I’ve switched from my novel to doing a bit of work on the Stack based RPG this week. If I’ve not mentioned this before, this is a RPG that utilizes Warhammer style careers but stacked in a related series. The plan is to give bonuses to those players who go through a stack without jumping to a different one, but leave it viable for those who want to jump around to get a more diverse set of skills and abilities.
This week’s work has me fleshing out the system mechanics and working up various lists. Lists of talents and abilities, lists of spells, and a list of skills.
Skills have always been a sticking point when designing. Do I want to have a skill for all conceivable player actions? This leaves me with a long list, the majority of which will never see any apprecable play, let alone do more than give some characters a smattering of flavoring. It doesn’t advance the playability of the game or the character. On the other hand, I could aim for haivng a majority and let the GM and Players do some clean up if they find something I’ve missed? That gets rid of a certail level of customazation I know that some GMs and Players really enjoy having.
It also leaves them with an additional task when creating a character.
With either choice, I’m often stuck on this part of the game for weeks going back and forth.
So I’m trying to do it different with this game.
Last night, I had the idea that the careers have inherent, but litmited, skills and/or abilities (whatever you want to call them) which are directly related to what the career is named. That is if your character starts life as a Baker, then obviously, they’ve had some training and expreience baking goods. In making this a rule, both the player and the GM can safely make the assumption that if anything baking related suddenly becomes important to the story, then this character has the capacity to deal with it. How well they can deal is where dice come into play.
This cuts me free from having to stick in a dozen or more of the more function style of skills. At the same time, it also keeps the sorts of custmozation and character flavor options in there, should the Player or the GM want to go that route.
Which is good. I like that I can keep the skill list short-ish. It means that players are going to have a better chance at doing things, more often because their characters will have the skills to do so.
But then there are the meta-skills.
Perception, awareness, search, and their brethern. Where do they fit in?
Anymore, it’s something of a rite for players to expect, once a session to miss some detail or clue because of a botched test of one of those listed above. It is disheartening and frustrating when it becomes apparent that this was curcial in order to get through the rest of the session.
That player part of me wants to eliminate those failure points. Move to something like the Gumshoe system which gives the characters all of the clues and then uses their skills to put the links between them together. It’s a nice solution which keeps the players invovled in the story and less involved in statistics and dice.
“But,” the GM in me interrupts, “what if the situation calls for the players to be distracted at a crucial clue gathering moment? Or if the GM feels they need to work for a clue to the plot? What then?”
In those situations a skill check certainly feels more appropriate but this doesn’t get us past the underlying dilemma — the use of randomness to advance the plot, rather than using character action to do the same. I’m not saying that randomness isn’t a part of RPG patterns, but I have become suspcious when it’s used for plot.
More thinking is needed before I come to a decision.