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Author Topic: The ART of my Warplaying Game (WPG) System  (Read 673 times)

consolcwby

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The ART of my Warplaying Game (WPG) System
« on: December 18, 2020, 12:36:19 AM »
I am now able to talk and discuss a project I have been working on for the last 35 years, namely, a new type of game. I recently went from calling it an RPG, mainly because RPGs have become a TOXIC MESS of SJW bullshit and a backpedaling to the roots of RPGs. In actuality, the system itself is broken into several discreet parts - however, I am only willing to talk about THE ART, or the ACTION RESOLUTION TABLE (or matrix):
My long dissatisfaction with scaling in RPGs has driven me to a very old and venerable solution - a kind of ONE TABLE TO RULE THEM ALL approach. I understand tables and maths are no longer in vogue at the moment, however it is a necessary evil since it can handle single-man, group, and large scale skirmishes and small scale battles. The table itself is based on opposed rolls. All rolls are considered opposed, even if it is a passive check. It works, and it works well. However, it is backloaded in a way that Referees will have to be adept at math. The table is based on a ratio of ACTOR vs OPPOSER and it looks like this:



For example, to check to see if a thief can pick a lock, that lock is given a resistance factor (or DC) for the defender. Their Skill numeric is used with their Class Level added to it as the Attacker. any other modifiers may be used if the situation calls for it. The player would then roll 2D6 and the Ref would check against the table and use their own judgement as to what the result means. Therefore, if the thief was level 7 and had a lockpicking skill of 13 (combined is 20) and the lock had a resistance factor of 10, then the column this would be checked on would be 2-1. The player would need to roll 7 or higher on 2D6 to succeed.

I know ratios might seem like the WORST idea, but it does allow a 1st level fighter to scale with a 110th level Giant Dire Black Dragon, without breaking the system. It also allows combat units to enter the picture, like a typical wargame from the 1960s to 1970s. Because all modifiers are on a similar scale, dependent on what scale is being represented, I found it possible to create a truly UNIFIED system.

Okay. Now your part is to tear it to shreds! I want to publish this someday when it's finished and I truly believe this is the future! But please, prove me WRONG! :)
Thanks!
« Last Edit: December 18, 2020, 12:47:52 AM by consolcwby »
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consolcwby

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Re: The ART of my Warplaying Game (WPG) System
« Reply #1 on: December 20, 2020, 12:16:49 AM »
Allow me to state, that there are 4 Ability Scores which each have 5 Skills. All PCs have the same ones. There is no class system, per se, however it is Race which determines the starting scores. For customization, each race has 10 special abilities of which 1 can be learned every 3 levels. There are no Hit Points, but instead there is a Unit Status/Condition which can affect a PC's performance in different ways dependent on said condition and Race. Of note: There are no MAXIMUMS for skills in the system. And used Skills are advanced 1d2 to 1d6 per level. Therefore, it is possible to have a base Melee skill of 100 or beyond, given enough advancement (and lucky rolls!). So far, I am quite proud of this system, and how it can incorporate a 'new' tactical playstyle (it's actually a very old style), based on hitting an opponent in order to either back them up, have them drop their weapon, retreat, or to bleed to death. Missle fire is based more on disrupting an enemy rather than mortally wounding them (as per the chart above - if you look at the numbers, you'll find it is easier to 'hit' an opponent, but not easier to 'take them out'!).

Unfortuantely, I am still working on the trait system, as I want to incorporate background information into it. The system is based on a thought experiement I wrote down, in an attempt to disprove the whole "STORY-GAME" ideas of those who shall not be named. It actually WORKS though, much to my chagrin!   :-X
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Wiseblood

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Re: The ART of my Warplaying Game (WPG) System
« Reply #2 on: March 18, 2021, 11:44:46 PM »
At a glance...I like it. It has kind of an old school feel. Intuitive layout. (At least to my mind but THAC0 is easy for me so I might not be the best judge.) Could you post an example of play or a brief scenario? So that we can kick the tires so to speak.

Kyle Aaron

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Re: The ART of my Warplaying Game (WPG) System
« Reply #3 on: March 18, 2021, 11:52:57 PM »
I am now able to talk and discuss a project I have been working on for the last 35 years, namely, a new type of game.
You have spent too long gazing into the abyss.

You do not need 9 different levels of success or failure.

Quote
Because all modifiers are on a similar scale, dependent on what scale is being represented, I found it possible to create a truly UNIFIED system.
Nor do you need a one true unified system. It's alright if things are a bit wonky or imbalanced.

This reads to me that you have not run or played in too long. You need to get out there and play. Run this by your game group. Their shouts of joy or screams of dismay will tell you more than we can here by perusing the chart like some kabbalist parsing the thousand names of God.

Kneller

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Re: The ART of my Warplaying Game (WPG) System
« Reply #4 on: March 19, 2021, 07:08:10 AM »
I am now able to talk and discuss a project I have been working on for the last 35 years, namely, a new type of game.
You have spent too long gazing into the abyss.

You do not need 9 different levels of success or failure.

Quote
Because all modifiers are on a similar scale, dependent on what scale is being represented, I found it possible to create a truly UNIFIED system.
Nor do you need a one true unified system. It's alright if things are a bit wonky or imbalanced.

This reads to me that you have not run or played in too long. You need to get out there and play. Run this by your game group. Their shouts of joy or screams of dismay will tell you more than we can here by perusing the chart like some kabbalist parsing the thousand names of God.

+1 to all this.

And, I'm not sure what SJWs have to do with RPG mechanics, or RPGs in general, unless you're posting on rpg.net. But there's here and reddit if you really need to get away from that.

I wouldn't say maths and tables are not "en vogue". D&D and Pathfinder are still the top selling games and they have only grown clunkier and system-heavier over time. Not my cup of tea, but I recognize that means something. Frankly, I find all of that to be like those over-complicated formula exercises in algebra class where it all simplifies down to x=2. However, I think more like a mechanic than an engineer. I think that things that look comprehensive to a designer tend to work out to a slog in play. My early designs were like this. I totally covered all the bases, but it played like sludge.

The big red flag for me here is the "The player would then roll 2D6 and the Ref would check against the table and use their own judgement as to what the result means." So, you have this extremely elaborate gradient success/failure mechanic, but it's not operationalized, and the onus of actually defining the terms falls on the group. Not only that, they need to calculate a ratio every time they want to do something? In practice, groups tend to boil this stuff down to a binary pass/fail for ease of play. Between this, and something faffy like Dungeon World, I'd take Dungeon World any day. At least there, actions and the levels of success are clearly defined.

I mean, some folks think more bookkeeping = more game, but this is rather niche. Consider chess or go, two of the best games ever created. However, the rules and actions are quite simple.

Godsmonkey

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Re: The ART of my Warplaying Game (WPG) System
« Reply #5 on: April 14, 2021, 03:27:51 PM »
This reminds me a bit of Chaosiums HeroWars/Heroquest/Questworlds game originally created by Robin D. Laws. It uses opposed D20s and based on level of success, determines the outcome.

https://www.chaosium.com/questworlds-system-reference-document/

https://worldsofqw.wordpress.com/

Is a pretty good blog site for how to implement the rules.