Storifying Mage: The Ascension (Part 2) - Starting with the Character Sheet
The first fundamental in my design project has stated that I
wish to to keep the existing character sheet. When rebuilding a system from the
ground up, this may seem like a pretty controversial move, but in light of my
last fundamental (remain generally compatible with existing Mage sourcebooks)
it makes sense not to deviate to far from the established system of
attributes/abilities/spheres/advantages.
Sure, I could have drawn my basic inspiration from the
stripped back game system used in the Mindās Eye Theatre version of the
product, but that game is designed for political intrigue between mages, not
about urban fantasy adventuring in a dark world where belief is your primary
weapon. Besides, if I used the Mindās Eye Theatre version of the rules, that
would render most of the sourcebooks obsolete.
So, letās look at the commonly available character sheet for
the gameā¦
Thatās the standard 1 page sheet, similar to most Classic
World of Darkness games.
It doesnāt say you need to roll d10s (even though the game
does), nor does it say that you need to combine an attribute and an ability to
make a roll (even though you do this when you normally play the game). Based on
this alone, you could easily play the game with d6s. But many of the
sourcebooks refer to different effects with different difficulties on a scale
of 1 to 10, or having the active player add together an attribute and ability
to form a dice pool, while the defending/passive player adds together an
attribute and ability to determine a difficulty for the roll (or maybe to 1-10
willpower scale is used, or maybe a flat number standard difficulty for some
tasks).
Thereās a range of 33 abilities, 11 each in Talents, Skills
and Knowledges. This character sheet doesnāt include room for secondary
abilities, which are less common quirky actions that some characters specialise
in. In fact, thereās a lot of stuff that this character sheet doesnāt have,
itās basically the most common numbers you need, it doesnāt really say a lot
about the character as a person at all.
Letās switch to the version available from one of the prime
repositories of character sheets on the internet, Mr. Goneā¦
This particular one is clearly for 3rd/revised edition mage. It includes resonance, which was a far more vague concept in earlier iterations of the game. It includes an āother traitsā section, multiple times, and expanded backgrounds (which is really good when weāre looking to make these features more prominent in the game). But with this character sheet, there is still plenty of room to play with mechanisms. We need a good core that allows players to drive the story with the facilitation of the Storyteller.
One of the constant problems in the Classic World of
Darkness was the idea that if you faced something with a difficulty of 10, then
having more dice wasnāt actually an advantage. A 1 always counted as a botch,
so a difficulty of 10 meant that every die had an equal chance of succeeding or
botching. At least with a difficulty of 9, every die had twice as much chance
of succeeding as it did botching, and at lower ends of the scale you had the
chance that every die might end up with a success, and you might have seven or
eight successes (while in most cases 5 successes is considered phenomenal).
Things go weird at the edges in Classic World of Darkness (CWoD).
So we could basically play the whole game with 2d10 used for
every action if we really wanted to, and it wouldnāt screw up the system much
more than the issues already inherent. Hereās what Iām thinking, itās basically
the old Cyberpunk 2020 system (sort of)ā¦ Attribute + Ability + 1d10 vs
Difficulty (on scale of 1-10, or made from opponentās Attribute + Ability) +
1d10. Acting character wins on ties.
If youāve normally got an attribute + ability score of 1 (in
other words youāve got a crappy attribute and you donāt have any proficiency
with the task youāre attempting), and are confronting something with a difficulty
of 10 (the most difficult thing a human could feasibly attempt); in this system
youād need to roll a 10, and the GM would need to roll a 1 before a success is
achieved (thatās a 1 in 100 chance of success). Arguably a 1% chance of success
is more realistic than a 10% chance of success in the regular Classic World of
Darkness Storyteller System.
If youāve got an attribute + ability score of 2 (in other
words an average attribute and no proficiency, or a rubbish attribute and some
basic proficiency), and are attempting the difficulty 10 task, the CWoD system
gives you a 19% chance of rolling at least one 10, but it also gives a 19%
chance of rolling at least one 1. Under the variant Iām initially proposing,
youāre looking at a 3% chance of success becauseā¦if the player rolls a 10, the
GM could roll a 1 or 2 and a success would be granted, and if the player rolls
a 9, the GM could roll a 1 and success would still occur. As you get to the
middle ranges (attribute + ability = 5, vs difficulty 5), the proposed system
generates success 50% of the time (the player just needs to roll higher than
the GM).
Thatās where things get wonky. A difficulty 6 is considered
average in CWoD, a die has a 50% chance of rolling 6 or higher and thus gaining
a success. A few elements of the game are based around this. Luckily Iām not
quite finished.
I remember reading somewhere (years ago) that a player
enjoys a game when theyāve got roughly a 75% chance of succeeding on common
actions, roughly a 25% chance of succeeding on hard actions, and suitably less
chance of succeeding on even tougher actions. Players like to feel that their
characters are good at something (and can generally sweat the small stuff with
no problems). At the time Mage was released, the big thing in gaming was āRule
Zeroā (Feel free to change anything in these rules), it was something most
people did anyway, but I remember it being something new and exciting to see it
actually printed in the text of the book. In the years since Mage was released,
the concept of āSay Yes, or roll the diceā came along (in āDogs in the
Vineyardā if I remember correctly), and many games have since adopted this
principle. Again, itās something that a lot of us had been doing for years
before it was specifically printed in a book. Now weāre seeing things like
āonly roll dice if there is a risk or if the random chance drives the story in
some wayā. Itās all basically the stuff Iām trying to achieve with this
project. I want die rolls that give interesting results, not just whether the
character failed or did good (and how good), but also whether any unusual side
effects occurred.
I want to add in the idea of āandā results which add a bonus
effect to the result, and ābutā results which detract something (or add a
penalty effect). For Mage this is greatā¦
...a magical effect āandā it ripples into another beneficial
side-effect, a magical effect ābutā it causes extra paradoxā¦
ā¦a combat hit āandā it causes bleeding or hobbles the
victims movement, a combat hit ābutā it breaks your weaponā¦
ā¦a negotiation āandā you know have a sidekick for the rest
of the scene, a negotiation ābutā theyāll never deal with you againā¦
This might need some kind of cheat sheet containing a few
sample āandā and ābutā results that might be appropriate in activities relating
to different attributes, as well as a few generic āandā and ābutā results that
could be appropriate in a range of situations. But how do we get those results?
Thatās where Iām looking at the ideas of +Kyrinn S. Eis, and
her āYes & No + Unexpectedā system (and some of the ideas I had when I
discussed it with her), as well as Otherkind/Ghost/Echo ideas, which basically
means Iām vaguely linking it back across to FUBAR (because I know it works).
Every conflict roll uses 3 dice, two white, one black. Letās
call the white ones āgoodā dice, and the black one becomes the ābadā die. The good
dice determine the characterās actions to complete the goal (choose one and add
it to the attribute + ability total), the bad die determines the resistance to
those actions (add it to the opposing difficulty, or victimās attribute +
ability total). Choosing the better of 2 ten sided dice to beat another ten
sided dice gives a closer result to 75% success on those āaverageā actions.
What about that other white die? We could just ignore it,
but that feels like a waste of potential. We also need something that will
generate the āandā and ābutā results, so why not mesh those two fragments
together? How often do we want these āandā and ābutā results? All the time? Half
the time? Occasionally? Rarely?
We could get the effect all the time if we say the discarded
die generates an āandā result if itās even and a ābutā result if itās odd. We
could get the result occasionally if we say that either of the white dice produces
a 1, it generates a ābutā result and if either white die produces a 10 it generates
an āandā result. I think we need more conscious choice in the matter, so that a
player can choose between a good result that has a ābutā aspect to it, or a barely
adequate result with an āandā aspect that makes it more interesting for the
story.
Needs more thought.
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