[A System w/ No Name] Basics

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Marc Truant:
A friend and I have started work on a new system as of recent after he found the New World of Darkness (the Storytelling System) limiting and ultimately uninteresting. Work just began last night, where we started by looking at what we liked from nWoD's system and what we didn't like. Some modifications here and there and we ended up with an entirely new system.

Well, the very basics of it, at least.

While not much is currently detailed, we've worked on basic character creation and some combat. Though it's not a very "unique" system in that it's not cutting edge or very fluffy (it actually comes across as quite crunchy at the moment), all we need to know is... Does it work in its current state and do any of you have suggestions?

I suppose a few of you will immediately dismiss the game for it's current lack of background or fluff, but again, these are just the very basics. Please note that magic isn't entirely worked out yet and there's still some balancing issues here and there.

Click!

Lemme know any of your suggestions, questions, and concerns so we can be on our way to make a fully functioning system! :) Again, it's not an entirely new idea, but we'll worry about that in a bit...


edited to fix the link - RE

Mike Sugarbaker:
To tell you whether this works, we have to know what the task is that it's supposed to work for. You say that nWoD felt limiting; what were the limits you hit?

Equilibrium looks fun. What are your experiences with systems that use continua like that?

Marc Truant:
Quote from: Mike Sugarbaker on January 31, 2011, 07:20:34 PM

To tell you whether this works, we have to know what the task is that it's supposed to work for. You say that nWoD felt limiting; what were the limits you hit?

Equilibrium looks fun. What are your experiences with systems that use continua like that?


The limits we felt were mostly based in the setting... Also that our characters felt like schmucks and we wanted to up the ante a little.

And my experience with systems like that? I'm sure there's something, but nothing comes to mind yet. I'd say there's definitely an influence of the "good or evil" paths in recent video games, how you can shift between one or the other depending on your actions, but with our system, it's not necessarily good or evil on a spectrum. It's just whether you show confidence/arrogance or caution/reservation in your actions.

Callan S.:
Hi Marc,

There's an RPG called The riddle of steel, which has spiritual attributes. Each SA is named by the player, say one is called 'love for my son' - each time the character pursues that goal, he gets an extra die for the dice pool (up to five extra dice).

Your equilibrium sounds kind of along those lines (though with it's own sort of spectrum it's dealing with).

With the riddle of steel, the game kinda revolved around spiritual attributes. Does your game revolve around equilibrium?

What might be interesting is instead of having a negative to stats, players describe some relationship their character has with NPC's, or their job, or other life stuff. They describe one that would be negatively impacted by impulse, and a second one that would be negatively impacted by restraint. Now the more they push toward one end of the spectrum, the more the other is basically boned. Like full impulse means my job as a photo journalist is suffering at -5. A bit like spider man has his love life or job suffering at various times.

Also, what I'd kinda say is that if the game doesn't revolve around equilibrium, it's either saying nothing at all or devoid of challenge. Equilibrium, and when a character might shift his position, seems interesting play if play revolves around it alot. (Ah geez, I feel like I'm doing a Ron here - jumping on a feature and insisting on it's significance/to bring it to the fore (note: simply mild teasing here))

Marc Truant:
Quote from: Callan S. on February 01, 2011, 12:24:38 AM

Hi Marc,

There's an RPG called The riddle of steel, which has spiritual attributes. Each SA is named by the player, say one is called 'love for my son' - each time the character pursues that goal, he gets an extra die for the dice pool (up to five extra dice).

Your equilibrium sounds kind of along those lines (though with it's own sort of spectrum it's dealing with).

With the riddle of steel, the game kinda revolved around spiritual attributes. Does your game revolve around equilibrium?

What might be interesting is instead of having a negative to stats, players describe some relationship their character has with NPC's, or their job, or other life stuff. They describe one that would be negatively impacted by impulse, and a second one that would be negatively impacted by restraint. Now the more they push toward one end of the spectrum, the more the other is basically boned. Like full impulse means my job as a photo journalist is suffering at -5. A bit like spider man has his love life or job suffering at various times.

Also, what I'd kinda say is that if the game doesn't revolve around equilibrium, it's either saying nothing at all or devoid of challenge. Equilibrium, and when a character might shift his position, seems interesting play if play revolves around it alot. (Ah geez, I feel like I'm doing a Ron here - jumping on a feature and insisting on it's significance/to bring it to the fore (note: simply mild teasing here))


To address your concern, Equilibrium will have both an affect to stats and story. The basics document is simply describing the game/rule aspects of the system, but as far as story goes, it's up to the player and GM as to how it'll work...and it's very much encouraged.

We want the system to be as limitless as possible, in a sense, and easy to play alongside a story...and of course, we're still working on the system itself so it's balanced, accessible, and fun.

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