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A Quick Outline of Free Form Fantasy RPG

Started by StoryMasterV, April 05, 2012, 12:36:26 AM

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Bloody Stupid Johnson

#30
Quote from: StoryMasterV;532596I don't quite understand what you mean. Explain farther please?

Certainly.
This is an idea that cropped up in this freerpg (Heroic Golden Turbulence), which is now only archived in the Wayback Machine unfortunately. I may be off base suggesting it; its just one that I liked.
Link for the original is here:
http://web.archive.org/web/20001020092133/www-personal.monash.edu.au/~sbeattie/HGT/hgt3.htm
 
The basic idea is that there are different types of success; you subdivide your dice pool into the different types and roll them as different colours. Quoting HGT (in case the link doesn't work):
 
QuoteHGT tries to avoid putting modifiers on dice rolls and instead opts to allow players to allocate dice from their standard pool into certain focus areas, by choosing the colours of the dice. Combat already takes this process into account. For instance, if you are trying to find out information about an emperor's tomb (a Learned Arts skill crisis) you may wish to focus on finding out as much ancillary information as possible (thoroughness), finding out as quickly as possible (speed), finding out without alerting the authorities (subtlety) or avoiding misinformation (grey), or any combination of these.
 
Some suggested spectrums...

  • Finesse, the basic dice (white)
  • Caution or subtlety (blue)
  • Power, Completeness or Thoroughness (red)
  • Offset opponent's plans (grey)
  • Speed (green)
  • Thwart opponent's plans (yellow)
  • Waiting for the right opportunity (black)
Sneaking into a Temple - Martial Arts Example
 
Lau Wang is sneaking into the temple of the blood god in order to find the scripture of the armour of ancients, using his MA of 6 and the specialty stunt: stealth. He may wish to get in as quickly as possible, while avoiding death traps. This is an important crisis, requiring 2 goals. He decides on 3 dice for caution (blue), 1 dice for speed (green) and 2 dice for offsetting the death traps (grey). He scores 3 goals, 2 in caution (he doesn't get caught) and one in offsetting (he avoids the scything trap but not the secret poison spray - damn!). Because the green dice did not score a goal, he did not get out especially quickly. Now he has to contend with the imperial guard.
 
Seducing the Governor's Brother - Folk Arts Example
Pretty Huang is attempting to seduce the governor's brother Meeying in order to obtain the keys to the cells. Huang's FA is 5 and decides on the blunt approach, 4 power (red) and 1 thwart (yellow) to offset the seduction attempts of other social butterflies present. Meeying is a pushover, requiring only 1 goal. Four goals include 3 power (Meeying has no will of his own) and 1 thwart used to swat away a younger contender.
 
Researching the Legend of The Jade Ghost - Learned Arts Example
Ana Ng wants to find out who murdered the Jade Ghost. She uses her LA of 4 with specialties in legends and career: scholar. Realising that her options are limited, Ana puts all her dice into thoroughness (red), hoping to extract every scrap of information. She scores 2 goals, a comfortable success as this is a normal crisis. She finds out a lot of information, much of it apocryphal and it will take quite some time to sort through it all. At least the answer is in there, somewhere. Ana could have used a yellow dice to avoid misinformation, but now she needs to separate the lies from the truth.
 
Fixing the Feng Shui Flow of a Noodle Shop - Spiritual Arts Example
Uncle Cho is geomancer engaged to correct the feng shui flow of the noodle shop. He is using his LA 5 and the sorcery: feng shui specialty. This is an important crisis requiring one goal of any colour and one thwart goal to avoid the next door shop siphoning off the good luck. As this is a secret, the ref does not inform the player that they need to include a thwart dice, although if they did some preliminary investigation they will find out that the fish merchant is a scoundrel. Uncle Cho has no time for these subtleties and devotes all his dice to power. He scores three goals, ordinarily a success for a crisis of this sort. On the surface everything is fine until a few months down the track when the fish merchant is suddenly more prosperous than the noodle seller.

What the examples show is that by sub-dividing the pool you get various effects and consequences -a character can succeed overall, but with various side effects that the GM can use to give interesting outcomes. I think of it as being sort of the opposite of a 4E skill challenge: instead of rolling dice 10 times and getting just a pass/fail result, you roll a single pool of dice and it will tell you depending on how you allocated your dice and the luck of the roll, a whole range of things.