About two years ago I wrote about an RPG project I was working on at the time. While I still haven’t completed that project, I have put considerable more thought into it and I feel like it’s time to revisit the subject. My efforts in designing a game system from the ground up, and consequently a game world and story, have changed greatly, and now I’m working toward a slightly different goal.
Ultimately, developing an entirely new game system proved pointless in my efforts. I was trying to develop a system that would incorporate several new factors into it, but when all was said and done it was significantly easier to take another system – BRP, or Basic Role-Playing – and adapt it to my needs. My original idea was to create a system that used a broader range of options for combat, magic use and skills, and expand upon a percentage-based roll, much like BRP does. After working through several theories and trying to fine-tune a few ideas, I realized that it was much easier to just use BRP for the system, as all the other ideas I tried were more complicated – a direction I definitely didn’t want to go in. There is no reason for a game system to be more complicated than BRP, and the games that are are just too hard to get into because of it.
Following the decision to use BRP rather than develop my own system, however, I decided that I needed to create some customized rules to go along with it, mostly regarding the use of magic. BRP has a very basic magic system that works like any other skill within the game – roll a percentile dice and get below a skill number. Magic systems tend to become oversimplified if you follow this approach, with little room for specialization or growth.
In order to avoid this problem I decided to create a separate skill chart based on BRP‘s skill system, but focus on in depth customization. Players can select from different schools of magic and then select choose spells that then act as the skill.
Example: Player 1 selects the Pyromancy school of magic. He or she then has a certain number of skill points to assign here at character creation based on a formula – which is still being developed, sorry. Player 1 has 60 points to assign, which he or she decides to sink into two different spells – Fireball and Heat Manipulation. This allows Player 1 to create a sizeable ball of flame that can be launched at a target, such as a fire to light it or an enemy to damage it, while also manipulating already existing fire’s temperature – cooling a fire in order to keep it from spreading, perhaps, or increasing its heat in order to melt steel. Player 1 puts 40 points into Fireball, allowing him or her a moderate chance to create one of whatever size is preferred, and high accuracy when throwing of it. This leaves 20 points for Heat Manipulation, allowing for a low margin of success, but one that can be cultivated later.
This type of system allows for complete customization by the player while still keeping it simple and controllable by the game master.
However, there are so many other considerations that go into creating a game that is unique that I had to dabble a bit more with the BRP system and customize a few other factors. For one, certain skills didn’t work for the world I was creating, while a few new ones were necessary. The BRP rule set is designed for mostly real-world, modern settings. By adapting this, I can easily customize it for a post-apocalyptic horror game. I removed skills like Accounting, Anthropology, Drive, Pilot and Psychology and replace them with Barter, Ride (Horse), Magic, Scavenge and other skills more appropriately suited for survival in a harsh wilderness. This allows me to focus the ideas of the game more and set a better mood.
The final touch was in creating a system to control health. Not hit points, but rather disease, starvation, dehydration and other factors that would be more likely to affect the players. I decided to steal a page from Call of Cthulhu for this one. Much like Power affects Sanity, and the new rule set for CoC includes Luck – I could incorporate Hunger, Hydration and other attributes. This would allow me to create a pressing need for players to conserve water and food, and set a threshold for when their hunger began to negatively affect their ability to perform actions.
To be continued…