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Deceptively Simple PBP System

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The Deceptively Simple PBP System (DSPS)

I have been thinking about a simple PBP system that can incorporate all d20 systems, but that also prevents games from dragging at a glacial pace. The best I could come up with is little more than a slight modification, along with a different explanation, of the SimFanSys. See http://simfansys.wikispaces.com/. There is a lot of good stuff in SimFanSys, which I shamelessly thieve by espousing this DSPS system. DSPS is a freeform system that should be simpler and more direct.

The Controlling Concept

The GM has to be “basically fair and reasonable,” and err on the side of letting the players do what they want, within reason. The players have to be focused on 1) acting out the character, 2) making the story, and 3) building the game world in whatever way the ever-evolving and mutable story directs. The game world is the PCs’ world, meaning the characters’ world. It is also the players’ and GM’s world, but not merely theirs. And, the collaborative story is the polestar.


The Basic Mechanic

The basic mechanic is: GM rolls to determine every chance-based contest, but the GM and the players can break-down the contest into however many rolls they see fits, and however they determine works best in that given moment. Use whatever dice-rolling feature is built-into the forum software. It can be one, a few, or many rolls. A contest can be combat, social interaction, some non-combat physical act, or anything a person would roll for in a d20 game. The roll = d20 result + player’s storytelling modifier + any situational modifier + character’s level modifier (if the contest employs the PC’s class or chosen ability, see below). The roll succeeds if it is greater than or equal to the DC. DC is set at GM’s discretion, but this places the GM squarely in charge of game-balance in addition to storytelling. Nevertheless, since it is a PBP game, the GM has some time to mull over the appropriate DC. All of this data can be told to the player before the player makes the final decision to act, if it is helpful/desired. Or, the GM can keep it confidential. The level modifier is the character’s level number (e.g., lvl 5 = +5, etc). A situational modifier is anything unusual about the scene that may affect the outcome of the contest, either positively or negatively. The amount of the situational modifier, and whether it is positive or negative, is determined by the circumstances. The storytelling modifier is determined by the player’s forum post/s related to that act being rolled for, determined by GM’s discretion. The storytelling modifier is, basically, a GM’s grade given to the player’s storytelling and roleplaying as it pertains to that specific act; so be careful, fair, and flexible with this. Players and GMs can argue over the situational modifier and whether the level modifier should apply (in the OOC thread), but there should be no argument/haggling over the storytelling modifier even when there is disagreement (and there certainly will be). Enticing good, solid play with storytelling or roleplaying modifiers is the crux of this system, and the lynchpin that holds it all together. If the GM fails at this, everything about that PBP game fails.


The Reward Mechanic

The greater the success of any given roll, the greater the reward for succeeding at the contest. The negative-inverse is also true. For example, if the contest is combat (resolved in one roll or very few rolls) and the roll is much higher than the DC, perhaps greater treasure is found or the PCs retain more net HP when the fight is over. If it were a social interaction, better rolls would mean better deals. If the contest is combat and the roll fails, perhaps the characters barely escape with few HP remaining or with some lost equipment (maybe could spend XP to heroically recover lost items just as the party escapes or to otherwise mitigate the negative consequences of the failed roll, see XP below). If the roll is very far below the DC, perhaps character death occurs (or requires a lot of XP be spent to overcome death). Similar ideas apply to non-combat contests. Imagination is the limitation, and the advantage.


The Character Sheet

This is almost the same as the SimFanSys. The character sheet is nothing more than a base class (ex: rogue) and one base ability (ex: charisma), plus the character's current level. The players can be any base class from the d20 genres, with a focus on one of the primary six abilities. Any time a die roll (or check) employs aspects of either the character’s class or the character’s chosen ability, the roll is granted the level modifier (see Basic Mechanic, above). If the GM chooses, the character’s race may also bestow bonuses to rolls employing aspects of that race. To use an obvious example, if a thief tried to pick a pocket, that roll would get the level modifier. If the contest employs both the class and ability, then an increased modifier might be appropriate in certain instances. If race is used and the act employs all three, a rather high modifier that almost guarantees success might be appropriate. If the contest only partially or tangentially uses aspects of the class or ability, then perhaps the modifier is proportionally less than what it might otherwise be (i.e., less than the character’s actual level, but still a positive bonus). In other words, there are infinite gradations that could be applied to determine the exact modifier—but, be careful with this. The default rule is: if a level modifier is granted, it should be equal to the character’s level. If the contest does not involve either the class or the ability (or the race), the GM might decide that spending one or more XP points will bestow the level modifier to the roll. Alternatively, maybe one or more XP points are necessary just to attempt the act (because the act is so different from the PC’s class and chosen ability) and additional XP must then be spent to bestow the level modifier. A simple example of this a barbarian focused on strength who attempts to cast a lightning bolt spell. In any event, the spending of XP depends on the specific circumstances, people’s imagination, people’s storytelling ability, and the story itself. Lastly, the GM might also allow the players to focus/refine their class as levels are gained (the equivalent of gaining new powers and skills, and somewhat similar to taking a prestige class or multi-classing). Doing this would grant an additional bonus on contests employing specific areas of the class that are focused-on and refined by the player. However, there are no powers or skills to add to the character sheet. Instead, the character is simply developed in a purely textual sense, through prose. If there is anything substantive to the character sheet, it is merely the player’s prose, not numbers. The character's current level should be the only number.? Further, it is up to the GM to grant an appropriate modifier when these more-focused aspects of the character are used (just like it is up to him to determine the appropriate DC). This is something that must be handled on a game-by-game basis because proper management of it depends on the nuances of the group and the game. A good GM is probably worth his or her weight in gold, because it is a hard job. This system depends on an effective GM.


XP

Levels are purchased for 20 XP, but this purchase amount can be adjusted if desired. The cost per level might increase as the levels increase. For example, the cost-per-level may be 20 + the lvl being attained.? However, a flat 20 XP cost-per-level is simple; and is, therefore, the default rule. It should be understood that PCs do not build-up XP overtime like in a traditional d20 game. Rather, XP is awarded to and spent by the PCs, just like money or gold (but its the GM that acts as the merchant, so to speak). This idea comes from some of Monte Cook’s discussions regarding Numenera. See http://www.numenera.com/more-on-experience-points/. XP can be spent in any way that is appropriate for the game, the story, and the characters. It can be spent to do anything that is unusual for an RPG hero, or for that particular RPG hero.? Spending is XP is always up to GM's discretion, erring on the side of allowing the players do what they want to do when it is a close call.? If the GM has serious reservations about permitting it, increase the cost just a little bit more and permit it.? Balance is always hard, and never perfect.? XP is awarded by the GM however he sees fit, but is primarily awarded for good storytelling and good roleplaying. Of course, it is also awarded for completing important plot elements (e.g., rescuing the princess, defusing the bomb, etc). In awarding XP, the GM has to be “fair and reasonable.” In other words, just don’t be a jackass, and err on the side awarding XP and letting the players do what they think is best—as long as the players are being reasonable. It is when the player wants to do something “unreasonable” or unusal for that character, that the character must spend XP to do so. The crazier or more unusal the idea, the more XP needed to do it. Examples include heroically dodging a lethal hit, or convincing a highly distrustful NPC to consent, or a shy character going on national television to court fame and fortune (well, in modern genres). XP is spent on actions that are out-of-the-ordinary, even for the heroes. This requires both players and GM to be flexible and fair, and focused on the story. Obviously, this requires a deft touch by the GM and the players. This is the nature of gaming and collaborative storytelling.


The Benefits and Difficulties of DSPS

The benefit of this system is that combat, or any contest, can be as quick or as slow is needed, and still retain any desired features of any d20 setting. An entire encounter can be glossed over in a single roll, or broken down turn-by-turn. There is nothing worse than spending months playing out one encounter via PBP posts, never giving the story a chance to develop. But, more to the point, this system encourages good storytelling as long as everyone is on the same page. It is up to the group to collectively decide what is appropriate. This could easily devolve into an ugly situation, I am sure. This is the difficulty of the system, but this difficulty is unavoidable in any game, no matter the system. Just don’t pee in the sandbox, and all should be fine. The other big difficulty is game balance, but, again, this is always true when running a homebrew operation—whether a homebrew adventure, campaign, or game system.? The GM controls the world outside of the characters, and the players control the world inside of his/her character. This gives the upper hand to the GM. However, it must be remembered that the world is the characters' world, at least as much as it is the players' and GM's. The story is about the characters. This is why I call the system deceptively simple. It is, actually, pretty complex (and I also realize that this is not what is traditionally meant by the colloquialism). This system is the antithesis of a rules-heavy crunch system, where the crunch serves merely to keep the players from arguing with the GM. This DSPS system could easily devolve into a skirmish of arguments, and there are almost no rules for either side to fall back on. Everyone bears responsibility for making a good story and a fun game. Once the GM sets the stage, the players should make the world whatever it needs to become. A good GM will know where to draw the line, and where not to, to make it enjoyable for all. This is true with ALL systems.
I am interested in starting up a PBP game to test this out, and was looking for thoughts/reflections on this basic layout of the system. Any ideas? Is there anything that I am leaving out from this explanation? Do you see any problems with this? Pitfalls for gamers employing it?
 

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Looks pretty solid for what you're trying to accomplish.

I like the heavy reliance on GM adjudication and the simplified character sheets/stats.

I am curious about something, though. What is the modifier range for roleplaying? It seems to me that if you really want it weighted as heavily as it seems you do, it should account for about 50% of the check result. In a system that basis results on the magnitude of success or failure, you'll probably want such largish modifiers to provide for a wide swing between the minimum and maximum results.
 

What is the modifier range for roleplaying? It seems to me that if you really want it weighted as heavily as it seems you do, it should account for about 50% of the check result. In a system that basis results on the magnitude of success or failure, you'll probably want such largish modifiers to provide for a wide swing between the minimum and maximum results.
That is a good point as to the "wide swing." I am going to have to think about a good answer to the question about the modifier range. But the simple answer (and cop out, kind of) is that it is up to the GM to adjust this range in response to the game, story, and particular situation at hand. However, there needs to be a default or general guide. Thank you for pointing out this issue. I will be thinking about this modifier range.
 

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