A heartbreaker to call my own

(1/4) > >>

Ari Black:
Hello all! I've been gaming for a good number of years now. I started out with D&D 3 but moved on to Vampire and others shortly after. I ran a few D&D campaigns but, under the influence of White Wolf games, grew disenchanted with D&D and ended up making a homebrew meld of D&D, Changeling, and Vampire. I ran a fairly successful campaign in it that dissolved a few years ago.

Since then, the PA/PvP D&D podcasts pulled me into D&D 4 which I found I liked a lot more than 3rd ed. even though I was resistant to it at first. It's a much cleaner system, I find. As I've played it more, though, I've found it undergoing the same bloat that 3rd ed. did. I had a few system ideas that I was working on and discussing with friends and they merge into a "ground-up" homebrew that had the basic tenet of removing the overarching levels of D&D (current manual: http://www.a3rpg.com/A3 Manual.pdf). I'm running a campaign in it now and one of my players mentioned that I should do a search for "fantasy heartbreaker" which is how I found my way here.

I started by reading Ron's articles on heartbreakers, which were disheartening, I'll admit. However, I'm still inspired to try and I'm going to use the points he makes in the articles as benchmarks to test my system again.

I am interested in games that are more "freeform", Primetime Adventures for example, but my playing group doesn't take to them very well. I've spun up a little system of my own inspired by some of the mechanics I've seen in other games. Right now I'm calling it Mirage. It doesn't mean anything, just a working title. The point is to maintain the player/GM hiearchy but bring the actual mechanic to it's simplest form (http://www.a3rpg.com/System.pdf). I'm worried that I've missed something crucial making the mechanic so simple but I very much like the idea so far. Comments on either appreciated.

  Thanks!

Jason Pitre:
First things first, welcome to the Forge and I am sorry if I come across as argumentative or aggressive.  I am not a representative sample of the boards and there are a large number of very helpful designers around who I am certain will provide you with feedback.   Here are a handful of questions raised in my quick examination of your posted document.

1) So, if I understand it each time you use a chip you wind up cycling them to your opponent.    The GM is strictly antagonistic to the players, and the players always work together against the GM?   If this is the case, why would players _ever_ be in conflict with each other?  Is this intentional?

2) How would you judge stakes?  If the Player declared stakes as "I get John to smile", what prevents the GM from saying their stakes were "Your home is destroyed including your wife and children and the cure for Cancer."  As you have outlined the system, there doesn't seem to be anything keeping the stakes even remotely similar in scale. 

3) It is your intent that the grizzled veteran and the pastry chef be exactly equal in skill in a battle (or a pie-baking competition) as each other?   It's a potentially valid approach, but it is best if you make decisions like that intentionally.

Ari Black:
Jason,
  Your response was neither argumentative nor aggressive. You're drawing my attention to fatal flaws in a system that I've put out to this forum for exactly that reason. Now, to address your points.

1) You're right, it doesn't make sense. What I was trying to accomplish with the chip system was a mechanic that would allow the players to "boost" one another's actions but ended up oversimplifying it to the point of self destruction. I certainly do want a system that allows anyone to oppose anyone else if they wish. I will have to rethink the system that I've laid out.

2) In the situation you described, assuming both the acting character and John are both PCs, the stakes wouldn't be set by the GM, they'd be set by John. If John's player didn't want to oppose, they wouldn't put in any chips in opposition. The GM would only be setting difficulty for environmental and NPC opponents. I see your point, though, about how the GM could step in with any random horrifying situation to nullify the player's attempt. The truth is, though, that this exists in all RPG systems, that I know of, that have a GM with infinite power. It's expected that a GM will oppose for the purpose of challenging, not defeating, the players. If you feel that my system is still to permissive, regardless of what I've said above, could you suggest a mechanic that would work to restrict these armageddon scenarios without overly restricting creativity?

3) I really did intend that everyone be the same. The notion was that any differences would come from either the player's skill or items gained in the game or both. The less built-in mechanics the less people will feel restricted to thinking in the mechanic. The notion is the mechanic is a means of quick resolution of the ongoing action the players are creating.

Jason Pitre:
1) Allowing players to cooperate is a laudable goal, so let's see if there are some solutions which might serve that purposes.   What if, for example, each player could choose one of four options and all options were mandatory.
Support Participant A (Paying a chip to their attempt)[Wager on Participant A (Potentially winning all of Participant B's attempt chipsSupport Participant B (Paying a chip to their attempt)[Wager on Participant B (Potentially winning all of Participant A's attempt chips
With multiple strategies in place, the audience can choose to alter the outcome or simply to profit from the conflict.  That might allow for some logical support and for reasonable amounts of inter-party opposition.

2) Would _both_ the stakes be set by John if both participants were PC's?   If so, John could risk "getting a cold" and declare that his opponent Robert could be exiled from their tribe, with no recourse on the part of the Jack.  Typically in stakes-setting games, each participant identifies what they would like to win.   

Dogs in the Vineyard is an excellent example worthy of reference.  I recommend picking the game up for this purpose alone, even if the idea of playing Mormon Paladins in the Wild West isn't appealing.  It introduces escalation where conflicts go from words to fists to melee weapons to guns with increasing consequences for the loser.  This way, both sides are approximately matched and determine how much they are willing to escalate.

3) Why are items any different from skills?  Why would player skill, which would predominantly apply in social conflicts, be more important then character skill?  Should the trained writer and the monkey be equally capable of writing novels?    I simply seek deeper understanding of your rationale here.

happysmellyfish:
Hi Ari,

I've just got a small thought about the d20 you're using. It seems somewhat out of place - maybe a relic?

If you wanted to streamline a little, perhaps you could use a black box. Chips are placed in the box, and then one randomly drawn to determine the scene's outcome. So there could be three white and two black in the box, giving a 60 per cent chance of white winning.

This changes the odds from the d20 system (chances can swing quickly away from 50/50) but not necessarily in a bad way.

Anyway - welcome and such!

Navigation

[0] Message Index

[#] Next page