[Custom Star Wars RPG]
Malckuss:
This is only my second time discussing a game here, so please keep that in mind. I will try to adhere to Mr. Edwards rules.
I am doing this project for three reasons.
1| Tired of the SW rules going out of print, or changing to something I hate.
2| I have a game mechanic bouncing around in my brain and I need to do something about that.
3| I want to hone both my game design and technical writing skills for my main project.
The basic game mechanic is fairly simple. You receive your dice from your basic traits, be they attributes or some sort of stance trait. The basic game would use d10s, where as the Unleashed version of the game would use a single d20, and your attributes would give a +1 bonus per die they would normally give. These statistics are rated 1-10 in either version of the game.
The base difficulty for all dice rolls begins at 10. This is both to dissuade extraneous dice rolling and to inform the GM of the kinds of issues dice should be rolled for. Each rank in your skills reduces this difficulty by 1, so if you have a skill rated at 3, you need to roll a 7 or better to succeed. In the basic game, skills would be rated 1-5, in the Unleashed game, they would be rated 1-10.
My biggest current issue is one of nomenclature. I've set up character creation to mimic Atomic Highway in the broad strokes: You pick 1 Species from 20 possible, an Origin (there are 8 to chose from), and then a Sphere (a term used to encompass your realm of experience, you lifestyle, as well as your vocation and calling; there are 20 to choose from). I have labeled my skills Proficiencies, of which there are 30. I'm pretty happy with those elements.
What is driving me crazy is my basic characteristics. I want a system of "stances" which I call Attitudes that reflect the way character behave in and interact with the Star Wars Universe., as well as a system of Attributes for those more comfortable with a more traditional approach.
The link is below, and the section in question is labeled Base Traits. The primary Attitude group is based on the codes of the Jedi & Sith; the second one is based on the series of Attitudes in the Cadwallon RPG. the second set are the attributes I tried to come up with. Somehow none of it really feels up to snuff. Any assistance or suggestions would be helpful.
https://docs.google.com/document/d/1XQaL26d7ZHU1Okt31uRNppMdcTUXoSbi7nn7RdlA060/edit?hl=en_US
Malckuss:
Ok, so after getting 0 replies, I 'm going to change this up a bit. These are the Attributes and Attitudes I currently have. I would like your opinion on them.
The first set of Attitudes came from trying to distill the Jedi and Sith codes into a useable framework. The alternate attitudes are based on the ones from the Cadwallon RPG. The Attributes are an alternate system I wanted for those more comfortable with a traditional set up. They are based on the attributes from the Fading Suns RPG. Let me know your thoughts, please.
Attitudes
Passion | Quiescence
Vigor | Reflection
Aggression | Serenity
Freedom | Harmony
Alternate Attitudes
Aggression
Alacrity
Expedience
Panache
Restraint
Subtlety
Attributes
Body
Agility
Strength
Vitality
Mind
Intellect
Presence
Wits
Spirit
Panache |Reflection
Passion| Harmony
Conviction | Elan
Callan S.:
Hi. Do the players choose one stance or more from their list that suits their character as they envision them? Or if they are a jedi, they just follow all of the jedi stances you write and play is simply performing the stances (in terms of character) endlessly?
Malckuss:
Hello, Callan, and thank you for posting.
Everyone has all of the "stances" beginning at one. Some of them are better at different situations. They are self explanatory for the most part, but will have detailed write up in the finalized version. For instance, if you were trying to appeal to someone's sense of mercy, you might use Passion, using your own ardor to touch the Passion in their own heart, or if you were trying to haggle with someone, you could try using Aggression, if you were trying to dominate the deal and get one over on the merchant, or Harmony if you were trying to come to a deal that accommodates you both. Earning Dark or Light alignment bumps comes from your intention in the situation. If you used your Passion to save someone's life, you could still gain a light bump, though it might be more difficult as in the real world, sometimes acting passionately causes you to over-react, or make a judgement too quickly (this work like compels in Fate with the gm trying to "taint" you actions, the road to hell and all that). Conversely, if you decide to torture someone and make use of your Serenity to detach yourself from your inhuman actions, you are going to earn a Darkside bump.
Malckuss:
Apologies for the double post.
Ok. I've decided on my Attributes and Attitudes. A poster (The Storyteller) in the Game Development forums over on RPG.Net, and Calan, helped me focus my idea; gave me clarity. Here is what I decided to go with:
Attributes
Mind
Intellect
Presence
Tenacity
Wits
Body
Agility
Reflexes
Strength
Vitality
Spirit
Conviction
Ego
Hope
Passion
Attitudes
Dark | Light
Passion | Quiescence
Vigor | Reflection
Aggression | Serenity
Freedom | Harmony
Now to assign mechanics to Species, Origins, and Spheres, determine how much needs to be added as bonus to fill out a starting character, then I can move on to Advantages, Equipment, and Conflict resolution to vet the rules for basic characters; from there, I can work on Force Abilities. Once I have basic character creation done, I will get the wiki's link up for some peer review.
By the way, I will eventually be looking for some assistance with art and layout to distribute this as a free, yet decent looking (and reading)pdf. Oh, and character sheet ninja would be nice to have on board, too.
Navigation
[0] Message Index
[#] Next page