Skill system: use of phrases
jebailey:
My original skill system was based around verbs. Players would choose skills such as "shoot", "hide", "sneak." This worked, but my players wanted something that could be more specific.
In bouncing ideas around I came up with the concept of skill phrases. When selecting skills the players can choose words that are either verbs, adjectives, or nouns. When stating what they are doing, every word that is in their statement of intent that is also in their skills list allows them to add the associated pool of dice.
So here's a sample skill list:
Shoot:3
Hide:1
Open:1
Lock:2
Armor:2
Repair:2
sample statements of intent:
Hide in the shadows (hide +2)
Open the lock (open + 1, lock +2)
Repair the lock (repair +2, lock + 2)
I'd appreciate any thoughts and feedback.
gtroc:
you should check out Wushu, as it does something similar. it might help you sort out what you are looking for.
jebailey:
Quote from: gtroc on September 08, 2011, 09:30:28 AM
you should check out Wushu, as it does something similar. it might help you sort out what you are looking for.
Thanks for the link. Not quite the same, as in Wushu the more you describe the more pool you get. While in my system you predetermine the key words that provide you increases.
But I do see how, by giving my players for fluidity in how they select the words, it would encourage greater invention in their descriptions.
stefoid:
Hi, What do you think the phrases are bring to the table? why do you want to use them? Maybe the following can generate some ideas.
My own game, Ingenero uses 'plays' which are a description of something specific a character can accomplish. Its like one of your phrases, but is meant to include descriptive terms to provide imagery and, collectively, a sense of the characters style. A play describes something a character can accomplish, and if the play is successful, then thats exactly what does happen - there is no need to interpret a successful dice roll. What occurs is exactly what is described by the play. If your play is opposed by another characters play, then whichever play is successful describes what happens next without ambiguity or modification.
http://ingenero.wordpress.com/
i.e. (a realtively unremarkable commando style character)
+1 Unleash a burst of withering automatic fire
+1 Fire an automatic weapon in short controlled bursts at a single target
+1 Shoot a pistol rapidly and accurately, even while moving or diving
+1 Rapidly identify and make use of the best available cover
+1 Sprint down low while darting abruptly from side to side to avoid fire
+1 Block a melee attack efficiently with an elbow or knee check
+1 Silently dispatch an opponent with a surprise knife attack
+1 Advance silently through cover, weapon at the ready
The other difference is they are derviced from a broad base rather than a specific base. for instance a character might have a base stat 'soldier' which allows him to attempt all manner of 'soldierly' actions. The player is encoruaged to take as broad a base stat as possible - the game wants capable, relevent characters.
For instance, the list of skills in your example below
"Shoot:3
Hide:1
Open:1
Lock:2
Armor:2
Repair:2"
could be covered in Ingenero by "Commando" or "Partisan" or "Scout", etc... whatever makes sense in the setting.
Callan S.:
To humour the forum owners you'll need a link to some sort of document or web page you have about the game (if you have a blog, just link to a page where you've mentioned the game! >:) )
Anyway, yeah, it's the old question of "What are the players actually doing, in RL in terms of gameplay, when they describe what they are doing?"
In one game I wrote, players got bonus points for including randomly determined scenery in their description.
One idea might be to have it as is, but the GM determines that in each situation, which certain keywords get double the dice (or half again, or whatever extra amount you wanna have). The players then want to try and use appropriate words, since those will get the bigger dice pools.
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