I'd like to thank my buddy Evan for suggesting a name for this new gaming system, and helpfully pointing out several typos in the alpha draft. But, without further ado, I've decided to name this new system the "d0 System" (that's D-Zero not "do") in homage to WoTC's d20 system.
So, why d0?
Why not? I think it's a simple and clean name for a simple and clean system which has no dice.
Aside from the problems of lexicographically distinguishing "d0" from "dO" or "do", which I am already well aware of, feedback's welcome (especially if you have a better idea for the d0 notation).
Wednesday, August 27, 2008
Tuesday, August 26, 2008
Dear lord, What?
Welcome to the d0 Blog! This is the one-stop-shop for all of the development news for the new d0 Dice-less Role Playing Game system that I'm developing. Right now, I'm in the alpha stage of development, but here's a little summary of what I'm going for (excerpt from the upcoming Quick-Start Guide):
- There are no dice—players are random enough: Unlike many games you may have played before, this system uses no dice at all. All conflict is resolved through a simple auction system. Everyone who's got a stake in the conflict gets a chance to push the result in their favor. Players desire different things at varying amounts, so nobody knows what the outcome of the conflict will be until the ST announces the winner.
- There are no real mechanics—except the physics of your setting: Common sense is the measure of what is and is not feasible in the game, and common sense varies from setting to setting. As a result, what's very doable or common in one setting might be impossible or game-breaking in another. In this game, we don't provide any mechanics that exist independent of a game-setting, except what's needed for the auction system to work.
- There are no arbitrary limits placed on you—the ST alone determines the bounds of possibility: Since the setting is what controls the mechanics of common sense, and the ST is the arbitrator between the Players and the Setting, he is the determining factor that limits what character can do. You can be whatever the ST will allow you to be. Want to play a dragon in a high-fantasy game? How about a sentient star-ship in a science fiction game? What about just being a lucky son-of-a-bitch? All fine, provided that you and your ST can agree on a concept with your character, you can be whatever the hell you want.
- If you want something bad enough, you can usually get it: Without random and arbitrary limits, what is there to keep everyone from just running around doing whatever they please? Simple, we let them run around and do whatever they please—for a price... Since we use an auction system to resolve conflict, that means that there's a price to be payed for getting what you want. If you're willing to blow your right hand off getting a head-shot on the villain, then go ahead, pay with your hand, and we'll see what the villain is willing to bid in order to keep his head. Just keep in mind, the ST alone determines what's possible, so you've never got license to run around fucking up the physics of the setting.
Subscribe to:
Posts (Atom)