Storyteller system

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Storytelling System or Storyteller System (English, literally "storyteller system") describes the rule mechanics that some of the role-playing games from the White Wolf publishing house use to bring about game decisions. The storytelling system is used for the newer games and represents an adaptation of the original rule mechanics. In keeping with the name of the game system, the game master is called storyteller (English, literally “storyteller”).

history

The development of Vampire: The Masquerade began in 1990. Mark Rein · Hagen's concept included urban fantasy and a dark, eerie mood in a series of interlinked games. Tom Dowd, co-designer of Shadowrun, was responsible for developing the corresponding game mechanics . As a result, some rule mechanics known from the Shadowrun publications came into the Vampire set of rules, for example comparative dice tests. When playing dice , however, should 10-page instead of the normal six-sided dice are used. The resulting game system was called the Storyteller System and was used until 2003.

With the appearance of the "New World of Darkness " the rule mechanics were also changed. The new storytelling system is basically a simplified form of its predecessor. It was published in 2004 in the basic rulebook The World of Darkness .

Structure of the cube system

  1. A dice pool is determined, the size of which is based on the values ​​of the character who undertakes the action (e.g. intelligence value of 5 = dice pool consists of five dice). If necessary, deductions (e.g. for wounds) are included.
  2. The game master or the rules set a minimum number that a die must show in order to be considered a success .
  3. After rolling the dice, the game master interprets the "quality" of an action from the number of successes (i.e. how successful this action was), or the number of successes rolled is directly incorporated into the game as a numerical value (e.g. . some powers stop as many rounds as there are successes).
  4. Each die that shows a 1 reduces the number of successes by one success.
  5. If a player achieves less than 0 successes (e.g. five dice with two successes and three ones result in -1 success), the result is considered a mistake and has correspondingly negative consequences for the player, which, depending on the severity of the mistake, can be very drastic can.

Adjustments

In later editions of some games based on the storyteller system , the rule was used that a mistake only occurs if no success was rolled at all and at least a 1 was hit. This ensures that mistakes in relatively simple actions (average minimum value) are less common among capable people (large dice pool).

With the appearance of the New World of Darkness , the system was changed in such a way that the dice must always be rolled against a fixed minimum number in order for a dice to be considered a success. Difficult circumstances or otherwise adverse conditions only affect the dice pool.

Individual evidence

  1. Appelcline, Shannon: A Brief History of Game # 11: White Wolf, Part One: 1986-1995 . In: RPGnet . Skotos Tech Inc. February 1, 2007. Retrieved November 30, 2019.
  2. Appel Cline, Shannon: A Brief History of Game # 12: White Wolf, Part Two: 1993-Present . In: RPGnet . Skotos Tech Inc. February 7, 2007. Retrieved November 30, 2019.
  3. ^ Probability Math . Archived from the original on September 8, 2011. Retrieved February 16, 2011.