Oct 6, 2016 5:16 am
So I know in my introduction thread I mentioned that this system was in its early stages and was still very much a raw idea. I also said that I wouldn't post something until I had it more fleshed out and ready for playtest. I'm hoping, however, that by posting this it might give me more reason to keep churning out ideas so that I have more things to post.
So GRIT is my working title, and of course I picture the PDF front page or book cover to have that in big, gritty-looking letters. Probably with a smoking bullet hole or two for good measure. The basic concept is all about risk vs. reward. In my typical group I have a couple players that are huge risk-takers, and on the other side of the table I have a couple of people that are very risk adverse. I wanted to make something that would satisfy them both, and my answer to that was to allow players to set their own stakes and to determine the odds of their success.
It uses a d20, and players will choose from a list of potential Bets before they roll for a skill test. These options range from an Empty Hand, where the player can literally roll anything from 1-20 and get a success, to a Royal Flush, where the player picks a single number and attempts to roll that number. There are 6 other options in between, such as the Straight (Rolling 16-20) or the Four of a Kind (rolling a 5, 10, 15 or 20). Success can mean a lot of things, however, and the risk you take determined the degree to which you succeed should you beat the stakes that you set for yourself. If you are shooting someone and you declare an Empty Hand, you may successfully hit them, but it would be a grazing shot. Calling a Straight and rolling it successfully would be something much more damaging. Betting that you'll roll a Nat 20 and then actually rolling it is almost certainly fatal. The rewards for riskier shots increase exponentially so that succeeding on an Empty Hand roll 20 times is not the equivalent of rolling a Royal Flush once.
The trick is that your character is not determined solely by your own luck. You have skills, each ranging from 1-6, which determine how many d20s you get to roll in your attempt. I've busted out my calculator and I've made several probability charts and it looks pretty promising that all of the numbers seems to increase evenly. Calling and rolling that Nat20 doesn't seem quite so impractical now. With 6 dice it'll happen a little more than a quarter of the time. We've done a brief bit of playtesting, and it's been a pretty fun build up of excitement and intensity as a player calls their bet and makes their rolls.
Rolling dice isn't free, though. Players have pools of a resource called Grit, and each die costs a certain amount of Grit in order to roll it. This is where your Attributes come in. On a character sheet, your Attributes might look like the following:
Stat Name: 3 | 2 | 1 | Ace
The number that your character has in that stat determines how much Grit it costs to roll each die, with Ace being free (so you can roll 6 dice for all of your shots, gunslinger). Running out of Grit has some bad effects, but you'll always at least be able to roll 1 die.
Spent Grit goes into a central Pot that players can draw from with certain abilities (like shady Gambler characters with the appropriate Talents being able to "steal" from the Pot to power their abilities). This brings me to the next part, which is...
The Deal. What I've described so far is just the basic die rolling mechanic. The Deal is where it becomes a game that I would want to play. When making any skill check, players will set terms and propose a deal to the GM. Maybe the player suggests a certain bet they're willing to make, a certain amount of Grit they'll spend, and just tries to roll what they say they're going to roll. Maybe, instead, the player doesn't want to leave it up to chance, and that player instead offers incentives to the GM so that he can succeed automatically. These incentives could be Grit expenditure, succeeding at some sort of cost, damage suffered, EXP spent, penalties on a future roll, etc. Anything game-related is on the table here, and the GM can either accept this deal, or counter with his own offer.
Here are some examples of the negotiations:
Drawbacks (Reducing the reward but reducing the bet needed to pass)
-----Generally contains, "Even if I succeed…"
"Even if I succeed, I won’t be able to make the jump all the way, but I’ll be able to grab onto the other ledge with my hands."
"Even if I succeed at jumping this cliff, if I rolled an even number I’m going to scrape up my legs and take 5 damage."
"My legs will be so tired from making this jump that, even if I succeed, on a future roll of the GMs choice I’ll suffer -1 to my Attribute."
Benefits (Increasing the reward but increasing the bet needed to pass)
-----Generally begins with, "If I succeed…"
"If I succeed at jumping this cliff, I’ll take 2 Grit from the Pot."
"If I succeed, then when I get to the other side, I find a secure place to tie a rope so that others can climb across."
"If I succeed, then I’ll prove that I’m the strongest around and I can pay a reduced amount of XP right now to increase my Vigor!"
Dangers (Increasing the risk but reducing the bet needed to pass)
-----Generally begins with, "If I fail…"
"If I fail to make this jump, I’ll die."
"If I fail, part of the cliff face crumbles and makes the check harder to pass later."
"If I fail, my favorite revolver slips from its holster and falls into the chasm."
Safety Nets (Reducing the risk but increasing the bet needed to pass)
-----Generally contains, "Even if I fail…"
"Even if I fail, I will only take half damage."
"Even if I fail, I can get to the other side, but I twisted my ankle and take -1 on applicable checks until I rest for the night."
"Even if I fail, my friend can attempt a difficult Vigor check to catch me."
Players are not the only ones allowed to manipulate the deal, as I said that the GM gets to counter offer. These are just as free form as the original Deal can be. GMs can even offer to try to buy out the player and get them to accept an automatic failure in exchange for Grit from the Pot, or some other benefit. GMs can interrupt a skill check in order to form deals of their own. If a player wants to make this jump across the cliff, the GM can lean in and ominously mutter, "I'll give you three Grit if you put down the dice and let me narrate what happens." Both the Player and the GM need to accept the deal in order for it to be made, but there's nothing there's nothing that says the GM has to elaborate on what he's going to do to the Player's character if he's given control of the events. But damn if it doesn't pique the curiosity. If no deal can be reached (which I don't see happening that often with all of the available options), then there is a skill check for everything, and the GM can establish what sort of Bet would be the minimum to accomplish a task in its most basic way.
This Deal system can be used in Combat, too. Players are free to say, "I want to shoot that stick of dynamite in his hand and kill him and his two henchmen!" He and the GM would then form how to make that happen. If a deal ever involves another player, that player needs to agree as well. If two players were ever in combat against each other, it would likely boil down to the basic die rolling mechanic.
These are the Basic Rules, anyway. I also have ideas for advanced bets where players bet they will achieve a certain series of rolls, such as 3-in-a-row, or doubles. Advanced Bets like these could be used to line up two targets and shoot them both, or ricochet a bullet to strike someone behind cover.
All of this, as I've said, is in its very early stages. I continuously have thoughts of, "Maybe I should do it this way instead," and make sizable changes. I imagine that'll be happening for a long time.
If you'd like to give feedback, you are definitely welcome to. I'm not in a place yet to do open playtesting (that is, outside of my group of close friends), and I've been pretty happy with developing these mechanics by myself (not that I'd be insulted if you suggested something, but that also isn't what I'm looking for). What I need most is:
-----Encouragement!
-----Have you seen these specific mechanics used elsewhere? I've played a lot of different kinds of games, but I haven't played nearly all of them.
-----Would this be something that you would be interested in playing, or is there another system that you'd prefer for a Weird Western setting, and why?
Thank you!
So GRIT is my working title, and of course I picture the PDF front page or book cover to have that in big, gritty-looking letters. Probably with a smoking bullet hole or two for good measure. The basic concept is all about risk vs. reward. In my typical group I have a couple players that are huge risk-takers, and on the other side of the table I have a couple of people that are very risk adverse. I wanted to make something that would satisfy them both, and my answer to that was to allow players to set their own stakes and to determine the odds of their success.
It uses a d20, and players will choose from a list of potential Bets before they roll for a skill test. These options range from an Empty Hand, where the player can literally roll anything from 1-20 and get a success, to a Royal Flush, where the player picks a single number and attempts to roll that number. There are 6 other options in between, such as the Straight (Rolling 16-20) or the Four of a Kind (rolling a 5, 10, 15 or 20). Success can mean a lot of things, however, and the risk you take determined the degree to which you succeed should you beat the stakes that you set for yourself. If you are shooting someone and you declare an Empty Hand, you may successfully hit them, but it would be a grazing shot. Calling a Straight and rolling it successfully would be something much more damaging. Betting that you'll roll a Nat 20 and then actually rolling it is almost certainly fatal. The rewards for riskier shots increase exponentially so that succeeding on an Empty Hand roll 20 times is not the equivalent of rolling a Royal Flush once.
The trick is that your character is not determined solely by your own luck. You have skills, each ranging from 1-6, which determine how many d20s you get to roll in your attempt. I've busted out my calculator and I've made several probability charts and it looks pretty promising that all of the numbers seems to increase evenly. Calling and rolling that Nat20 doesn't seem quite so impractical now. With 6 dice it'll happen a little more than a quarter of the time. We've done a brief bit of playtesting, and it's been a pretty fun build up of excitement and intensity as a player calls their bet and makes their rolls.
Rolling dice isn't free, though. Players have pools of a resource called Grit, and each die costs a certain amount of Grit in order to roll it. This is where your Attributes come in. On a character sheet, your Attributes might look like the following:
Stat Name: 3 | 2 | 1 | Ace
The number that your character has in that stat determines how much Grit it costs to roll each die, with Ace being free (so you can roll 6 dice for all of your shots, gunslinger). Running out of Grit has some bad effects, but you'll always at least be able to roll 1 die.
Spent Grit goes into a central Pot that players can draw from with certain abilities (like shady Gambler characters with the appropriate Talents being able to "steal" from the Pot to power their abilities). This brings me to the next part, which is...
The Deal. What I've described so far is just the basic die rolling mechanic. The Deal is where it becomes a game that I would want to play. When making any skill check, players will set terms and propose a deal to the GM. Maybe the player suggests a certain bet they're willing to make, a certain amount of Grit they'll spend, and just tries to roll what they say they're going to roll. Maybe, instead, the player doesn't want to leave it up to chance, and that player instead offers incentives to the GM so that he can succeed automatically. These incentives could be Grit expenditure, succeeding at some sort of cost, damage suffered, EXP spent, penalties on a future roll, etc. Anything game-related is on the table here, and the GM can either accept this deal, or counter with his own offer.
Here are some examples of the negotiations:
Drawbacks (Reducing the reward but reducing the bet needed to pass)
-----Generally contains, "Even if I succeed…"
"Even if I succeed, I won’t be able to make the jump all the way, but I’ll be able to grab onto the other ledge with my hands."
"Even if I succeed at jumping this cliff, if I rolled an even number I’m going to scrape up my legs and take 5 damage."
"My legs will be so tired from making this jump that, even if I succeed, on a future roll of the GMs choice I’ll suffer -1 to my Attribute."
Benefits (Increasing the reward but increasing the bet needed to pass)
-----Generally begins with, "If I succeed…"
"If I succeed at jumping this cliff, I’ll take 2 Grit from the Pot."
"If I succeed, then when I get to the other side, I find a secure place to tie a rope so that others can climb across."
"If I succeed, then I’ll prove that I’m the strongest around and I can pay a reduced amount of XP right now to increase my Vigor!"
Dangers (Increasing the risk but reducing the bet needed to pass)
-----Generally begins with, "If I fail…"
"If I fail to make this jump, I’ll die."
"If I fail, part of the cliff face crumbles and makes the check harder to pass later."
"If I fail, my favorite revolver slips from its holster and falls into the chasm."
Safety Nets (Reducing the risk but increasing the bet needed to pass)
-----Generally contains, "Even if I fail…"
"Even if I fail, I will only take half damage."
"Even if I fail, I can get to the other side, but I twisted my ankle and take -1 on applicable checks until I rest for the night."
"Even if I fail, my friend can attempt a difficult Vigor check to catch me."
Players are not the only ones allowed to manipulate the deal, as I said that the GM gets to counter offer. These are just as free form as the original Deal can be. GMs can even offer to try to buy out the player and get them to accept an automatic failure in exchange for Grit from the Pot, or some other benefit. GMs can interrupt a skill check in order to form deals of their own. If a player wants to make this jump across the cliff, the GM can lean in and ominously mutter, "I'll give you three Grit if you put down the dice and let me narrate what happens." Both the Player and the GM need to accept the deal in order for it to be made, but there's nothing there's nothing that says the GM has to elaborate on what he's going to do to the Player's character if he's given control of the events. But damn if it doesn't pique the curiosity. If no deal can be reached (which I don't see happening that often with all of the available options), then there is a skill check for everything, and the GM can establish what sort of Bet would be the minimum to accomplish a task in its most basic way.
This Deal system can be used in Combat, too. Players are free to say, "I want to shoot that stick of dynamite in his hand and kill him and his two henchmen!" He and the GM would then form how to make that happen. If a deal ever involves another player, that player needs to agree as well. If two players were ever in combat against each other, it would likely boil down to the basic die rolling mechanic.
These are the Basic Rules, anyway. I also have ideas for advanced bets where players bet they will achieve a certain series of rolls, such as 3-in-a-row, or doubles. Advanced Bets like these could be used to line up two targets and shoot them both, or ricochet a bullet to strike someone behind cover.
All of this, as I've said, is in its very early stages. I continuously have thoughts of, "Maybe I should do it this way instead," and make sizable changes. I imagine that'll be happening for a long time.
If you'd like to give feedback, you are definitely welcome to. I'm not in a place yet to do open playtesting (that is, outside of my group of close friends), and I've been pretty happy with developing these mechanics by myself (not that I'd be insulted if you suggested something, but that also isn't what I'm looking for). What I need most is:
-----Encouragement!
-----Have you seen these specific mechanics used elsewhere? I've played a lot of different kinds of games, but I haven't played nearly all of them.
-----Would this be something that you would be interested in playing, or is there another system that you'd prefer for a Weird Western setting, and why?
Thank you!
Last edited October 6, 2016 5:18 am