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<blockquote data-quote="GMMichael" data-source="post: 9523114" data-attributes="member: 6685730"><p>Generic systems? Yes. "Can the GM do that" is a better question.</p><p></p><p></p><p>I'd call that the thing with GURPS - not all generic systems. If a generic system shows up with few rules, that leaves room for the GM to add or plug in more if needed and to take the fundamental feel in a different direction.</p><p></p><p></p><p>I haven't seen a lot of feelings/relationship games, but the first place I'd go for Rogue is Thirsty Sword Lesbians.</p><p></p><p></p><p>Does "less" also mean fewer rules? Here's the first module of Modos RPG for you, if 13 rules isn't too many:</p><p></p><p>[SPOILER="Basic Module"]</p><p>Rule, Name, Description and Dependencies:</p><ul> <li data-xf-list-type="ul">000, Rule Zero, The Guide of Modos is the player who ultimately decides what happens in the story, with input from dice rolls and player suggestions.</li> <li data-xf-list-type="ul">001, Campaign Theme, The GM creates a campaign theme for the game that describes what the PCs can expect from the game and story.</li> <li data-xf-list-type="ul">002, Contest, When a PC wants to do something that has a questionable outcome, the GM calls for a contest. The player rolls a d20 against the GM's d20. The higher result gets the better outcome.</li> <li data-xf-list-type="ul">003, Contest Result, A contest result is the sum of the d20 roll and applicable bonuses or penalties. The higher result in a contest is called a Pro, and gets a favorable outcome. The lower result is a Con, and gets an unfavorable outcome. A Tie can be rerolled or considered a neutral outcome. 002</li> <li data-xf-list-type="ul">004, Attack Contest, An attack is a contest with an outcome that can be nullified by another contest. 002</li> <li data-xf-list-type="ul">005, Defense Contest, A defense is a contest made in response to an attack which negates the attack if it is a Pro. 002, 003, 004</li> <li data-xf-list-type="ul">006, Awareness, A character has awareness when he is prepared to defend against an attack. A character without awareness cannot defend against attacks of which he is unaware. 002, 003, 004, 005</li> <li data-xf-list-type="ul">007, Bonus, Die rolls can be modified by static or random amounts called bonuses. Negative bonuses are also called penalties. A random amount is determined by another die roll.</li> <li data-xf-list-type="ul">008, Difficulty, When story conditions make a contest result more likely to be favorable, it gains a bonus called Difficulty. Unfavorable conditions impose a difficulty penalty. 002</li> <li data-xf-list-type="ul">009, Difficulty Table, Some difficulty bonuses are named to act as benchmarks. These are: Easy (0), Challenging (4), Difficult (8), Arduous (12), Impossible (16), Divine (20). 002, 008</li> <li data-xf-list-type="ul">010, Difficulty Contest, A Difficulty Contest is the GM's opposing roll of a d20 + the difficulty bonus that represents the odds of an unfavorable outcome. 002, 008</li> <li data-xf-list-type="ul">011, Minimum Result, A contest result below 1 is automatically a Con. 002, 003</li> <li data-xf-list-type="ul">012, Take Half, Any die roll may be replaced, before it is rolled, with a result of half of the die's highest number.</li> </ul><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9523114, member: 6685730"] Generic systems? Yes. "Can the GM do that" is a better question. I'd call that the thing with GURPS - not all generic systems. If a generic system shows up with few rules, that leaves room for the GM to add or plug in more if needed and to take the fundamental feel in a different direction. I haven't seen a lot of feelings/relationship games, but the first place I'd go for Rogue is Thirsty Sword Lesbians. Does "less" also mean fewer rules? Here's the first module of Modos RPG for you, if 13 rules isn't too many: [SPOILER="Basic Module"] Rule, Name, Description and Dependencies: [LIST] [*]000, Rule Zero, The Guide of Modos is the player who ultimately decides what happens in the story, with input from dice rolls and player suggestions. [*]001, Campaign Theme, The GM creates a campaign theme for the game that describes what the PCs can expect from the game and story. [*]002, Contest, When a PC wants to do something that has a questionable outcome, the GM calls for a contest. The player rolls a d20 against the GM's d20. The higher result gets the better outcome. [*]003, Contest Result, A contest result is the sum of the d20 roll and applicable bonuses or penalties. The higher result in a contest is called a Pro, and gets a favorable outcome. The lower result is a Con, and gets an unfavorable outcome. A Tie can be rerolled or considered a neutral outcome. 002 [*]004, Attack Contest, An attack is a contest with an outcome that can be nullified by another contest. 002 [*]005, Defense Contest, A defense is a contest made in response to an attack which negates the attack if it is a Pro. 002, 003, 004 [*]006, Awareness, A character has awareness when he is prepared to defend against an attack. A character without awareness cannot defend against attacks of which he is unaware. 002, 003, 004, 005 [*]007, Bonus, Die rolls can be modified by static or random amounts called bonuses. Negative bonuses are also called penalties. A random amount is determined by another die roll. [*]008, Difficulty, When story conditions make a contest result more likely to be favorable, it gains a bonus called Difficulty. Unfavorable conditions impose a difficulty penalty. 002 [*]009, Difficulty Table, Some difficulty bonuses are named to act as benchmarks. These are: Easy (0), Challenging (4), Difficult (8), Arduous (12), Impossible (16), Divine (20). 002, 008 [*]010, Difficulty Contest, A Difficulty Contest is the GM's opposing roll of a d20 + the difficulty bonus that represents the odds of an unfavorable outcome. 002, 008 [*]011, Minimum Result, A contest result below 1 is automatically a Con. 002, 003 [*]012, Take Half, Any die roll may be replaced, before it is rolled, with a result of half of the die's highest number. [/LIST] [/SPOILER] [/QUOTE]
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