This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Base Mechanics for Diceless Games

Started by HinterWelt, March 12, 2009, 08:34:47 PM

Previous topic - Next topic

HinterWelt

Specifically:
Amber...
Ah, that is all I have. Anyone have anything else?

What I am looking for is a simple sum up. So, for example, my very not Diceless game Iridium would be summed thus:

Uses d20 for combat, plus bonuses for specialization in weapons, pluses for stats. You roll over target based on opponent's ability to dodge.

Skills are percentile on a decreasing returns modified by stats.

Many dice types used for weapon damages, weapons have multiple attacks.

Loose use of classes and levels.

Uses hit locations.

Please add to the list if you can think of other ones we should know about. Also, if more detail is needed feel free to expand on that point as well.

Thanks,
Bill
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

Consonant Dude

Quote from: HinterWelt;288982Specifically:
Amber...
Ah, that is all I have. Anyone have anything else?

What I am looking for is a simple sum up. So, for example, my very not Diceless game Iridium would be summed thus:

Uses d20 for combat, plus bonuses for specialization in weapons, pluses for stats. You roll over target based on opponent's ability to dodge.

Skills are percentile on a decreasing returns modified by stats.

Many dice types used for weapon damages, weapons have multiple attacks.

Loose use of classes and levels.

Uses hit locations.

Please add to the list if you can think of other ones we should know about. Also, if more detail is needed feel free to expand on that point as well.

Thanks,
Bill

Do you mean just diceless or randomless? I don't have time to explain games in detail but check out reviews of those I mention :)

First Marvel RPG was regular "dice game"

Second Marvel RPG (SAGA) was a diceless game. It used cards instead for resolution. Because you had a "hand", there was an element of chance but you could manage your hand, so it gave players more control.

Third Marvel RPG was not only diceless but randomless. You allocate stones to your actions.


Everway has three resolution method. Two of them (Karma, Drama) are randomless and the other (Fortune) is diceless, using cards in a sort of Tarot-like way.  Karma is very much in the vein of Amber and Drama is "do what's appropriate for the story and the game". Everway encourages you to use whichever method, in combination or not. Making it a game that is unlikely to be GMed the same by different groups.

Brett Bernstein will be able to go in more details but there's Active Exploits. A randomless game that again uses resource allocation.
FKFKFFJKFH

My Roleplaying Blog.

David R

GrimGent should be around any minute now....

Regards,
David R

RPGPundit

No, see, this thread does belong on the main RPG forum.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

CavScout

Quote from: RPGPundit;289019No, see, this thread does belong on the main RPG forum.

Not according to Garry.
"Who\'s the more foolish: The fool, or the fool who follows him?" -Obi-Wan

Playing: Heavy Gear TRPG, COD: World at War PC, Left4Dead PC, Fable 2 X360

Reading: Fighter Wing Just Read: The Orc King: Transitions, Book I Read Recently: An Army at Dawn

HinterWelt

Quote from: Consonant Dude;288986Do you mean just diceless or randomless? I don't have time to explain games in detail but check out reviews of those I mention :)
For now, let's stick with diceless.
Quote from: Consonant Dude;288986First Marvel RPG was regular "dice game"

Second Marvel RPG (SAGA) was a diceless game. It used cards instead for resolution. Because you had a "hand", there was an element of chance but you could manage your hand, so it gave players more control.

Third Marvel RPG was not only diceless but randomless. You allocate stones to your actions.
Wow, really? I would not have guessed Marvel anything would be diceless. All I know of Marvel was some game int he 80s. I do not think it was diceless.

Do you know who produced these games?
Quote from: Consonant Dude;288986Everway has three resolution method. Two of them (Karma, Drama) are randomless and the other (Fortune) is diceless, using cards in a sort of Tarot-like way.  Karma is very much in the vein of Amber and Drama is "do what's appropriate for the story and the game". Everway encourages you to use whichever method, in combination or not. Making it a game that is unlikely to be GMed the same by different groups.
That seems more a card game but I see what you mean. Everway did not do so well in the market right?
Quote from: Consonant Dude;288986Brett Bernstein will be able to go in more details but there's Active Exploits. A randomless game that again uses resource allocation.

Ah, I even have this one. What was I thinking!

Thanks.

And just for the record here is my diceless game called DRATS. It is essentially a recsource allocation game where you earn Action Points by playing out your character's Traits in game. You then are able to buy actions with them.
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

Ronin

The first edition (FASERIP version(FASERIP being the attributes abbreviated, used to identify the first game)) and the second (The SAGA, version) were both produced by TSR. The third was published by Marvel Comics itself.
Vive la mort, vive la guerre, vive le sacré mercenaire

Ronin\'s Fortress, my blog of RPG\'s, and stuff

HinterWelt

Quote from: RPGPundit;289019No, see, this thread does belong on the main RPG forum.

RPGPundit

I was trying to keep the threads together so the format could be somewhat the same. Also, OT covers a lot of ground. Will I be warned for posting to the wrong forum again?
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

droog

So 'diceless' includes games that use cards? Because there are some Forge games I have that use cards, but that might get the thread moved again. I'm getting so confused.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

David R

#9
I don't think Bill has card games in mind....but on the off chance he does...well there's Castle Falkenstein.

Edit: And GMS's Underworld which uses coins.

Regards,
David R

HinterWelt

Quote from: droog;289050So 'diceless' includes games that use cards? Because there are some Forge games I have that use cards, but that might get the thread moved again. I'm getting so confused.
This is why I started in OT. I did not want to catch another warning...or worse (duhn-duhn duh!!) ;)
Quote from: David R;289051I don't think Bill has card games in mind....but on the off chance he does...well there's Castle Falkenstein.

Edit: And GMS's Underworld which uses coins.

Regards,
David R

I have no problems with cards, roulette tables, other randomizers, resource games or what have you as long as there are no dice.

Castle Falkenstein? How does it work?

Oh, David, how do you put someone on ignore with ffvb? Hadn't you mentioned using that once?

Thanks.
The RPG Haven - Talking about RPGs
My Site
Oh...the HinterBlog
Lord Protector of the Cult of Clash was Right
When you look around you have to wonder,
Do you play to win or are you just a bad loser?

droog

Quote from: HinterWelt;289056I have no problems with cards, roulette tables, other randomizers, resource games or what have you as long as there are no dice.

I guess the oldest one I know is Prince Valiant, which uses coins. Functionally, I don't think this is much different from, say, BW, with successes on 4-6.

Forgey games that use cards include Dust Devils and Primetime Adventures. DD uses them a bit more creatively than PtA, in which they're basically just a randomiser.

There is actually a game (Fastlane) that uses a roulette wheel, but I've never checked it out.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

Ronin

Quote from: droog;289058There is actually a game (Fastlane) that uses a roulette wheel, but I've never checked it out.

An interesting way to randomize things I suppose. But who the hell has a roulette wheel handy?
Vive la mort, vive la guerre, vive le sacré mercenaire

Ronin\'s Fortress, my blog of RPG\'s, and stuff

Nihilistic Mind

Amber Mechanics: The Players are encouraged to compete in four Attributes using Ranks, determined by points spent during Auction.

For instance, Rank 1 is better than Rank 2, etc. Amber Rank (0 points spent) is better than Chaos Rank (which grants you an additional ten points to spend elsewhere, a.k.a. -10), which is better than Human Rank (a.k.a. -25).
Special circumstances and player creativity apply.

Sometimes Ranks are completely ignored and the amount of points spent determines the gap between players in terms of Attributes.

The system is very subjective and the feel can change from GM to GM, based on their own ideas of what Chaos Rank and Amber Rank can accomplish in each of the Attributes.

The simplicity of the system allows the Players and GMs to focus on the setting and the character interaction.

There is another Diceless system that I will share, but it's getting late, so maybe tomorrow, unless this thread has been moved or closed :P B)
Running:
Dungeon Crawl Classics (influences: Elric vs. Mythos, Darkest Dungeon, Castlevania).
DCC In Space!
Star Wars with homemade ruleset (Roll&Keep type system).

J Arcane

When I was in high school, I came up with a diceless system based on the "guess the  number" game.

Basically, when a check was called for, the GM would pick a number between 1 and X, where X was a variable value that determined the difficulty of the check, and the player was asked to guess that number.  If the difference between the GM's and PC's numbers were equal to or less than the player's skill at the task in question, he succeeded.  If he nailed the number dead on, it was a critical success.  Otherwise, he failed. For rolls the GM made for NPCs, these roles would be switched.

The result was a diceless game, that still had a somewhat random element to it, as the idea was not to remove randomness, but to simply create a traditional game that could be played while walking or in other situations where dice would not be available or convenient.  

The one glitch in the system was hidden checks, for things like perception checks and the like where the GM wouldn't necessarily want the players knowing the result or even that there was a check.  In order to be fair to the players I had to come up with a way for the GM to still have to play the "guess the number" game, but with no other player to choose the number he was shooting for.  I came up with a few awkward solutions like having some kind of table of results or something, but wasn't satisfied with them.

Finally one day, in a fit of inspiration, I solved the problem.  I had come up with a simple, elegant solution to the "secret roll" issue, and immediately set about furiously tapping away at my keyboard to ensure I got it all down.  Solution recorded, I put it out of my head, and headed home, promptly forgetting about it.

I came in the next day to the computer lab, and discovered to my absolute horror, that my computer had been completely dismantled.  Some wangrod had decided my computer was "broken", the same computer that I had been typing away quite happily on the day before, and so set about "fixing" it, where "fixing" meant completely disabling the thing and destroying weeks of fucking work.

It was at this point that I ceased to possess much guilt over having fought with and nearly strangled the little bastard some years prior when in Jr. High.  

I never did figure out how I did it again.  I've tried like hell over the years to think of what the hell it was, but for the life of me I still can't recall it.
Bedroom Wall Press - Games that make you feel like a kid again.

Arcana Rising - An Urban Fantasy Roleplaying Game, powered by Hulks and Horrors.
Hulks and Horrors - A Sci-Fi Roleplaying game of Exploration and Dungeon Adventure
Heaven\'s Shadow - A Roleplaying Game of Faith and Assassination