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Questions about Revolution D100

Started by Paolo_Guccione, October 02, 2015, 06:01:21 PM

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AxesnOrcs

Quote from: Paolo_Guccione;858938Yes. I am firmly in the camp of  keeping "rules that dictate how the elements of the game world interact with one another" and "rules that dictate who has narrative authority" separate. If you do not use the latter, the former will still function.

A typical example of the above concept is the difference between my BRP Mecha book and Chris Perrin's Mecha. BRP Mecha has Fate, Mecha has "Overdrive". Both are gained - among other ways - by cutscenes in which you roleplay moments appropriate to your character's feelings, in pure anime-romance style.

The key difference between the two is that in BRP Mecha you can do everything even when you have no Fate. Fate points only guarantee that you succeed at critical moments if you roll bad dice, or do some similar "probability alteration" tricks. On the contrary, Overdrive in "Mecha" is a key component of how a Mecha functions. There are some mecha powers that do not activate if you have not generated enough Overdrive: that weapon will not work properly if the meta-gamey variable is not high enough. It's a big difference: my rules keep the game world and the meta gamey "currency" on two different levels, letting you remove one level without breaking the other; Chris Perrin's rules don't.


Like I said earlier, that is my experience with BRP Mecha. No-one was using fate, I didn't even have them generate motivations, or address any of that subset of rules. The game worked fine, with the possible side-effect of much more mecha-limb-removal than might be expected if fate were being used.

AsenRG

I don't really like ulule, but this game sounds interesting. The narrative bits I might take or leave, depending on whether my home group likes them, since they like some metamechanics and despise others:).
But we all like d100, and I like your games, so I'm going to look into it;).
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Claudius

I have a question, will Revolution d100 be available (POD perhaps) for those people like me, who didn't take part in the Ulule crowdfunding?
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estar

Quote from: Paolo_Guccione;858700Another important point about which questions were raised is who decides what the outcome of an action is. In Revolution, it is not always the GM who has this responsibility. The rules say who describes the result of a single die roll, or of an extended interaction (conflict), and it is often a player who is in charge of this. The details of the mechanism which determine who describes what will be discussed in one future update on ulule.

So why this is a big deal as a defining mechanic of an RPG?

It sounds like what are you doing.

Traditional
Player:
GM: OK you slashed him across the upper arm.

RD100
Player:
Group: Uses the novel mechanic of RD100 and it is determined it is the player that narrates the result:
Player: The hit slashed him across the upper arm.

If got this right that is all fine and dandy. But it seems to me that

a) there is additional complexity introduce just allow other players to narrate other dice rolls.
b) whatever the merchanics, it has to take into account that players are biased towards creating the best result for themselves and their group. Thus introducing additional complexity over a d100 that is traditionally run.

If b is not taken into account then the game is being rather naive about how campaigns play out.

RosenMcStern

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@Claudius: the game will be available in Spring through as many channels as possible. We make full print runs of new titles, POD is an option we use only for really, really old products. And we do ship to Spain :)

Quote from: estar;865679So why this is a big deal as a defining mechanic of an RPG?

Uhm, this is not the best way of tackling this subject matter, as you are replying to some statements of mine that are - necessarily - rather generic and theoretical. I will try to bring the discussion back to a more concrete level.

QuoteTraditional
Player:
GM: OK you slashed him across the upper arm.

RD100
Player:
Group: Uses the novel mechanic of RD100 and it is determined it is the player that narrates the result:
Player: The hit slashed him across the upper arm.

First of all, if you are using a RD100 rule subsystem that nails a successful roll as a "hit with a sword that does X damage", the rules themselves will tell you what happens. No need to determine who narrates what, as any description is purely cosmetic at this level. Please refer to the AH RQ3 Gamemaster Book, page 3, the "hit the troll in the leg" description example. The rules here dictate what happens, to the level of detail of where the troll is hurt. Narration is just to add color, and the fact that the GM does it in traditional RuneQuest is just a matter of... well, tradition :) The description is pure atmosphere, no in-game mechanical influence.

The point about "who narrates what" is important only for generic in-game events that do not have such a detailed rules subsystem that regulates the exchanges of information between GM and player. Here, the outcome of a successful roll is not so clearly defined, and "who has narrative authority" becomes paramount to determine what actual changes a success or a failure determine in the game world.

A variant of the rules exists where even combat is run at a low-detail level, thus leaving the definition of in-game effects of blows to the narration, and not to rules mechanics. In this case even the above "hit with the sword" example changes greatly, as it is up to the narration to determine whether the sword slash beheaded the target or induced him to plead for his life.

But this approach is optional: if you want to run combat the classic way, you certainly can. And with no less details and fun than in a traditional D100 game.

Quotea) there is additional complexity introduce just allow other players to narrate other dice rolls.

I mentioned "rules", not "complexity". In my personal book, "rules" equates with "something that is not left to the GM alone to arbitrate", not to "charts, tables & mathematics".

In the specific case, the rule is as simple as "The loser of a conflict narrates the outcome, but he or she is not allowed to negate the other side's victory". The actual rule is half a page long, but it boils down to exactly this level of complexity.

Quoteb) whatever the merchanics, it has to take into account that players are biased towards creating the best result for themselves and their group. Thus introducing additional complexity over a d100 that is traditionally run.

If b is not taken into account then the game is being rather naive about how campaigns play out.

As you can see, the rule does take this factor into account. The players can narrate only when they lose, when they win it is the GM that decides how they win. I see no complexity in this, and no possibility to abuse the rules. The GM still has a tremendous veto power, in this case and in many others, and is encouraged to use it. It is just that he is not the only one who can make decisions.
Paolo Guccione
Alephtar Games

estar

Quote from: RosenMcStern;865695But this approach is optional: if you want to run combat the classic way, you certainly can. And with no less details and fun than in a traditional D100 game.

Thanks for replying to my question and criticism. I did some reading on Revolution d100 over the weekend and I can see the basic motivation for the project is the same as mine for creating the Majestic Wilderland RPG. You need a ruleset you can sell to do the things want to do for your current and future project. Of course you have a particular take on using the d100 rules for campaign. Which is good in my book and I hope works out for you.

I will say that you are are emphasizing what new and revolutionary about the new ruleset. I am skeptical about that approach as your audience is built around the family of Basic Roleplaying Games. My approach will be emphasizing that the Majestic Wilderlands RPG is Swords & Wizardry with additions. I do have a few surprises in store for the presentation that hopefully will give my take an appeal over and above other retro-clones. But the core of the rules is Swords & Wizardry and by extension OD&D.

So again best of luck and hope is works well for you and your team.

LouGoncey

As a kickstarter backer for R D100, I have been reading the play test files.  Seems like a BRP clone to me (which is good, because that is what I wanted).

I have to say that Advantage (the game's lingo for a special success) involves a way of looking at the dice to see if you scored advantage without using the main BRP system of figuring out what 10% of your score is.

Don't know if it is always 10% for every case, but it is close enough for government work.

soltakss

Quote from: LouGoncey;865767I have to say that Advantage (the game's lingo for a special success) involves a way of looking at the dice to see if you scored advantage without using the main BRP system of figuring out what 10% of your score is.

Don't know if it is always 10% for every case, but it is close enough for government work.

It is not 10% and rises to near enough 50% at higher skills, with more at skills over 100%. It means that people with higher skills get more advantages than people with lower skills. Compared to other D100 games, a lot more advantages.

For me, the Advantage is roughly comparable to the Critical in RQ6/Legend and the Critical/Special combined in earlier versions of RQ/BRP.
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estar

#25
Quote from: LouGoncey;865767I have to say that Advantage (the game's lingo for a special success) involves a way of looking at the dice to see if you scored advantage without using the main BRP system of figuring out what 10% of your score is.

In Harnmaster if the last number ends in a 0 or 5 (55, 90, 05, etc) the result is a critical. Whether it is a critical success or critical failure depends on whether you made the skill roll or not.

I found the basic description here.

So if you roll a success if the tens digit is higher than the unit digit you score a advantage. There are a possible 45 advantage numbers in the 1 to 100 range and it climbs as your skill grows higher.

Some rough numbers of the odds
1% of rolls will be advantages for skill = 10
2% of rolls will be advantages for skill = 20
4% of rolls will be advantages for skill = 30
7% of rolls will be advantages for skill = 40
11% of rolls will be advantages for skill = 50
16% of rolls will be advantages for skill = 60
22% of rolls will be advantages for skill = 70
29% of rolls will be advantages for skill = 80
37% of rolls will be advantages for skill = 90
45% of rolls will be advantages for skill = 100

Nifty mechanic should work well.

PencilBoy99

My friends and I are super excited about this game! Please finish it so we can buy it!

arminius

Quote from: estar;865844In Harnmaster if the last number ends in a 0 or 5 (55, 90, 05, etc) the result is a critical. Whether it is a critical success or critical failure depends on whether you made the skill roll or not.

I found the basic description here.

So if you roll a success if the tens digit is higher than the unit digit you score a advantage. There are a possible 45 advantage numbers in the 1 to 100 range and it climbs as your skill grows higher.

Some rough numbers of the odds
1% of rolls will be advantages for skill = 10
2% of rolls will be advantages for skill = 20
4% of rolls will be advantages for skill = 30
7% of rolls will be advantages for skill = 40
11% of rolls will be advantages for skill = 50
16% of rolls will be advantages for skill = 60
22% of rolls will be advantages for skill = 70
29% of rolls will be advantages for skill = 80
37% of rolls will be advantages for skill = 90
45% of rolls will be advantages for skill = 100

Nifty mechanic should work well.
It would be clearer if you'd say if those numbers are % of total rolls or % of successes. For example in HM, very close to 10% of all successes are criticals; same for failures. In Revolution, let's look at three cases: 10% skill, 50% skill, and 100% skill.

With 10% you get Advantage on a 10 only. So this is 1/10 or 10% of your chance of success.
With 50%, you get Advantage on 10,20,21,30,31,32,40,41,42,43, and 50. 11 out of 50 is 22%.
Finally with 100% as you say there are 45 Advantage rolls, or 45% of your chance of success.

So this is pretty different from RQ/BRP/HM--not that this is good or bad in itself.

I'll also note that the narration mechanic Rosen outlined appeared earlier in Trollbabe.

Claudius

Quote from: RosenMcStern;865695@Claudius: the game will be available in Spring through as many channels as possible. We make full print runs of new titles, POD is an option we use only for really, really old products. And we do ship to Spain :)
Molte grazie! Muchas gracias! :)

When it's available, I will get it.
Grając zaś w grę komputerową, być może zdarzyło się wam zapragnąć zejść z wyznaczonej przez autorów ścieżki i, miast zabić smoka i ożenić się z księżniczką, zabić księżniczkę i ożenić się ze smokiem.

Nihil sine magno labore vita dedit mortalibus.

And by your sword shall you live and serve thy brother, and it shall come to pass when you have dominion, you will break Jacob's yoke from your neck.

Dios, que buen vasallo, si tuviese buen señor!