Deciding on a system
One of the things that bugs me about the storyteller system
is one of the same things that bugs me in a lot of games. This bugbear is an inconsistency
in the systems of play. Arguably it’s one of the core things that puts me off
Apocalypse World games. I don’t like the idea that every subtle variation of an
action has a subtle variation of a rule that goes with it. Custom moves are
designs by exception, in a lot of cases they are specifically designed no to
cover a range of narrative options, but to serve a single narrow purpose. If I
wanted that, I’d play Pathfinder with its hundreds of pages of optional rules
and errata.
Sorry not my type of story game.
Coming back to Mage, I’ve been having issue with the idea of
2 subtly different rolling systems in the game. One rolling system combines two
statistics with a value from 1-5 or 0-5, while the other uses a statistic scale
from 1-10. The first of these systems is commonly “Attribute+Ability” used in
most task actions, the second system is used when Willpower is used to resist
actions or when Arete is used to invoke mystical effects. Then there are the
variant forms when:
…a character rolls against a difficulty score
…a character rolls
against another character, using their attribute+ability (or willpower) as the
difficulty
…a pair of characters roll against difficulty scores and
compare successes
Once again systems and fiddly subsystems.
The attribute system in Storyteller games basically has the
following scale…
- 1 – Poor / Below Average
- 2 – Average
- 3 – Good / Above Average
- 4 – The best you’d expect from the average person on the street
- 5 – The pinnacle of human potential
- 6+ – Superhuman potential (possessed by supernatural beings or magically enhanced individuals)
The ability system has this scale…
- 0 – No ability in this field
- 1 – A bit of basic ability
- 2 – You could probably make a living from it, but not too well
- 3 – You’re better than most people in this area
- 4 – You’re the best around for miles, maybe the best in your town or suburb
- 5 – You’re one of the best in the world with regard to this
- 6+ – You have abilities in this field beyond any mortal
In almost any action, you’re rolling 2-3 dice (if you’d be
rolling less, you not very good and it’s probably better to get one of the
other characters to attempt the action). Since players like to showcase their
characters and consistently perform actions that they know they’ll be good at,
it’s quite possible that a player will be rolling 4-6 dice for a substantial
number of their actions during a game. A character has to be significantly
above average in both attribute and ability (an average of more than 3 points
each) to get 7 or more dice to roll on an action. Here’s one of the many places
where things get messy in the system, because an “average” difficulty is
considered a 6. So if you are rolling against an “average” person and using
their combined attribute and ability as a difficulty score you’d more likely
have a difficulty of 3-4, not 6. Numerous people have commented on this as one
of the odd inconsistencies in the system over the years, I think it might have
even been one of the contributing reasons for shifting the system in the “Storytelling” system which came later.
One of my ways to address the game in a varied format was to
play with the dice used in the game. Maybe shifting it to FATE style rules, or
straight d6s. The main thing here was to avoid using specialty dice that would
make the game less accessible to new players.
I also considered the idea of using different dice for each part
of the attribute and ability
- 1 = d4
- 2= d6
- 3 = d8
- 4 = d10
- 5 = d12
This almost changed the game to a variation of the Cortex
system.
But how would I handle the higher levels of those statistics
measured on a scale of 1-10?
Instead I’m thinking of playing with a card based system,
because all through Mage there is Tarot symbolism. The iconic front cover
illustration is a tarot card, and the title page (or somewhere near it) in each
book depicts a tarot spread. The basic system would see variable difficulty challenges,
where a player draws minor arcana cards in an attempt to beat the difficulty,
then possibly favours the result with a major arcana card.
In a case of attribute+ability, a hand equal to the total
value would be drawn, then the size of the hand would be discarded down to the
flat attribute value. In a case of Willpower or Arete, the hand is drawn and
all the cards are kept.
Difficulties remain on a scale of 1-10, so this means
something interesting needs to happen with faced minor arcana cards (Page,
Knight, Queen, King). I’m thinking that this might be a good point to bring
backgrounds into play, using the idea that if a single face card is a part of
the final hand, the player may spend points from their background to earn
automatic successes on a challenge (as long as that background can be worked
into the narrative), but a favour will need to be repaid soon or the background
point is lost. If two face cards are a part of the final hand, then points from
two different backgrounds could be expended for successes or points from a single background could be expended without
the need to quickly repay the favour. This has the choice element that I like
to see in my stories, it makes backgrounds function differently to attributes
and abilities, and it creates new opportunities for storytelling.
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