Shifting The Focus

Early on in development I needed a system that needed to mould to the characters and their unique designs instead of the other way around. I wanted a system that enabled players to write a detailed background and have that actually translate into the game. The only way this was possible was to ditch traditional RPG tropes, no stats, no skills, no XP. These had to go in order to allow for meaningful advancement and the use of skills without needing to label them, but instead ask the question "can you do it?", If you can, then "is it done on a daily basis, or is it something you have learned in the past?".

This method of determining how well you can perform an action is not only fast, but also makes each character unique, bulls from your background and also allows for in game and down time advancement through training and hobbies.

It is the difference between a professional boxer and someone who boxes on occasion. The pro will always have an advantage. The non pro would have to train up to the point of doing it every day to increase their chances. at the same time, neglecting something that is done often can have it drop down to being something you have done in the past if left long enough. This means that you can get rusty at doing something.

This who concept is made even more realistic when the 'how' you perform an action comes into play. This can affect the outcome positively, negatively, or even a bit of both. If you quickly pick a lock, it may be done due to the urgency of not being caught, but has the downside of being sloppy. Doing it attentively may be done precise and with focus, but would take time and you attention s fully focussed on the task.

keeping the focus on this concept, the rest of the system developed around this freedom. This allowed for making some decisions that I wouldn't normally have made, but worked for the better. Making all roles player only allowed for the GM to focus on making narrative decisions based on those rolls, it also allowed the GM to manipulate the narrative with the use of a GM side currency that the players give when wishing to perform extraordinary feats. This again removes the weight from the players and leaves the heavy lifting up to the GM. It also allows the GM to use this currency to cause problems for the players, and save important NPCs from dying during a battle etc.

Keeping the balance allows player to manipulate situations then pay for it later. This allows the narrative to work to the advantage of the story, wherever that may take the players, and works out really well for an exciting game.

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