Zombie Golf: All the Frustration of Golf; All the Satisfaction of Killing Zombies!
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- Created: Friday, 08 March 2019 16:57
- Written by Super User
RolePlayersINK Pure Imagination, No Limits
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Iron Kingdoms An Ancient Dark Awakens
Since the latest release of Conflict I have had a ton of success with new players really enjoying the disconnection of the roll from character success. I have had several conversations with folks about other percentile type resolution systems. These games, like Earthdawn, Dark Heresy, even Warhammer Fantasy 2nd, use a roll under a modified percentile target to determine success. Like the challenge rolls in Conflict. The roll in those systems is the end of the challenge; in Conflict its the start.
People see a parallel between these systems, because they are rolling percentile dice. Those systems players look for ways to increase the percentile target, by taking advantage of bonuses. This increases the chance of success. The SkillSet uses parts of the character, and tells a detailed story as you take an action.
The thing I dislike about roll under percentile systems (and I have made several) is what I call bonus hunting. Players making decisions to gain a plus 5 or 10% bonus. The narrative tends to move away from the character /story and towards tactics and ways to boost the math. The math boosting is based in the idea of winning the roll; I need to to get that 85% so I have a better chance to win. The reasons for the actions and the characters' story falls away. The player can also get frustrated if they cannot do what they feel they need to so they can boost that chance. The roll is made the challenge ends. success failure or other.
I wanted a system where looking at their character for ways to succeed enhanced the story and developed the character. The roll is made and we start. Players make choices; doing the actions that make their story. Using past events and weave stories into my action? Using Main or SubSkills to boost my SkillSet? Spend Influence to cause effects or re roll? Players are building more than the best SkillSet they can, they are building a story related to the character. When it really matters to their story, they burn a passion to make sure they succeed. The numbers and effects are almost always coming from the character aspects, skils, driving both the story and the characters growth.
Using bonuses related to that character without knowing their true target, changes the motivation for getting the bonuses. What about the character fits the situation? What subskills can I use to drive my story. There is no 85%.