Role play system
A role-playing system (also often simply called a system in the context ) is a set of rules for a role-playing game . It is the role of the role-playing system to provide the players with a framework for a regulated process.
Most systems use dice and / or playing cards as a random component in the evaluation of whether an action is successful or unsuccessful, and what effect the action. Often there is also a comparison with one or more situation-dependent tables that interpret the random component for the respective situation. Other systems are limited solely to the rhetorical evidence and creativity of the other players.
Emergence
Rules for role-playing games developed from the simulation of historical battles, in which ways were sought to simulate the characteristics of the soldiers involved (e.g. experience, special knowledge, fatigue). Later, these systems were expanded and, above all, transferred to fantasy worlds in order to enable the other players to determine and display properties of their characters .
While role -playing systems were developed exclusively for direct interaction between players in the form of pen-and-paper or live role-playing games , they were later also adapted for so-called solo adventures or computer role-playing games .
Content
RPG systems are often very extensive and can span several books. Above all, they have to be mastered by the game master, as it is his job to ensure that the rules are correctly implemented.
Character creation
A role-playing game character (also player character or SC for short) is the figure that is represented by a player during a role-playing game . These characters usually have traits (innate and learned). There are different approaches to regulating how the pieces are created for the rest of the game:
- Random principle: Here, the characteristics of the figure are determined randomly on the basis of dice and / or cards with the help of tables
- Distribution of points: The player receives a specified number of points, which are distributed to the various properties based on the rules and then converted into values using tables .
Many role-playing systems also use a mixture of the two, in that certain properties are randomized while others are determined by the distribution of points.
Character creation usually involves a number of largely innate abilities (often called attributes in the gaming context ) and a number of skills learned. Innate abilities are often a few basic physical and mental characteristics (usually 4 to 10 different ones, e.g. strength, dexterity, intelligence, etc.), while there are a large number of more or less easily learned skills.
The selection of attributes and skills is usually influenced by various options, such as: B. Race, ethnic, class or caste affiliation. The role-playing system defines how these various properties depend on and influence one another. Depending on the system, the choice of a certain property determines the options for one or more others.
Interaction with the game world
Furthermore, the role-playing system specifies how the characters can interact with their environment (the game world), e.g. B. through struggle, negotiation, physical or mental exertion, whether it is possible to work magic, to use certain technical devices or to develop oneself, etc. For each of these interactions (usually simply referred to as action or act) it must be determined which consequence the act has. Depending on the system, there are also approaches to random, narrative or calculated determination and often a mixture of these approaches. The basis is usually the attributes and skills, possible modifiers and a random factor mostly in the form of dice, more rarely cards and tables.
Further development of figures
In the vast majority of cases, role-playing systems also specify the conditions under which it is allowed to change the abilities and / or abilities of characters (usually to improve them), which is seen as part of the reward for a successful game. Here, too, there are approaches with a random factor (e.g. Call of Cthulhu ), but most systems provide a scheme for distributing points or simply a table for the accumulated points. The rules are then used to determine how much which properties change.
The game world
In most cases the role-playing system also contains the game world (laws of nature, population, countries, available technology, magic, gods, etc.). In these cases, the game world and system are closely linked and cannot be clearly separated. In very few cases, however, specific locations and lines of action (campaigns) are suggested in the system. There are also so-called universal systems that can be applied to different game worlds and thus by definition do not make any specifications for the game world.
Main rules in role play systems
Different systems weight different aspects of the game in different ways, which is manifested in the rules for these aspects. In most cases, the areas of an RPG set of rules that are most valued during the game are finely worked out. This often means that the regulations are the strictest or most extensive in these areas.
Cube systems
In most role-playing systems, the rules for a character's interaction with the game world are based on the values of their attributes and / or skills, any modifiers (e.g. to express the difficulty of an action) and a random factor in the form of a dice system. A common distinction is made between one-cube systems and pool systems. In one-dice systems, the values calculated from attributes / skills and modifiers must be "thrown under" or "thrown over" when a die is thrown. For this purpose, the typical dice in the form of platonic solids are used for many role-playing games , abbreviated with W (or D for the "dice"): W20, W12, W8, the well-known W6 or W4. The non-platonic W10 can also be used as a percent cube or W100 for double use, for the tens and units. In pool systems, on the other hand, several dice, usually several D6, are thrown at the same time, e.g. B. in the amount of the attribute value. Here, too, values are thrown under or over the dice. However, the numbers are not simply added. B. only the best throws are counted, or the number of over- / under-thrown successes is decisive. In the case of “exploding dice”, when a certain high value is thrown (e.g. 6 in the case of a d6), the dice may be rolled again to further improve the result.
Well-known role play systems
- The black eye (DSA)
- Dungeons and Dragons (D&D)
- GURPS , a universal system
- Shadowrun (SR)
- World of Darkness (WoD)
Comparison of pen & paper role-playing systems
General
Game system \ important properties | genre | Level based | Cube system | exploding cubes | Character creation |
---|---|---|---|---|---|
Aborea | Fantasy | Yes | W10 | Yes | Purchase system, race modifications / restrictions, choice of occupation influences skill selection and development of hit points |
The black eye (DSA) | Fantasy |
|
W6, W20 | No | DSA 4.0: Purchasing system, whereby characteristics, advantages and professions reduce purchasing power, while disadvantages increase purchasing power |
Dungeon layers | Fantasy | Yes | W20 | no (possible as a special rule) | Simple selection system in fixed classes without great customization options, except possibly the breed kit |
Earthdawn | Fantasy (post-apocalyptic) | Yes | W4, W6, W8, W10, W12, W20 | Yes | Buy or dice system, race modifications / restrictions, choice of discipline influences skill and talent selection and development of hit points |
Shadowrun (SR) | Science fiction ( cyberpunk ) with high tech and magic | No | W6 | Yes | Purchase system, in SR 4 and SR 5 priority system for character aspects, race modifications / restrictions, non-restrictive classes ("archetypes"), skills independent of archetype |
Shard moon | Fantasy | No | W6, W10 | No | Purchase system, race modifications / restrictions, choice of occupation influences skill selection and development of hit points |
Determining the success of interactions with the game world
Game system \ important properties | Pass the trial / maneuver | Mistake / absolute failure | Outstanding success | Effect "goof" | Effect of "outstanding success" |
---|---|---|---|---|---|
Aborea | D10 + skill rank + attribute bonus / penalty ≥ difficulty value | there is not any | dependent on overall results | n / A | |
The black eye | DSA 1: Subjugating own skill with D20, possibly with modifiers | is there | |||
Dungeon layers | Subdice your own skill with D20, whereby you get an additional dice for each full D20 and you can arrange the counting order of the throws as you like | is there | further disadvantages, self-endangerment, self-harm | Double damage, disarming, other possible positive effects | |
Earthdawn | further disadvantages, self-endangerment, self-harm | ||||
Shadowrun | Due to his characteristics, the player has a certain number of D6 available for rehearsals.
|
is there
SR 4: Half or more of the dice are 1. Special failure if no die is over 4. |
SR 4: All dice are 5 or 6 | The test fails, depending on the severity of the failure, further negative effects | Sample succeeds in additional positive effects |
Shard moon | 2D10 + skill value> = difficulty value | 2 or 3 rolled | 19 or 20 rolled | The test definitely failed, decrease by 3 degrees of success: Use the failure tables | Increase degree of success by 3 if the test is successful |
Physical fight
Game system \ important properties | Combat flow | Initiative in the fight | Accuracy in armed combat | Active defense | Gun damage | Damage healing |
---|---|---|---|---|---|---|
Aborea | turn based | The character with the highest initiative value begins; in the event of a tie, the one with the higher die roll starts | Attack value (= D10 + skill rank + attribute bonus / penalty)> = defense value (= 5 + basic armor bonus) | No | Attack value - defense value + weapon bonus | Time, magic, objects |
The black eye | turn based | DSA 1: Highest “courage” value | DSA 1: subjugating one's own "attack" value | Yes | Dice value + weapon value + modifiers | |
Dungeon layers | turn based | Highest initiative, then one after the other | An attack roll that also deals damage | Yes, a defense result reduces the damage 1: 1 | Adds to the attack roll | Fast, effective healing spells, "breathing through" after a fight |
Earthdawn | turn based | Each character has a specific initiative value that is translated into a die instruction. The character with the highest roll starts, then the others in descending order. | ||||
Shadowrun | turn based | SR 4: Reaction + intuition + [reaction + intuition] W6 | [Attribute + skill + modifiers] D6> = [Reaction + (possible skill) + modifier] D6 | Yes (evasive) | Basic values of the weapon + net successes | Time, magic (limited) |
Shard moon | continuously | It starts with whoever has the fewest ticks on the bar; in case of a tie, whoever came first serves first. Starting value: Initiative value - D6 +/- modifiers; Each type of action continues the character on the tick bar, the more difficult the action, the further. | Combat Skill Test> = Defense Value | optional | only dependent on weapons | Time, magic, objects |
Magic and sorcery (very simplified)
Game system \ important properties | restrictions | Spell magic | Energy supply |
---|---|---|---|
Aborea | Job-related advantages or disadvantages, but no fundamental restrictions | Learn spells, cast spells (test only for targeted (combat) spells); debit magical energy | Character-specific reservoir that exhausts with spells |
The black eye | Character-specific reservoir that exhausts with spells | ||
Dungeon layers | Fixed to the chosen class, cooldown of the spells, but no mana system | Learn spells, change spells (requires trial), cast all spells in one round | Infinite, but the spell has a cooldown time of one round via "once per fight" up to 24 hours |
Earthdawn | Spell magic limited to certain disciplines that can be picked up later; Everyone has talents (magically “fed” skills) | Learn magic, load into matrices (if under time pressure with a trial), take a trial, determine the effect; raw magic (without learning and matrix, with high (personal) risk); debit magical energy | Character-specific reservoir that is exhausted or consumed with spells (can be restored by taking a break or resting) |
Shadowrun | none, but cannot be learned later | Learn magic, determine power, take a test, withstand magical stress | no reservoir, magic leads to exhaustion or physical damage, this must be resisted |
Shard moon | no | Learn spells, take a test at the magic school against difficulty, mark focus as exhausted, consumed or channeled | Character-specific reservoir that exhausts with spells |
Other
Game system \ important properties | Special feature 1 | Specialty 2 | Specialty 3 | more links |
---|---|---|---|---|
Aborea | certain spells allow the effect to be increased by using more energy |
|
||
The black eye | Karma energy for worshipers | |||
Earthdawn | partly karma point to increase the effect | |||
Shadowrun | ||||
Shard moon | Focus points to increase the effect |
Own role play systems
In many playgroups, the rules of a system are adapted to the needs of the group. This is done partly by interpreting the rules by the game master, on the other hand by agreeing new or changed rules. Over time, this practice can give rise to completely unique role-playing systems that differ significantly from the original game in terms of both the rules and the game world. Some of these systems will eventually be released and set new standards for other groups of players. The Odyssey project offers a collection of free role-playing games , almost all of which were created in this way .
Web links
Individual evidence
- ↑ "My survey showed that 43% of all FR players play in at least one group that has shortened the original rules and provided them with their own extensions.", From: Peter Kathe: Structure and function of fantasy role-playing games . Diploma thesis in the field of social affairs. Bielefeld University of Applied Sciences, 1986, ISBN 978-3-925358-01-2 , room 3.3 - You can forget what the rules say! ( rpgstudies.net [accessed July 20, 2011] Fantasy and Simulation Games Club 1991).