Sunday, 6 February 2022

Thoughts on game progression, and roleplay rules

 I'm a big fan of granular rules, yet over time, they get boring. So, I think, games should progressively obfuscate the simpler forms of the game, as you level up.

Game Progression as a mechanic.

Imagine you've never trekked, never strapped a backpack on, hiking boots, and gone for a walk. Those first few hours are going to be painful, difficult, full of mistakes, hardships, and things that you just can't help avoid.

But then imagine how different it will be after a month, 6 months or several years of trekking. 

After a month, the simplest issues will be worked out. the basics of packing a bag, how to put on your boots for better comfort, making sure you don't pack weird shaped items against your back.

After 6 months, ensuring you put on dry socks, and lace the boots against the grain so water flows away, and not into your boot, packing your bags for the most long term comfort, but also quick access to certain items, and packing in under 10 minutes, instead of an hour,

After several years, you'll still be learning small tricks, maybe less often maybe barely a change, but tiny incremental changes that give you extra crucial minutes of travel each day. 



My System Ideas.,

Its one of the reasons I developed the 2d12 bell curved results system, it starts of being harder, 1st level characters, you roll 2d12 and attempt to get your number under the low numbers, and while pass or fail, you gain some experience in the skill, those first few experience will be vital. You'll learn a lot, and your score will rise quickly.

Once you've gained a basic score of 20, there is no longer the need to roll for the simple stuff, this might be dealing with the minutiae or just getting the basics right. We as adults don't think about walking, talking, turning door handles or all the simple things we mastered as children, so why should your character think about any skill they've pretty much covered. The player says they do it, its a straight forward task, so they do it. If they don't KNOW its difficult, you don't tell them, (and secretly roll for that difficulty)

You do need to roll, every single time, someone says something, and ignore 99% of those rolls, so the times when its actually a roll, your players don't know the difference. The key is, does the player THINK they might fail? 

The rulebook says, if the player has a score of 20 (or more), the GM rolls, and if there are no modifiers, ignores this dice roll, unless a 12 is rolled, and the GM has a story reason to do something.

Only if there are modifiers, does this become important. 

If the player suspects its going to be difficult, let them roll, let them apply other skills for bonuses, it shows they are thinking, being creative in solving the problem. rolls = experience. 

But if the player thinks this is going to be a walk in the park, and it might be, then you roll, openly to put players on edge.

The key here is, players will get used to your rolls, and will ignore all the 'probably passed' and like real life, get into a false sense of security, Until its a fail, and then, that world of pain will teach them a lesson.

Rolling dice is barely a second, a glance, not a 12, ok, lets proceed.. but the moment on the persons face when they are so assured they'll swing across the chasm with that worn old vine as a rope, and that vine snaps, with a cloud of dust.. and they drop.. 

and their friends cast a spell, or a prayer or a quick thinking rope & hook, and they're safe, or.. a speedy healing ward as they slam into the ground almost dying.

NOTE: casting healing ward, is 1 HP to a location and 1 HP in general, it can be cast on a person as they hit the ground, and prevent death. Provided no further insta damage occurs (like falling in acid/lava/poison/fire etc) 

But, slowly, as players progress, they'll notice, they're not doing rolls for things, they're not seeing any negatives happen for simple stuff, and consciously or subconsciously they'll feel like they're getting better. This is what you want to achieve as gamemaster, getting players to feel confidence about their character. Feel like they 'Earned' it.

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