Friends, Gamers, Editors, Lend Me Your Ears! (New Rules)

Do these rules makes sense?

  • Yes

    Votes: 1 25.0%
  • Mostly

    Votes: 1 25.0%
  • It's Confusing

    Votes: 2 50.0%
  • No

    Votes: 0 0.0%

GMMichael

Guide of Modos
Do you:
  • love reading about RPGs?
  • consider yourself a grammar fanatic?
  • enjoy bashing on RPGs that aren't yours?
  • have a minimalist streak?
  • want a new, free, game to play?
  • exhibit none of the above?
If so, follow the link below to an 11-page, medium-type-size .rtf of Modos RPG game rules presented in a newly discursive format. 11 pages is a lot for anyone to read these days, so you can use the table of contents to quickly find what might interest you, whether that's a grid-free movement system (Positioning with Postures), a skill-based, non-Vancian magic system (Magical Powers), or how you might give your werewolf a fearful howl even when there's no rule for it (Standing out with Hero Points). The rules are discussed in a progressive order, so if something doesn't quite make sense, you might want to look at an earlier section for more explanation.

Free view on ProtonDrive (1st draft)

Streamlined edit (pending)

Please let me know what works for you and what doesn't, because my goal is to provide a simple walkthrough of the rules that's more interesting than the 5-page rules catalog (which is still at ObsidianPortal but harder to access), and less bulky than the 80+ pages of Modos 2. I'm intending to add some charts to aid with visual learning, and to add some level of formatting and graphic design, so the file is just fodder for wordsmiths at this point.

Share your (hopefully updated) opinion in the poll, ask or comment on whatever you'd like, and I'll update the link when the file gets updated.

Thanks for reading, and thanks will also be in the form of a free module once this is all finished!
GMMichael

Consolidated sections follow. Catalogued rule references appear like this: (000).

Modos RPG is best played with four to six players. One player chooses to act as the Guide of Modos (GM) who will set the scenes, moderate the rules, adjudicate player-character (PC) ideas, and dictate non-player-character (NPC) activities over the course of the game (000). The rest of the players role-play as protagonists: the PCs. Players will use a standard set of polyhedral dice and paper or electronic character sheets.
The Guide creates a Campaign Theme which sets the tone for the game and gives players an idea of what to expect regarding setting, play style, and rulings (001). For example: "this is a game of high fantasy with titans and strategic combat. In the land of Arkynax, similar to ancient Greece, wizards and warriors go toe-to-toe against huge enemies in epic battles that shake the pillars of Earth." The campaign theme is important for adding focus to the many decisions that GMs and PCs face while setting up and playing the game.

Before you start making your character, there's one mechanism you'll want to know about because the rules revolve around it: the Contest (002). It is your d20 roll versus the Guide's d20 roll, and you will usually add an Attribute Bonus to yours, while the Guide's roll adds Difficulty (more on these later). There are three types of contest outcomes: Pro, Con, and Tie (003). If your roll is higher than the GM's roll, it's a Pro, a favorable outcome. If it's lower, it's called a Con, an unfavorable outcome. Sometimes the results will Tie, and the Guide decides if the outcome was neutral or if you should roll again. Whatever the result of your contest, you should suggest what that result means - what happens - so you can help the Guide continue the story. Throughout the game, you have the option to Halfmax your roll. To do so, before your roll you will tell the Guide that you are going to halfmax, and you treat your die roll as though it shows half of the die's maximum roll (012). This can save time as well as ensure that you don't get a bad roll when you don't want to risk one.

Every character has a character sheet, which is simply a collection of the elements that make up that character. Some characters take up both sides of a page, like a detailed, high-level player-character. Others, like a simple NPC, are just a name, character level, and short concept.
To build your PC, start by creating a Character Concept: a short description of the ideas that define your character (100). The Campaign Theme can help you focus on a type of character. Include a Flaw: something about your character that isn't perfect (101). Get your character motivated with a Goal: something the character wants to achieve on a short-term or long-term basis.

Characters have three Attributes that help them interact with the rules and give them a bit of definition, called Physical (P), Mental (M), and Metaphysical (MP) (103). Physical represents bodily presence and activity (105). Mental is for senses, thought, and knowledge (106). Metaphysical is for spirit and relationships (107).
Each attribute gets a score, which indicates higher ability or better fortune as it increases. The Guide might ask you to roll your initial scores or assign fixed scores. The average person scores are 10, 10, and 10, or for a slightly more realistic game/character: 12, 10, and 8.
Your attribute scores determine how many bonus points you get when rolling contests based on that attribute: the Attribute Bonus (104). Your bonus increases by one point for every two attribute points above 10, and it decreases by one point for every two attribute points below 11. For example, attribute scores of 6 and 7 have a -2 bonus (penalty), scores of 8 and 9 have a -1, scores of 10 and 11 have 0, scores of 12 and 13 have a +1 bonus, and scores of 14 and 15 have +2.

Elements that make your character exceptional are called Perks (112). Some perks let you bend rules, and some provide other benefits beyond what skill points or attribute points do. Perks can be chosen from the Guide's list or module list, and you gain one at each character level.

Unlike the persistent skills and perks, Hero Points are renewable features that give you a heroic benefit once per day (114). You decide what your hero points do, within the limits of the campaign theme and the Guide's recommendations. You can spend a hero point at any time, and if you need to roll a contest to determine the quality of the outcome, the hero point lets you add a d6 to your result.
Your hero points renew daily, but the Guide can also renew a hero point as a reward (116). The Guide will usually renew a hero point when you role-play your Flaw to hinder progress toward your Goal.

Characters gain levels when awarded by the Guide. A character level is a measure of the character's accomplishment or power. You start play with at least one character level, and each one grants you an attribute score point, a skill point, and a perk (113). You can apply these however you like when you earn them. When a new fictional day begins, you get one hero point per character level. Your character level is also a limit; you cannot have more skill points in one skill than you have character levels (110), and you cannot have more hero points than you have levels (115).

What possessions you need to record, called Gear for short, depend on the campaign theme and the gear List provided by the Guide. Two common types of gear, weapons and armor, are called equipment and provide your Physical damage and protection. Weapons cause Physical Damage, indicated by a type of die, like a d8 sword (309). Armor, which provides Physical Protection, reduces physical damage and is also indicated by a die type. In addition, armor has an encumbering effect as it gets bigger and heavier. Such armor has a Physical Penalty, which reduces your Physical attribute score, which in turn reduces your Physical attribute bonus, while you're wearing the armor (316).

A lot of Modos RPG is just role-playing: saying things as your character would, describing what your character does, creating fictional story with the other players. When your ideas conflict with the Guide's ideas, or when the Guide wants the rules to weigh in on what happens next, the Guide asks for one or more Contests. The process of using contests to shape the story you create is called Simple Conflict.
When in simple conflict, you will get to add various bonuses ("penalties" if subtracted) to your contests (007). The default bonus is your attribute bonus. For example in a Physical Contest, like pushing a stubborn mule, you roll a d20 and add your physical bonus to get the result. Sometimes you'll have a Skill that could improve your outcome. You can also add the skill points from that skill to increase your result. Tell the Guide which skill you're adding if it's not obvious. For example, if you have two skill points in the "farmer" skill, then that would probably make you better at moving mules. You would add two points to the contest result when using the Farmer skill.
Another type of bonus is called Difficulty, which can represent factors in favor of, or against, any particular effort (008). You will usually see Difficulty as a bonus to the Guide's contest that opposes yours, so it's called a Difficulty Contest (010). In the above example, you're trying to push a stubborn mule, and the campaign theme implies that this would be a Difficult task. The Difficulty Table (009) recommends 8 bonus points for Difficult tasks, so the Guide adds 8 to the difficulty contest. Difficulty can work in your favor, too. In the mule example, you might have someone helping you push the mule. The Guide decides that having a helper is worth one difficulty benchmark, and says that you get 4 difficulty points to add to your contest.
The contests in a simple conflict don't tell you what happens; they tell you how it happens. Your ideas still guide the story along, shaped by the Pro, Con, or Tie results of your contests.

Combat:
Combat begins when the Guide calls for an Initiative Contest from all combatants (212). The call can be simple, like "roll initiative," or something thematic, like "battle stations!" It is a d20 roll plus your choice of attribute bonus. Characters take turns in order of highest to lowest initiative contest. Your initiative contest is also a tie-breaker; if timing is important in resolving an action, the character with the higher initiative contest acts first.

Combat takes place in rounds, and you get three Actions to use each round. After the character with the lowest initiative contest ends his turn, you lose your unused actions and the round ends. The Action List provides examples of actions that you can take. Common actions are Attack, Defend, Change Posture, and Flee, but if what you want to do isn't in the action list, just tell the Guide about it. The Guide will tell you how to do it and how many actions it will cost.

When your turn begins, you are the Initiating Character (213), and you get two benefits over the other characters in combat. One, you initiate the actions, which means that any characters wanting to React (see Defenses and Protection) must first wait for you to use an action, and your initiative contest is treated as the highest until your turn ends.
Two, you can Combine Actions only during your turn (204). When you combine actions, you use two or more actions to accomplish one task, like casting a magic spell or performing a three-hit combo. For any action after the first, you can use the result of your previous contest instead of rolling a new one. The last contest determines your outcome: Pro, Con, or Tie.

In combat, your typical goal will be to cause more damage to your opponent than she can sustain. To do so, you use an action to Attack. An attack is a Physical contest plus your attacking skill points if you have an attack skill (004). If your attack is a Pro or if your opponent doesn't defend, you cause Damage (309).
Damage is a measure of how close your opponent is to defeat, and it is rolled on a d4 unless your weapon uses a different die type. When an attacker damages you, you collect the damage in one place on your character sheet for that type of damage (P, M, or MP), called a Damage Pool (312). The Maximum Damage that a pool can hold equals your attribute score (313). If you collect more damage than your maximum, you become Disabled, which means you can no longer take significant actions in that conflict (314).
To recover from being Disabled, you and the Guide decide on a solution that best fits the story. You cannot remove damage from your damage pools while disabled, but you can otherwise remove one point of Physical damage each day, one point of Mental damage each day, and one point of Metaphysical damage each hour (315).

When someone attacks you, you will take Damage unless you defend with a Pro contest. A Defense is an action that can nullify the effects of an Attack (005). In combat, this is a Physical contest plus defense skill points if you have a defense skill.
Defending is a Reaction, which is any action announced in response to the initiating character's action (214). All announced actions generally happen simultaneously, but if timing matters, the initiating character's action happens first, followed by the reactions in order of highest initiative contest to lowest. Also, the Guide might decide that some reactions aren't possible, depending on the situation, and ask you to save your action for later in the round. This usually happens during combined actions or when you are unaware of an attack (006).
Whether you defend or not, you use Protection to reduce the damage from each attack (309). When an attack damages you, roll protection to reduce the damage that goes in your damage pool, to a minimum of one (211). If you wear armor, you have physical protection from physical damage, indicated by a die type. Unlike physical damage, characters have no protection by default.

Character movement in combat is fluid, and you can usually move freely to perform your actions. The Guide may require a physical contest for you to achieve difficult movements. The Guide can let you move to a position that gets you a tactical advantage if you use an action to move, called a Posture Change. There are five of these positions you can take, called Postures.
Offensive posture is the default posture (301). This is where you usually begin combat. You can think of this posture as a melee or brawl.
Defensive posture is where you go to get cover or distance from offensive posture (302). You can take defensive posture if there is a reasonable defensive position to take, like standing behind protective allies, climbing to an elevated position, or just distancing yourself from the melee. Defensive posture's benefit is that it puts you at Short Range from your opponents (see Range).
Flanking posture is what you use to get behind your enemies (305). In this posture you treat offensive opponents as defensive, and you treat defensive opponents as offensive. Your opponents treat you as offensive, though you are out of range of your allies. When you use an action to enter flanking posture, any opponent can attempt to stop your flank with an action and a Physical contest. If your Physical contest is a Con, you remain in your previous posture.
Mounted posture represents using a mount or vehicle to maneuver (307). After using an action to enter mounted posture, all opponents treat you as though you're in defensive posture. When you use an action, you can choose which posture you want to be in (offensive, defensive, or flanking), and you go back to mounted posture when that action ends. For each round that you want to remain in mounted posture, you must use the first action of your turn to "maintain," or stay in, mounted posture. Otherwise, the Guide chooses your new posture.
Flying posture is used for characters who can fly or who have flying mounts (308). It costs one action to enter flying posture and one to maintain flying posture at the beginning of your turn, like mounted posture. While flying, all characters treat you as though you are at Medium Range (see Range, next). When you act, you can choose to remain at medium range from all characters, or you can take a new posture (offensive, defensive, or flanking) until your action ends. However, all characters in flying posture treat each other as though they are in offensive posture.

The tactical advantage of changing posture is that it determines whether your attacks can reach your opponents and whether their attacks can reach you. This is called Range: the set of postures that your attack can affect (306). Weapons, powers, and other attacks have a Range attribute for this.
Range is best illustrated by lining up four postures, or character positions: defensive allies, offensive allies, offensive opponents, and defensive opponents. The smallest range is Close range, which affects targets in your posture or in a neighboring posture. Short range is one step larger, so it affects targets up to two postures away. Medium range affects all postures. If a target is at Long range, it can be seen or sensed, but it can only be affected with a long range attack.
Different attacks can have different rules for Range. For example, physical weapons can cause one Damage (319) to targets that are just outside their range (in the next larger category). This keeps battles from reaching a stalemate, in terms of damage. Powers (see Magic) have no effect beyond their range unless the Guide rules otherwise.

While Physical attacks and Physical damage are the most common, combat can involve Mental and Metaphysical attributes as well, especially at high character levels. Mental attacks are uncommon, but a campaign theme involving psychic powers could make Mental attacks common, for example. Metaphysical attacks are rare, but using Powers (see Magic) regularly involves taking Metaphysical damage.
Mental and Metaphysical have defense skills and damage pools just like Physical does. Taking damage that exceeds your attribute score in either attribute also results in being Disabled, as described in Attacks and Damage.

The combat module is built on the extended conflict module, and the Guide can use the latter to resolve non-combat conflicts. Such conflicts can use initiative contests, rounds, turns, and actions to determine who prevails in a conflict, and who suffers defeat. The main difference from combat is that extended conflict uses Progress points to measure progress toward the conflict's goal, instead of Damage (206). There will typically be two Progress pools, one for each side of the conflict, and if each side has the same goal, each side will attempt to achieve the same amount of Max Progress (207)(208). You make progress with a Pro attack which uses d8 by default, versus the default d4 used in combat.
The Guide can tailor many variables based on the nature of the conflict, or use combat as the default model. For example, a public debate might use a round consisting of one action (one side's statement) and one reaction from the other side (that side's rebuttal). In the following round, the second side would make a statement, followed by the first side's rebuttal. Another optional rule is Regress: the Protection of non-combat conflicts (210). Regress reduces Progress by a default d8, but it is only suited to certain kinds of conflict.
 
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Right. Bite-sized chunks. Well, the Getting Started section doesn't cover anything you don't already know (except maybe the GM's ability to shape the game as well as the setting), so here's the most basic of basics (and the rule numbers it addresses, 002 and 003):

The Contest (002, 003)​

Before you start making your character, there's one mechanism you'll need to know about, because the game revolves around it: the Contest. It is your d20 roll versus the Guide's d20 roll, and the Guide asks you to roll a contest to decide if something occurs favorably for you. There are three types of contest outcomes: Pro, Con, and Tie. If your roll is higher than the GM's roll, it's a Pro, a favorable outcome. If it's lower, it's called a Con, an unfavorable outcome. Sometimes the results will Tie, and the Guide decides how to resolve it. A Tie is one situation when extra role-playing on your part works in your favor, so let the Guide know why things might go your way! Whatever the result of your contest, you should have an idea of what happens next so you can help the Guide continue the story.
For example, you want (your character) to balance a crystal on an art display where it belongs, because you just accidentally knocked it over. The Guide says, "if you do it fast enough, the docent won't notice that you're damaging the art. Roll a physical contest." You roll a d20 and get 4! The Guide rolls against you and says, "Con. What happens?" Now you get to suggest what went wrong, and as you'll see later, you might gain a benefit by describing a particularly bad situation.
 

I skimmed your document. From it, I can't work out how the game plays. In particular, I can't work out:

*What principles govern the GM's scene-framing and consequence narration;

*What happens on a "progress roll" in an extended conflict;

*What principles govern player narration of consequences;​

Here's an illustration of what I mean. The document includes this example:

For example, your starfighter encounters an enemy greywing. The Guide thinks that there is a chance that the greywing pilot will best you, so he asks you to roll "mental" (a contest with your mental attribute bonus). You'll add 1 point of mental bonus, and your 3 points of Pilot skill. In addition, your starfighter has a Handling Rating of 4 (in this campaign) that you can add. You're not too worried about the enemy's skill, and you definitely don't want to roll low, so you halfmax your d20 contest roll. Your contest result is 18 (1+3+4+10). The Guide could add up the enemy character's bonuses, but decides that it's easier just to rate the greywing as Challenging Difficulty, so he adds 4 points to his difficulty contest and rolls 7 on the d20. Your 18 beats his 11, so he says, "Pro. You make the dogfight look easy. What happens?"​

How does the GM decide that an enemy greywing is encountered? How does the GM decide that there is a chance that the greywing pilot will "best" the PC? What does "besting" mean in this context - is the PC at risk of being blown up? Captured? Embarrassed? Something else?

After the rolls, it becomes clear that this was a "dogfight" - when and how was this decided? And when the GM asks "What happens?", what is the player allowed to say in response? For instance, can they stipulate that the passenger on their starfighter is so impressed by the PC's display of skill that they fall in love with them? Can they stipulate that they outfly the greywing, avoid its scopes, and therefore are able to follow it back to its base?

And once the player says what happens, what (if anything) is binding on the GM's future scene-framing. Eg if the player declares "I blow up the greywing", is the GM allowed to respond "Cool! You see 3 more greywings approaching"? Or suppose the starfighter was hurrying to a rendezvous - is the GMy allowed to respond "Cool, you blow up the greywing! But the time spent starfighting has delayed you - when you arrive at the rendezvous point, the others have left without you"?

So, as I said at the start of this post - I can't tell how the game plays.
 

A very good RPG that uses player narration after a conflict is resolved by rolling is Agon (by John Harper). That game also establishes a lot of structure around how conflicts arise, how they are framed, and what is at stake.

It might be worth you having a look at it, to get some ideas on how to set out your own principles for your RPG.
 

I skimmed your document. From it, I can't work out how the game plays. In particular, I can't work out:

*What principles govern the GM's scene-framing and consequence narration;

*What happens on a "progress roll" in an extended conflict;

*What principles govern player narration of consequences;
Thanks for taking a look, pemerton. You've got me questioning my decision to leave "what's a GM" and "how to role-play" out of the module 🤓 But I'll set that aside for now. Here are some attempts at clarification, in case a little clarity inspires you to let me know how I might word things differently:

So, how the GM decides that a greywing shows up is that the GM establishes the setting, broadly, as a Star Wars-like universe that has villainous forces with starfleets. This comes from the "creating a Campaign Theme" idea in the Getting Started section. The greywing shows up in the game session because the GM thought it would be an interesting idea, as the GM is responsible for "setting the scene," also mentioned in Getting Started. Since the GM's idea of greywings includes that they tend to shoot Allied starfighters on sight, the idea of getting "bested" is yes, ambiguous, but the implication is that some sort of contest will ensue. So why the PC and GM are rolling contests isn't to establish what exactly happens - like picking events off a table of possibilities - it's to determine whether the encounter (the part that's been established) goes well or poorly for the PC. What does "well" look like? That's up to the GM and PC. That's imagination and collaboration territory. However, the GM could easily say something like, "a greywing shows up on your sensors, immediately followed by proton missile detection. Roll to see if you avoid the missiles." This roll, like the previous one, wouldn't explicitly determine "hits" or "misses," just whether the contest outcome is favorable or unfavorable for the PC.

What the PC may establish or narrate is up to the GM. That can stem from the Campaign Theme - if the game will be a collaboration or simulation. But if the GM is "moderating" and "adjudicating" (again, from Getting Started), Rule Zero is in full effect. Can the PC stipulate that the passenger on their starfighter is so impressed by the PC's display of skill that they fall in love with them? That depends on the result of the contest and the aforementioned adjudication. The PC can suggest that as a favorable outcome (if the contest was a Pro), and the GM takes it from there. I guess the biggest factor in what the PC can suggest is what leads up to the contest, like if the PCs are having a relationship-building scene prior to the greywing arrival, or if the PC had been talking about combat formations with high command prior. The PC could avoid the scopes and follow the greywing back to base too, if the GM sees that as a possible Pro outcome to the encounter.

Re: future scene framing - nothing's binding. The GM could say that "you blow up the greywing, but the others have left without you." The rules are effectively guidelines to help the GM tell an unwritten story, to which the PCs contribute ideas. The contests contribute ideas (specifically, the goodness or badness of ideas). Even the Attack-Damage mechanism isn't very concrete; there aren't binding ideas of someone being hit or wounded. Collecting damage just means that you're closer to the fight being over, and in an unfavorable way since collecting damage means not defending or attempting to defend but rolling Cons.

I can see how rolls for Progress might leave you wondering. I was trying to focus on everyone's favorite nitty-gritty, so I intentionally made that part short, which probably made it confusing. A short answer is that Progress is the Damage of non-combat. If you're in a scene and struggling against a competitor for the better outcome, you still roll Attacks and Defenses as the situation calls for it, but instead of progressing by doing Damage against your competitor (with a weapon), you progress with a Pro attack by rolling Progress. The attack is any action that might help you achieve your preferred outcome. How much Progress you need to collect to win the conflict is up to the GM (who can and should make that known to the PC, qualitatively or quantitatively).
 

A very good RPG that uses player narration after a conflict is resolved by rolling is Agon (by John Harper). That game also establishes a lot of structure around how conflicts arise, how they are framed, and what is at stake.
At your recommendation, I was able to grab the Paragon SRD off the web. I didn't see a lot of detail to the player narration, though. The GM presents a threat ("Hazard"), everyone rolls, PCs who didn't win describe their "suffering," and the PC who wins (if any) uses cues from Name, Domain, Style, or Advantages to describe how she defeated the hazard. But if it's a Showdown, the PCs take the additional step of deciding if they're rolling against the Disasters or the Seizing control of (part of) the Finale. Prior to the Showdown, the Paragon Contest strikes me as very similar to the Modos Contest.

Maybe I overlooked something, or maybe Agon goes into much greater detail than Paragon does?
 

I can see how rolls for Progress might leave you wondering. I was trying to focus on everyone's favorite nitty-gritty, so I intentionally made that part short, which probably made it confusing. A short answer is that Progress is the Damage of non-combat. If you're in a scene and struggling against a competitor for the better outcome, you still roll Attacks and Defenses as the situation calls for it, but instead of progressing by doing Damage against your competitor (with a weapon), you progress with a Pro attack by rolling Progress. The attack is any action that might help you achieve your preferred outcome. How much Progress you need to collect to win the conflict is up to the GM (who can and should make that known to the PC, qualitatively or quantitatively).
I was wondering, though, what does progress look like in the fiction? Does achieving progress reframe the scene in some way? Does it change what actions and abilities might be used?

Different ways of answering these questions are found in HeroWars extended contests (the original version - the initial ability used determines the action points available; but subsequent declared abilities affect the difficulty of checks), 4e D&D Skill Challenges (the number of successes needed is independent of the skill used, but the skill chosen may affect the difficulty and will affect the fiction and hence subsequent skill choices - this is made even clearer in the DMG2 than in the DMG) and In A Wicked Age (the abilities to be used are set from the start, but the actions declared affect the fiction that is unfolding).

It's not clear how Modos answers these questions.

At your recommendation, I was able to grab the Paragon SRD off the web. I didn't see a lot of detail to the player narration, though. The GM presents a threat ("Hazard"), everyone rolls, PCs who didn't win describe their "suffering," and the PC who wins (if any) uses cues from Name, Domain, Style, or Advantages to describe how she defeated the hazard. But if it's a Showdown, the PCs take the additional step of deciding if they're rolling against the Disasters or the Seizing control of (part of) the Finale. Prior to the Showdown, the Paragon Contest strikes me as very similar to the Modos Contest.

Maybe I overlooked something, or maybe Agon goes into much greater detail than Paragon does?
Pgaes 68-71 of Agon set out the role of the Strife player (the GM). In very broad terms, it can be compared - no surprise - to the role of the MC in Apocalypse World. There is a discussion of establishing stakes, transitioning to a contest, and the finality of resolution. The example islands also illustrate how the stakes of contests are established.

In the SRD, you can see some of this in the reference to the disasters that will strike if the PCs don't successfully defend.

What the PC may establish or narrate is up to the GM. That can stem from the Campaign Theme - if the game will be a collaboration or simulation. But if the GM is "moderating" and "adjudicating" (again, from Getting Started), Rule Zero is in full effect. Can the PC stipulate that the passenger on their starfighter is so impressed by the PC's display of skill that they fall in love with them? That depends on the result of the contest and the aforementioned adjudication. The PC can suggest that as a favorable outcome (if the contest was a Pro), and the GM takes it from there. I guess the biggest factor in what the PC can suggest is what leads up to the contest, like if the PCs are having a relationship-building scene prior to the greywing arrival, or if the PC had been talking about combat formations with high command prior. The PC could avoid the scopes and follow the greywing back to base too, if the GM sees that as a possible Pro outcome to the encounter.

Re: future scene framing - nothing's binding. The GM could say that "you blow up the greywing, but the others have left without you." The rules are effectively guidelines to help the GM tell an unwritten story, to which the PCs contribute ideas.
OK, so all this is quite different from Agon. In Agon, stakes are established in advance, and resolution is binding on the GM as well as on the player.
 

To be clear, I think you are asking for questions about formatting and amount of detail, not engagement with the mechanics themselves. Is that right? Here are some thoughts on presentation:

  • p. 1 "is the general answer" doesn't make sense. I think you means something like: A table might decide that "High fantasy with titans and strategic combat" is the starting point. (Is there a table of possibilities? Or perhaps: This might be "High fantasy with titans and strategic combat", "a wild-west space opera", "an espionage-themed political thriller", "a war-of-the-worlds invasion" or whatever you want!
  • p. 2 "A tie is one situation...": something rubs me the wrong way with this, since it seems to suggest role-playing will help you out of one-contest-in-twenty. It's not what you mean, but id can be read that way.
  • p. 2 "Now you get to...": the rule (players determine the consequence of a Con) is buried in an example; the general principle should be set out earlier.
  • p. 4 I like the distinction of Locked skills.
  • p. 4 I like the presence of both Hero points and Perks, and the example of how they get used to accomplish the same outcome with the C-3PO clone is effective. I still really don't have a sense of what these things are. If this is just a condensed ruleset, you might still want to have a dozen examples to show the comparative power-level of these things. How are they balanced?
  • on p. 2 you say you can get by with a d20 and a d8, but on p. 4, the first time you mention a specific die, it's a d6.
  • p. 5 "Each level grants...": this sentence should be made more prominent. Also "Most games begin at level 1 or 2: you have two hero points, two perks, and you've added two points to your starting abilities."
  • p. 5 Can you choose to Halfmax every roll? Could a player choose to alway be average, and never risk the big losses?

Is this the sort of thing you want?
 
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This is going to sound harsh but it’s very confusing to me.

I got as far as the Fighting Tactically section and lost track completely. There’s no through-line with the system. It’s got a lot of system jargon but it really doesn’t help describe what the player is trying to do or that the GM is trying to run for their players. Because it’s generic, I think you’re making it really difficult to demonstrate the rules in each section. Before you’ve fully described a mechanic and how it works, you are starting to describe other mechanics, but also sometimes making it sound completely optional.

Here’s the section that baffled me:
“An extended conflict begins when the Guide calls for an Initiative Contest, and some campaigns have special code words to add to the mood and see if you’re paying attention!

What does that mean? Why do I need to know about the exception before you’ve even described the mechanic? It has no context.

You then say the player can act at any time…then why have the initiative roll? Just for ties?

You can combine actions on your turn.

You haven’t described an action. I still don’t really know what basic things my character can do yet and you’re already describing how I can combine actions? Casting a magic spell apparently takes more than one action. Why? This is a generic system so what if the game is a sci-fi space opera with no spells? I still don’t know what kind of actions require multiple actions.

The Guide will tell you if your idea requires more than one action.

Okay, take away the arbitrariness of that from a player’s perspective, how do I as the GM decide whether something takes one action, or two actions, or all three actions? Maybe it explains this later in the document but I’m five pages in and it’s just feeling way too difficult and arbitrary - not rules light.

Other items of note:

Getting started - The rules really put a lot of weight on the GM to decide how the game will work without really giving them all of the decision points. Leveling is up to the GM. Difficulty contests are up to the GM. Whether a player’s idea takes multiple actions…up to the GM. Results of a contest roll…up to the GM. There’s no framework there that actually makes the GMs job easier. In your dogfight example, what does it mean “You make the dogfight look easy?” I mean, that’s not giving the GM information about how to scale combat. Does the player blow up the Greywing? Wound it? Chase it away? Outrun it? Immobilize it? I know…I know…it’s up to the GM. But also from a player’s POV, I have no idea if that dogfight is a life or death battle or a little fight that I can shake off if the dice don’t go my way.

Skills - What are the possible skills? You mention Linguist, Armed, Archery, Archeology, and these are fine, but some skills are going to be more useful than others. What if I just create a skill called Armed Combat and decide that covers any weapon I can get my hands on? Okay. I’ve now created a skill that covers Rocks, Sticks, Slings, Archery, Swords, Guns, Laser Rifles, Lightsabers, and Rocket Launchers. Good to go.

The ruleset is running before it can even walk, I’m afraid. It’s written in a way that just creates questions rather than builds on the reader’s understanding.
 
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To be clear, I think you are asking for questions about formatting and amount of detail, not engagement with the mechanics themselves. Is that right? Here are some thoughts on presentation . . . Is this the sort of thing you want?
Well, all of the above. The rules work from a purely logical perspective, so the presentation of how to engage is important. Otherwise, the game's not playable, even if the gears don't grind.

Please let me know if these revisions resolve your notes:

  • p. 1 "is the general answer" doesn't make sense. I think you means something like: A table might decide that "High fantasy with titans and strategic combat" is the starting point. (Is there a table of possibilities? Or perhaps: This might be "High fantasy with titans and strategic combat", "a wild-west space opera", "an espionage-themed political thriller", "a war-of-the-worlds invasion" or whatever you want!

It is important for the Guide to prescribe general expectations for gameplay by creating a Campaign Theme for the game, which will help to guide the GM- and PC-decisions later in the game. The campaign theme is a general statement about the game that can describe what's in the game, what might happen, and how the game will be played.
For example, when starting a game, the Guide asks the players what kind of game they'd like. Based on their replies, the Guide writes the very short campaign theme: high fantasy with titans and strategic combat.
Possibilities are endless, so there's no table. And I'm trying to keep the examples short, since this work's purpose is to summarize Modos 2.

  • p. 2 "A tie is one situation...": something rubs me the wrong way with this, since it seems to suggest role-playing will help you out of one-contest-in-twenty. It's not what you mean, but id can be read that way.
  • p. 2 "Now you get to...": the rule (players determine the consequence of a Con) is buried in an example; the general principle should be set out earlier.

Sometimes the results will Tie, which can then be rerolled or treated as a neutral result. Whatever the result of your contest, you should have an idea of what happens next so you can help the Guide continue the story.
For example, you want (your character) to balance a crystal on an art display where it belongs, because you just accidentally knocked it over. The Guide says, "if you do it fast enough, the docent won't notice that you're damaging the art. Roll a physical contest." You roll a d20 and get 4! The Guide rolls against you and says, "Con. What happens?" You reply, "I put the crystal back in place, and quickly pose like I'm appreciating the art. But I did it too fast, so the crystal falls again and clinks around on the floor."
I figured it would be simpler here to just shorten the Tie, and add more example to the example :)

  • p. 4 I like the presence of both Hero points and Perks, and the example of how they get used to accomplish the same outcome with the C-3PO clone is effective. I still really don't have a sense of what these things are. If this is just a condensed ruleset, you might still want to have a dozen examples to show the comparative power-level of these things. How are they balanced?
Thanks! I added some perk examples. I'm not sure if I want to bullet-point them or sidebar. Or . . . ?

Some typical perks are: health boost (increases your maximum physical damage by four points), improved armor (your choice of armor provides protection of the next higher die type), and small size (you can use an action to treat one close range opponent as though it's at short range, until that opponent uses an action to negate the benefit).

  • on p. 2 you say you can get by with a d20 and a d8, but on p. 4, the first time you mention a specific die, it's a d6.
Revised to "standard polyhedral dice."

  • p. 5 "Each level grants...": this sentence should be made more prominent. Also "Most games begin at level 1 or 2: you have two hero points, two perks, and you've added two points to your starting abilities."
I could break that sentence out, I guess. Oversized quote? My hope is that the now-revised example draws more attention to the benefits of gaining a level. Here's that:

For example, last session, you and your friends defeated the endboss, Super-Krox. Your campaign grants a character level for each endboss defeated, so it's time to level up from level 2 to level 3. You add a point to your physical score, decide to branch out from your primary skill of Archery (2) and put a skill point in Repair (1) . . .

  • p. 5 Can you choose to Halfmax every roll? Could a player choose to alway be average, and never risk the big losses?
Yes, you can choose to halfmax every roll. The guide can roll everything against you if things get boring. This is sort of the opposite of "players make all the rolls." Alternately, the Guide can halfmax everything against you too, because some disparities in bonuses aren't really worth rolling. E.g. if you'd win a contest 75% of the time anyway, it might be more interesting for everyone involved to focus on your narrative choices and not the numbers popping up on dice.

There's no Critical Miss rule. Is that what you meant by "big losses?" There are similar situations inherent in the rules, though.
 

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