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Game system roadmap Character creation Character development

This chart outlines a partial structure of There are many ways to create characters. Each informs the components below, giving the player “ammo” for conflicts. During play, the character changes, both gaining and losing conflict effectiveness, through role-playing.
RPG designs. It charts the interaction
of a player’s main input (the character) Examples: Examples:
with the game’s main engine (conflict ◆ Life paths – Burning Wheel ◆ Group assigment – Best Friends ◆ Point builds – The Riddle of Steel ◆ Character acquires gear ◆ Character earns fame or influence ◆ Character learns supernatural talent
resolution). Read the chart with the ◆ Random + player choice – D&D ◆ Narrative keywords – HeroQuest ◆ Pre-generated – Spirit of the Century ◆ Character expands relationships ◆ Character organizes a faction ◆ Character now seeks revenge
following assumptions:

1. This is descriptive, not prescriptive


2. The chart does not represent all RPGs
3. The chart represents only part of a
whole game system. Motivators Relationships Gear Attributes Traits / Skills Special Abilities
4. Example games on the chart are not Character goals or emotional The character’s contacts, allies, Material tools, weapons, and other The few primary, innate abilities Abilities and qualities that only some Abilities that allow characters to
the only possible examples. qualities that shape conflicts, affect friends, family, affiliations, etc. These resources characters can use for shared by all player characters, characters possess. Each trait / skill is exceed or contramand game rules for
their outcomes, and provide some may include invididuals or groups. benefit during conflict and play. possibly by all NPCs as well. mechanically similar to others, though benefit. These abilities may also work
Also, note that individual game systems mechanism for reward. relevant in different fictional contexts. in dissimilar ways from one another.
will not have every component present
on the chart. For example, Conspiracy
Examples: Examples: Examples: Examples: Examples Examples:
of Shadows: Dirty Hands has no
“Attributes” as defined here, opting • Keys – The Shadow of Yesterday • Circles – Burning Wheel • Weapons and armor – Many! • Strength – D&D • Skills – Many! • Secrets – The Shadow of Yesterday
instead for a more widely distributed • Muses – Nine Worlds • Followers – HeroQuest • Resources – Burning Wheel • Self-Loathing – My Life With Master • Aspects – Spirit of the Century • Edges – Savage Worlds
allotment of Descriptors, which are • Beliefs – Buring Wheel • Contacts – Exalted • Items – Trollbabe • Lore – Sorcerer • Past & Present – Dust Devils • Spells – D&D
closer to “Traits / Skills” as defined here.

Conflict!
First, players must declare intentions that begin a conflict. These arise from Intent
THis chart’s purpose fictional situations and role-playing. Players declare their characters’ aims.
This chart has two main functions:
Preparation INitiation
1. First, I offer it as a general means
Once conflict’s identified, players turn to their character’s various resources to Players decide and explain how their
and reference to discuss games,
affect outcomes. This may include temporary effects from previous conflicts. characters will face the fictional crisis.
game play, and game design.
2. Second, the chart provides a road REward Loop Mechanical Fictional Outcomes
map and discussion framework for a Mechanical rewards for Consequences The “in game” results of the
team to design an open game design using and/or completing
Temporary modifiers Resolution Mechanic conflict. Characters make

CONFLICT RESOLUTION
project I announced in May, 2010 at character motivators. The their mark on the game
www.storiesyouplay.com. rewards can earn “XP,”
resulting from conflict The mechanism to determine outcomes. (Note, the resolution mechanic is not Execution and its “world” through
outcomes. These modify “conflict resolution,” but rather one component of conflict resolution.)
modify or add motivators, or Players employ the game system, conflict outcomes. The
character effectiveness
become currency to affect including components from the player player changes both the
conflict outcomes.
postively, though more Examples: characters various abilities and game world and his or her
often negatively. They can • Simple die roll, variable target numbers – D&D 3.0, 3.5, & 4E. qualities to figure out what happens. character through play. As
be universally applied, or • Die pools, fixed target numbers – Burning Wheel
Many games require that characters change, they
relevant only in fictional • Dice pools, variable target numbers – Reign
such mechanical rewards acquire new means to affect
contexts. • Opposed dice pools, compare highest value – Sorcerer
trigger only in the context future conflicts.
of fictional resolution (e.g. • Variable dice, fixed target number – Savage Worlds
when a character completes Examples • Opposed rolls – Conspiracy of Shadows
one of his or her goals). • Damage – Many! • Zero-average roll, shifts character ratings – The Shadow of Yesterday
• Fallout – Dogs in the • “Diceless” resolution – Polaris
Examples: Vineyard
• Conditions – Re-Rolls / Extensions
• XP – The Shadow of
Mouseguard
Yesterday Optional mechanisms to lengthen, expand, or continue conflicts. These can
• Pride & Valor – Nine shift between “simple” or “complex” conflicts, allow players to attempt victory
Worlds following a lost outcome, or “zoom in” on particular scenes.
• Artha – Buring Wheel
Examples:
• Re-rolls – Trollbabe
• Bringing Down the Pain – The Shadow of Yesterday
• Extended conflicts – HeroQuest

Outcomes EFFECT
Conflict outcomes resolve fictional situations (and likely set up new situations). Once players agree, the outcome
These often have mechanical consequences for participants. And, outcomes becomes part of the game’s fiction.
also fuel game rewards, giving players mechanical benefits informed by the
fictional events. Importantly, play continues, and more conflicts arise.

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