Ok, based on the previous post and some conversations on G+ with Bryant Durrell, I’m starting to crystallize this system in my head, starting from the Above the Earth concept. I’m going to call it the Focus systems, and I’be already realized there are two versions of it, which I’ll call Basic and Advance out of a sense of tradition. Basic uses 12 dice (a box of 16mm Chessex dice) and is pretty simple. Advanced uses 36 dice (A box of Chessex 12mm dice) and more fun dice tricks. Having a hypothetical advanced version lets me relax a bit with the basic version, because otherwise I feel obliged to throw in every trick I can think of. So with that in mind, the Basics of the Basic Focus system are as follows:
Player may describe their character as they see fit, and may append or expand on that description as appropriate. The GM may ask some questions for inspiration, but that’s about the entirety of it. Once complete, the player takes a block of 12 dice.
Play proceeds in traditional style (loaded, I know, but I’m not looking to reinvent the wheel). The GM describes the situation, player responds descriptively, and play proceeds in a free form fashion until a point of uncertainty. At that point, the player may take any number of dice from their pool and roll. The outcome is based on the best die’s result, as follows:
# | Result |
---|---|
6 | Things go awesomely. Achieve the goal and significant benefit. |
5 | Things Work well: Achieve the goal and get a small or colorful benefit. |
4 | Things work. Achieve the goal. |
3 | Complications: Achieve the goal, but with a cost or a choice. |
2 | Uh Oh: don’t achieve the goal |
1 | Oh no! Something goes horribly wrong! |
So, as I wrote that, I realized that in practice, that’s more grain than I like, and I really just want three outcomes (good, complicates and bad) so I retune it, PBTA style:
# | Result |
---|---|
5-6 | Achieve Goal, woo hoo! |
2-4 | Complication: Achieve goal, but there’s a cost or complication |
1 | Something goes wrong |
This has a few bits to it:
- Dice rolled are spent (removed from the pool) but 1’s might go back into the die pool. I like the idea, but it’s one more thing to keep track of, so we’ll see if it works in practice.
- Boxcars allow critical successes.
- Asymmetric distribution It makes for a fatter middle, but I’m ok with that, as it’s the fun space. However, if I did a version with Fate Dice It would force an even distribution, with the tiers mapping to +, 0 and – respectively. That may be an argument for going 1-2/3-4/5-6 but I’ll worry about that later.
- So what if you have no dice? That will probably call for a roll on “the black die”, which treats a 5 or 6 as a 4 (and gives back a die when rolled).
So far this is largely one way – that is, it’s about spending dice. The trick then is how dice get refreshed. The most obvious solution is something akin to an aspect invocation, but I’m not sure how well that will work for a kid. It’s not that the kid is unwilling to do silly or risky things, but it feels like the communication element needs a bit of nuance, so I’m going to reframe it as follows: When the player answers a question from the GM, the get a die back.
When I first considered that, I thought I’d need more options, but as I thought about it, I realized that this is a really flexible tool because there are no particular limitations on what sort of question the GM asks. It can be used to invite contribution, yes, but it can also be used in a manner like an invoke if the question is sufficiently leading. This feels like it may be all I need (plus maybe the rule of 1s).
And with that, I think I have the whole of what’s needed for Basic Focus (or at least enough to test it out). I’ve already started throwing ideas into the bucket for Advance Focus (it’ll probably be keep 2, and will steal liberally from Risus, Over the Edge and ) but I’m going to let those marinate until I’ve had a chance to put basic through the paces.
source: The Walking Mind