[CamRI] Domain VSS change: Drama Pull System
DST RI-002
dst at camarillaprovidence.org
Sun Dec 9 19:07:03 PST 2007
Good Evening,
The STs stumbled on a pretty decent method for pulls that speeds mass
combat and heightens drama a bit. We'll be trying it at a few more games,
but wanted to get the domain's feedback on possibly adding it as an official
mechanic on our domain VSS. Give it a read, let's chat about it.
Unnamed Drama Pull System
The following method of card pulling is designed to be used with groups
of 5 or more participants, or in any situation where the intended goal is
high drama and time is limited. Typical situations include any scene which
could reasonably be scripted. An ST may call for the use of this system, or
it may be called for by the players in the scene. Like scripting, this
system should be employed to the agreement of all participants in a scene.
This system should not be used to perform actions players would be
highly unlikely to perform, although players are encouraged to describe
their action in more detail then "I attack him".
________________________________________________________
Mechanics
The standard set of ten cards is used. Retaining their initiative
order, players state their intended action and pull a card.
1: Failure to perform the action.
2-7: Action succeeds. Successes achieved are based of character's base pool,
minimum of one.
Example: Raza's base pool for firing a gun is 6. In this system, Jon
pulls a 6, achieving the minimum one success. If his pool was 16, he would
have two successes.
Note: If a character is pulling on a pool of zero, they must achieve a
great success to succeed. If they get a great success, they achieve one
success.
8-10: Action succeeds greatly. Successes are equal to twice the base pool or
5, whichever is lower.
In all cases, the narrator describes the result. NPCs use the same
rules as PCs under this system. This is intended for high drama and speed;
if play slows down or players begin to feel uncomfortable in the situation,
the ST should move to scripting.
________________________________________________________________________
Options:
A. Minor Trait spending: A player may spend the minor power trait (blood,
mana, etc.) to add one to the pull. This will not cancel out an ace pull.
(ie. Raza pulls a 7, but spent a blood for the action. His 7 becomes an 8, a
great success).
B. Major Trait spending: A player may spend a major power trait (willpower,
etc.) to add one success to their total (after great success doubling). For
example, Raza pulls a 7, but spent a willpower on the action. His base pool
normally allows him one success, but the spent willpower adds an additional
success, bringin his total successes to two.
C. Altered Range: STs may judge that a particular situation is more
difficult and drama dictates a greater chance for failure or a reduced
chance for great success, or both. Examples would include a climactic battle
in which the ST intends the villain to get away, or a situation where
failure seems likely (fighting a dragon that can fly while PCs are standing
on crumbling ground). ST may opt to increase the failure range (up to 1-3 =
failure, but no further), or to decrease the great success range (up to 10's
only, but the option for great success must remain), or both.
WHY?
Due to frequently changing rules and beyond-the-norm powers, large
scenes, especially combat, can get bogged down quickly. This system allows
the group to focus more on drama than numbers, however it retains the chance
quality which defines our game system. It's a happy medium between standard
card pulls and scripting.
Caveats:
If overused, this system undermines the point of our game mechanics. It
should only be used when necessary. Whenever possible, STs and players are
strongly advised and encouraged to learn the rules of the game and to have
their actions and numbers in mind before their turn in the roster.
Thanks for your thoughts!
--
Have A Great Day,
Jonathan McDowell
US2002045163
DST: RI-002-D
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