[CamRI] Domain VSS change: Drama Pull System
James A Ruggiero
dimmak at camarillaprovidence.org
Mon Dec 10 21:51:49 PST 2007
How about:
1: Fail
2+: 1
4+: 2
6+: 3
8+: 4
10: 5 with a dramatic flare.
Fast simple numbers to remember? This assumes all players involved want
to move to script.
-----Original Message-----
From: camri-bounces at camarillaprovidence.org
[mailto:camri-bounces at camarillaprovidence.org] On Behalf Of DST RI-002
Sent: December 9, 2007 10:07 PM
To: CamRI at camarillaprovidence.org
Subject: [CamRI] Domain VSS change: Drama Pull System
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
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://camarillaprovidence.org/pipermail/camri_camarillaprovidence.org/attachments/20071211/da7f83ca/attachment.html
More information about the CamRI
mailing list