict, too. What a coincidence. Well, that's not entirely true. My game is about fighting for what you believe.
REAL conflict is scary, is hard, is emotional. All of those things drive 99% of roleplayers batty. It's too risky and it makes us crazy. Best way to survive a conflict in an RPG? Either avoid it or nuke it from orbit. Conflicts cause you to lose resources -- like hitpoints or even your ability to play the game at all. So how is your game about conflict? Having rules through which characters can fight or argue does not make your game ABOUT conflict. Because the behavior at the table -- the players -- are going to take the path of least resistance. So if conflict is the path of least resistance either it's too easy and there's not enough at risk or everything else in your game is so fucking frustrating that the players are just punching their way through a conflict secrely hoping that their character will die so they'll be done for the night.
2) Those are all great goals, but your game can't do all of them meaningfully. Okay, it can, but then it's GURPS or BRP and if your game is GURPS or BRP, why wouldn't I just play those games?
Consequences. My game is also about the consequences for fighting for what you believe. Another coincidence! My game involves making informed choices, too. Am I shilling for my game? No, I'm telling you that your concept can work with refinement.
2a) you've got to have shape to all of those conflicts. Each one of those things that you listed is a grand set of very different factors. If you want players to make informed, intelligent, insightful choices, you've got to give them a set of interesting options.
2b) Speak to me of this Compulsion mechanic. How does one sacrifice to fulfill "real priorities?"
3) Right, and I'm saying that your premise is weak. Already, in your responses to me in this thread, you're abandoning realism and focusing on choices and consequences. In real life, we don't get to make meaningful choices that have a grand effect. We simply live our lives. Realism is boring. You're obviously looking for more than realism.
Lance gave you the answer to this before you were ready. You're looking for a game with internal consistency and a feedback mechanism to back it up -- there is a right way and a wrong way and when a player does one or the other, the game produces results consistent with the choice.
-Luke
On 7/23/2009 at 10:02am, Garbados wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Luke wrote: REAL conflict is scary, is hard, is emotional.
And I want it that way. I want Ex Deus to get players to make those hard decisions and emotional choices, and to face the scary and the unknown. But I want it to be thrilling and intimidating all at once. And as for the times when it might kill you, you want to know how you survive? Stay on your toes. The dice will neither damn you nor save you, because there are no dice. Only you can deliver yourself to safety, but if you stay smart and stay sharp, you will deliver yourself. (GMs can also adjust the difficulty of campaigns for different play groups and levels of experience. This is not hard.)
Luke wrote: 2) Those are all great goals, but your game can't do all of them meaningfully. Okay, it can, but then it's GURPS or BRP and if your game is GURPS or BRP, why wouldn't I just play those games?
Because GURPS is slow and complicated and awful. Like I said in my first post, I want Ex Deus to do a lot of what GURPS does already, but do it faster, more simply, and more intuitively. And to foster more compelling conflicts than GURPS' simulationist obsession is like to do. While GURPS allows you to play a campaign as mundane and bizarre as one of warring bureaucrats, I could care less about such a playstyle. Until werewolves invade the building and only the strongest of the sickly bureaucratic bunch survives, theirs is a boring tale. GURPS boasts a huge number of skills available, but for most campaigns most of them will be utterly useless or simply out-of-scope, thus putting pressure on the GM to screen GURPS' rules before the campaign ever begins to make it appropriate for his needs. As far as I'm concerned, that's pretty terrible. Ex Deus is built to 1.) solve those problems 2.) be faster and friendlier to new players without alienating the experienced 3.) not use dice, because a friend dared me to do it like that and I fell in love with the concept. So to get more specific about Ex Deus' about/goal/premise, just read it as "whatever GURPS does, only faster and higher octane."
Luke wrote: 2a) you've got to have shape to all of those conflicts.
Do I? If you're telling me I'll need to come up with rules for political intrigue, then no, I refuse, because Ex Deus isn't about telling the players how to play. I want Ex Deus to work with any setting and the vast majority of plots, and I want it to lead them towards certain kinds of stories -- specifically the ones that, once written after the campaign ends, will sell well -- but it should never tell them about the kind of story they should be telling. Christ, if players could find a way to make bureaucracy into a compelling campaign, holy hell, more power to them. Until that campaign is compelling, though, I don't care for it. But trusting that GMs and players alike are crafty individuals, more crafty than I, I will not forbid them that possibility. I won't tell them "you can't do bureaucrats, because bureaucrats will never be interesting," but I won't cater to what will easily tend towards the mundane and boring. Moreover, forbidding them that means I have to write more rules, and staring at Ex Deus right now, it has everything I need it to have, which is also everything I imagine any other competent GM will require to pick it up, teach it, and run a campaign with it. The rest is campaign suggestions, GMing tips, and rules documentation written for readability (also playtesting).
Luke wrote: 2b) Speak to me of this Compulsion mechanic. How does one sacrifice to fulfill "real priorities?"
Compulsions are like GURPS' disadvantages, but they are their own reinforcement mechanic. When I ran GURPS, I had a lot of problems with players taking disadvantages and then forgetting they had them, or taking disads that were hard to roleplay or difficult for me to account for. A character has bad dreams? Thanks, now I have to write you a nightmare every time you sleep and look up the rules for losing sleep. Thanks, player. So instead, Ex Deus features a self-reinforcing disadvantage system: compulsions. Compulsions are facets of character personality that demand indulgence: charitableness, greed, lust, paranoia, pacifism, etc. Whenever a player indulges one of his character's compulsions, he earns a willpower, which can be spent to give some numerical bonus to an attempt, or 2 can be used to resist indulging a compulsion when you would otherwise be required. So, say Bob is greedy. He'll do just about anything for coin, and gets a willpower whenever he does something that is obviously a bad idea only because he's getting paid. But say someone offers him a hefty sum to kill his own mother: he'd have to spend willpower to resist indulging and being forced to murder her. So, not only would he not gain willpower from indulging, but he would lose willpower from having refused to indulge. Thus, players develop their characters in order to gain willpower, and this development holds them to resisting indulgence when it matters. The downside to this is that things which cannot be indulged, like broken legs, fall into the category of Flaws, which are only useful at character genesis, where a small number of them can be taken to purchase more Traits like allies, connections, or ambidexterity. Thereafter, flaws are 100% detrimental, with no mechanical benefit whatsoever. So when you decide to leap from the third story of a burning building, you'd better make sure there aren't any better alternatives, because those broken legs sure aren't any kind of plus.
Luke wrote: You're obviously looking for more than realism.
You're right. In my first post, in Ex Deus' guiding virtues (AKA design priorities), realism was not one of them. "Universal" and "Intuitive" were, though, and I found the best way to achieve both of these was to make a system which worked on models that imitated something like reality. But that realism was only a tool towards intuitive and universal gameplay. Where realism conflicted with them, I threw realism to the wind.
Luke wrote: You're looking for a game with internal consistency and a feedback mechanism to back it up -- there is a right way and a wrong way and when a player does one or the other, the game produces results consistent with the choice.
Pretty much.
Lance wrote: Interesting dynamic on the social combat.
I reworked social combat to be 1.) faster 2.) more blind. Social combat is resolved in one round, as follows:
Character 1 makes his argument, with notes on any non-social skills that should also be added.
GM picks two of the five social skills to represent his argument.
Character 2 makes his argument, with notes on any non-social skills that should also be added.
GM picks two of the five social skills to represent his argument.
Resolve: Character 1's "Charisma + Skill 1 + Skill 2 + Misc." vs. Character 2's "Charisma + Skill 1 + Skill 2 + Misc."
Winner is the higher of the two values. Tie if equal.
Five social skills:
• Empathy: reading people and understanding their emotions or dispositions, especially so as to play off of them. 2x vs. Expression, Investigation
• Expression: control of body language. Used to express sincerity, honesty, etc. whether you really hold them or not. 2x vs. Conversation, Rhetoric
• Rhetoric: command of argumentative logic and the methods for it execution and application. 2x vs. Empathy, Investigation
• Conversation: used to play down arguments and other statements, hiding them within the guise of other messages. 2x vs. Empathy, Rhetoric
• Investigation: reading clues from what is said, or unsaid, in addition to other clues. 2x vs. Expression, Conversation
Hope that improves on the last version.
Holy hell it's late. I'm off to bed, guys. Thanks again for reading and offering your always-invaluable feedback.
On 7/23/2009 at 2:23pm, Fatespinner wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Garbados wrote:
Ex Deus is a diceless RPG system intended to fulfill the following virtues:
• Simple
The rules should be easy to pick up, but challenging to master.
• Compelling
The rules should foster intriguing gameplay.
• Intuitive
The rules should make sense.
• Fast
The rules should never slow down gameplay.
• Universal
The rules should bar no setting nor campaign concept.
That sounds nice, but your combat rules seem to be far from simple and intuitive. They require a lot of math in the beginning and are far from simple to get. It really looks a lot like GURPS or nWoD. Also do you advantages and disadvantages have special rules to them or do all advanatges and disadvantages work the same way?
On 7/23/2009 at 2:29pm, Luke wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Garbados wrote:
If you're telling me I'll need to come up with rules for political intrigue, then no, I refuse, because Ex Deus isn't about telling the players how to play.
I laughed out loud when I read this. What exactly is a game then? You are making a game, right? There will be instructions with the game, right?
You're grandstanding, Your whole post is idealistic and defensive. Why? Your game doesn't do any of things you claim you want it to do. It can and it might, but it doesn't right now. I encourage you to bash out a design doc and playtest it as much as you can. Playing games is the best way to develop them.
The compulsions are a good start, btw. But they encourage one note play and are punitive. That's not my favorite method of being compelled.
Good luck!
-Luke
On 7/23/2009 at 3:00pm, Lance D. Allen wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
I did something similar to your compulsions. I'm basically 100% sure I stole it whole-cloth from some other game (it may have been Burning Wheel, come to think...) and rebranded it, but I think it'll do good things for my game.
Characters get traits during character creation. They are colored as good or bad, but the mechanics are identical either way.
If you can call on a trait in a way that makes sense and would be beneficial to the character, you get a small bonus to a roll, or affect the fiction in some beneficial way.
If you can call on a trait in a way that makes sense and would be detrimental to the character, you get a small penalty to a roll, or affect the fiction in some negative way. If you choose to call on a trait in a negative way, you get a small XP reward.
The important thing is that the penalty is player choice. It's not inflicted on him by the GM. The GM can suggest that a given situation would be an appropriate time to use a trait, but he doesn't force it on the player.
Now, I don't necessarily think Luke or anyone are saying you must create a complex political intrigue system. If you strip away the details, politics can bear a striking resemblance to other interesting types of conflicts. The main components of an agenda, and secrets can be broadly applied. So come up with a generic system that works for a few different options, then demonstrate how it can be used to work for political intrigue, or horse racing, or whatever.
But really, if political intrigue is what you want players to do in your game, then make rules for it. Seriously, if that's what the game's supposed to be about, then that's what the players will want when they pick up your game. If they want something else, they're gonna play something else, and that's okay.
On 7/23/2009 at 8:02pm, Noclue wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Luke wrote:
The compulsions are a good start, btw. But they encourage one note play and are punitive. That's not my favorite method of being compelled.
That was basically my reaction to the compulsion section. It is really the only section that sparks my interest. It is the only piece that seems to be trying to make a "compelling story" rather than just do tricks with conflict resolution mechanics. There's possibly something compelling there, but it seems to promote, as a friend put it, "being greedy over and over when it doesn't matter, so you can not be greedy the one time it really counts." I'd rather be rewarded for allowing my compulsion to fuck up my shit when it really counts. I don't really care about the build up.
On 7/23/2009 at 9:30pm, Tyler.Tinsley wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Garbados wrote:
You're right. In my first post, in Ex Deus' guiding virtues (AKA design priorities), realism was not one of them. "Universal" and "Intuitive" were, though, and I found the best way to achieve both of these was to make a system which worked on models that imitated something like reality. But that realism was only a tool towards intuitive and universal gameplay. Where realism conflicted with them, I threw realism to the wind.
A set of rules cannot be universal. Each rule you write is denying endless variations on that rule.
Trivial pursuit football edition plays exactly like trivial pursuit star wars edition. regardless of the face you put on your game it's going to play the same.
Of course there are plenty of people who are willing to try and sell you a universal game, it's a fantastic pitch. All you need is this one jar of snake oil and it will cure every aliment.
A truly universal rpg would be a blank book except for these words "please write your own game in this book".
If your goal is to capture a wide verity of narrative settings then you will still need to focus on a genre or style of story telling, and that limits your game in an entirely new kind of way. Check out the games Shock or Prime Time Adventures for an example. this is actually the kind of game I find most exciting.
On 7/23/2009 at 11:34pm, Simon C wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
staring at Ex Deus right now, it has everything I need it to have, which is also everything I imagine any other competent GM will require to pick it up, teach it, and run a campaign with it. The rest is campaign suggestions, GMing tips, and rules documentation written for readability (also playtesting).
If that's the case, why are you posting this in First Thoughts? It sounds like you're done. Now you've gotta playtest the thing. Posting here is just advertising your game, and you're wasting people's time if you don't really want advice. Go post in Playtesting when you've actually played your game.
On 7/26/2009 at 11:55am, Garbados wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Man, this thread got harsh. Some of you are asking why I'm posting here at all, and I'm kind of coming to wonder the same thing. I posted here asking for advice, criticism, and for the eyes of the Forge to look the game over for holes. Some of you have given me great advice: "Your social combat system needs work" and "Compulsions aren't that great a way of doing it" specifically. I understand this about/goal/premise business as something like the formation of a mission statement, but other than that it looks like I'm just getting my design priorities curb stomped. I can understand some of the criticism on that, but if my design priorities are really that infeasible, I'm confused on how I've managed to get this far.
I started work on the handbook the other day (also put together a playtesting group, beginning testing Thursday) and realized 1.) Ex Deus is only sort of "about' conflict, in that I put a lot of effort into the conflict systems. 2.) I've hardly discussed one of Ex Deus' most important design features: Modules.
Ex Deus is broken up into a core set of rules, which facilitates most simple medieval campaigns (99% of anything you would ever run in DnD, only without magic). To add functionality, you snap modules to the core. Modules add skills and alter rules to expand the things Ex Deus can do, things like Crafting and Gathering, Tech Levels and Magic, Trait and Flaw systems, etc. When I put together the handbook's table of contents, do you know what the core rules encompassed? This:
0. Introduction
1. Basic Mechanics
• Task Resolution: Attempt (Attribute + Relevant Skill(s)) vs. Challenge
• Where multiple skills are relevant, add them together.
2. Attributes
• Six attributes: Strength, Endurance, Alacrity, Charisma, Intelligence, Wit.
3. Skills
• 11 skills, each with between 2-6 specialties.
4. Character Creation
• Rules for making a character of power appropriate to your standard adventurer.
5. Character Growth
• Attributes, skills, and specialties grow as you use them.
6. Physical Combat
• Tick System details and mechanics.
• List of actions, with details and mechanics.
7. Equipment
• Equipment (Weapons, Armor, Shields, and Items) overview.
• Equipment balance formulas.
8. Social Combat
• Each participant attempts CHA + Persuade + Relevant Skills and Specialties. Persuade specialties interact in a sort of rock-paper-scissors way (except with five specialties, it's more like a star than a triangle), but the best way to buff your argument is to argue points or in ways that make relevant otherwise unrelated skills, such as Melee or Occult.
9. Miscellaneous
• Rules for cover, helping, teaching, using your offhand, and attacks while moving.
All the rest of that "universality" and "realism" crap? You add that through modules. If you don't want to deal with tech levels, you don't have to. Don't want to slow the game down with crafting? Leave out the module. Or maybe you want to foster even more focus on combat: add in the Techniques module and watch your characters go kung fu crazy. Want to run political intrigue? Add World Skills. Fantasy? Add Basic Magic or make your own magic system through the Advanced Magic module. Compulsions is a module, but so is another system called Traits, which -- like the system Lance described -- gives players one bonus if they invoke a trait as beneficial and another if they invoke it as detrimental. Or leave both of them out and just go straight for the tried-and-sort-of-true Advantages (Connections and Abilities modules) and Disadvantages (Flaws module) paradigm. Modules facilitate universality by, as Tyler Tinsley suggested, letting you build your own system. But it's never more functionality than you need. I've done my best to make the modules simple -- most of them change a couple formulas or add a few skills, so the return on investment for added complexity versus added functionality is strong -- but the important part is that the rules are never more complex than the game you want to play, and moreover that the core is absurdly simple.
This about/goal/premise stuff confounds me because I have no idea how Modules fits into that idea. I intend to use Ex Deus to introduce new players to roleplaying using the core rules, and challenge experienced players with more world detail and character possibilities. Is that my goal? I have no idea. But as lacking an about/goal/premise isn't slowing down the game's development, it doesn't bother me.
On 7/26/2009 at 12:52pm, Lance D. Allen wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
::chuckles::
The "fuck you, I'm designing this bitch!" attitude is great. Everything here is advice. Take what works for you, scrap what doesn't. The primary thing that we're talking about is trying to get to the root of what you want the game to do, and make the rules about that. If you're not interested in doing something, don't make rules for it. If you want the game to do something, DO make rules for it.
Your modules sound like they're gonna be a crapton of work. A bit less if you're working from a single guiding principle and you're iterating it out into the modules, but a lot of work regardless. You're going to have to test every single module. You're going to have to test different modules together, to see how they interact.
Teaching the players how to pick the modules to get a particular feeling will also be interesting. Obviously they'll figure it out with some experience with the game, but you're gonna have to get them there to begin with.
All in all, I think Simon may be right. You're close to being done with First Thoughts. It may be time for you to move on to Playtesting. You're talking about putting together a group, so it sounds like you're thinking the same thing.
I look forward to seeing your playtesting posts. The fun part is over, now comes the hard work.
On 7/26/2009 at 1:49pm, Luke wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Garby,
There's no need to get defensive. Everyone here is trying to help. And a few of us have suggested that you're done with this particular FORUM, not the site. It's time to move on to the Playtesting FORUM on this site:
http://www.indie-rpgs.com/forum/index.php?board=62.0
-Luke
Forge Reference Links:
Topic 62
On 7/26/2009 at 1:53pm, Bill_White wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
My sense of the underlying philosophy of the Forge is that it's about producing tight, focused designs where the mechanics are intentionally constructed to serve a particular aesthetic in play: the choices made the players reinforce and invoke the thematic underpinnings of the game, in other words. So, for example, Dogs in the Vineyard frames conflicts in terms of escalation, to reinforce the central idea that the game is about seeing how far you're willing to go to enforce your beliefs on others.
As an aside, I should note that there are those who, in good faith and in bad, reject this philosophy and assert that the rules to role-playing games should be kitchen sink-type affairs from which play groups pull material as needed. Some of these people call their philosophy "incoherentism," which amounts to a puerile flipping of the bird at coherent design (to my mind). But there's something to be said for the idea that no rules set survives contact with play--call it "micro-design," if you like.
In any event, a game that's simply intended to model "the real world" in a neutral way is, to Forge-trained sensibilities, kidding itself. Either the designer really wants the game to be about something and doesn't know what, or the designer is headed for "heartbreaker" country: a few good ideas in an incoherent design, unaware of both the economic realities of game publishing and the accumulation of pragmatic game design knowledge that would let the designer find his or her niche in a tiny but crowded marketplace.
So far, I read the comments you've received as asking you to revisit your assumptions about what you want this RPG to do; more specifically, what you want the rules to enable people playing the game to do. "D&D, but better," is one answer--in fact, it's the answer implied when you describe the heart of the game as:
a core set of rules, which facilitates most simple medieval campaigns (99% of anything you would ever run in DnD, only without magic)
--but it's an answer that will make a lot of folks here wince.
To bring it back to Ex Deus: I've seen lots of games that do the same thing as yours. What does your game let me do that I can't do with The Fantasy Trip (which came out in 1977, for Pete's sake, and also has task mechanics, combat rules, skills, and so forth)? One innovation you can point to is social conflict mechanics, but I know that if I want a special system for that that I can use Duel of Wits in Burning Wheel; otherwise, I can rely on a system that doesn't distinguish among types of conflict (The Shadow of Yesterday, maybe) or one which places them along a continuum (the aforementioned DitV). What's cool about how your game handles this?
In other words, a lot of people here will read your posts and want to know why you're making the design choices you're making, in the expectation that you are trying to produce a particular experience of play and seeking to match the mechanics with the intended experience. To the extent that you're not able to articulate your design goals, people are unable to effectively critique your effort (where "effectively" means "in a way that might be helpful to you").
Good luck as you find your way forward! I'll be interested to hear what your playtest groups do with your rules, and how they handle what your rules don't deal with.
Forge Reference Links:
On 7/26/2009 at 2:12pm, Lance D. Allen wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
posting to fix Bill's last (wince) link: http://www.indie-rpgs.com/articles/9/
It's an article that I find educational to read periodically, especially so now considering my recent work on Mage Blade, which was in so many ways born of the Fantasy Heartbreaker, and to some, will always be one.
Forge Reference Links:
On 7/26/2009 at 6:03pm, Garbados wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Excellent essay. I laughed, and nodded. Ex Deus isn't supposed to be "DnD, only better" or bear resemblance to it at all, but because of DnD's market dominance, I didn't think it'd be a bad idea to point out that even the absurdly simple but somewhat restrictive core rules could already keep pace with the majority of what DnD does.
As I learn more, I discover that Ex Deus brings almost nothing new to the table, which, I'll be honest, doesn't bother me. There are design patterns which serve what I've wanted to do in roleplaying, like notions of attributes and skills, which I don't see a need to mess with. Ex Deus is, for me, more about synthesizing these design patterns into a single system than breaking the pattern's mold. Maybe my next game I'll shoot for that, but for now my sights are lower: make the game fast, simple, intuitive, and flexible; friendly for new players, and challenging for the more experienced. Many of the examples I've received so far saying, "Well, this other system does that already, so what new stuff do you bring?" included several different systems, each doing one or two things Ex Deus does. That's fine for me. Hell, I'll take it as a compliment, because it means Ex Deus represents all of those mentioned mechanics in one place, with the added potential of modules containing new and provocative material. It may not be revolutionary, but it does work pretty well, and for that I am glad.
Broader than discussions of about/goal/premise, you're right that Ex Deus would benefit from cultivating a focused idea of what kind of play experience it wants to foster or where its target audience lies. Seeing as I can't answer these questions very well at present, maybe I'll be more able after playtesting. But that I'm on the precipice of such action means I'm at the edge of this forum, as Luke pointed out. So, thank you all for your help, even if I didn't seem to receive it as well as it was intended. Your feedback has been invaluable to the development of Ex Deus.
On 7/29/2009 at 3:43pm, Tyler.Tinsley wrote:
RE: Re: [Ex Deus] System: Simple, Fast, Intuitive, Universal, Compelling
Garbados wrote:
Modules facilitate universality by, as Tyler Tinsley suggested, letting you build your own system. But it's never more functionality than you need. I've done my best to make the modules simple -- most of them change a couple formulas or add a few skills, so the return on investment for added complexity versus added functionality is strong -- but the important part is that the rules are never more complex than the game you want to play, and moreover that the core is absurdly simple.
This about/goal/premise stuff confounds me because I have no idea how Modules fits into that idea. I intend to use Ex Deus to introduce new players to roleplaying using the core rules, and challenge experienced players with more world detail and character possibilities. Is that my goal? I have no idea. But as lacking an about/goal/premise isn't slowing down the game's development, it doesn't bother me.
That may not entirely be what i was suggesting. No matter what you try to do your rules have an impact of the kinds of story and the way that story will be represented.
Take Luke's game mouse guard. from his descriptions of the burning wheel mechanics I can tell that he was trying to capture something like how people actually feel during combat or conflicts, this chaotic realism of acting on instinct. So when you play burning wheel that's how you feel. The rules don't let you make choices that are totally informed, you have to go with your gut.
Ex Deus sounds like players are making very informed decisions. I bet people will feel like tactical badasses while playing it, like a game of chess against death.
Just like your rules of combat are going to change how the game feels all of your game's rules are going to naturally lead to a type of story telling or experience.
If you want to cover a wide verity of subject matters using modules check out savage worlds, it uses a product structure like this. however even then the basic rules of savage worlds mean all games played using them will feel like savage worlds regardless of the subject matter. It's this feeling that cant be changed successfully without patching the system to oblivion and at that point your better off doing a total overhaul of a system like Luke does with burning wheel/empires/mouse guard.