Lofgeornost
Feeling Martian!
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- Jul 8, 2020
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I’ve recently been looking at Cloaks, Courts, and Gonnes, an RPG—or the skeleton of one—where p.c.s are spies or agents during the Thirty Years War. Published by Sigil Stone, it’s available on Drivethru as PWYW. The game is very short; only 9 pages in all, and two of those are effectively introduction. It was apparently meant as the launching of a new rules-set, the Ten Tier system; I’m not sure if anything further came of this. As you can imagine from its length, the game is rather sketchy, and leaves some things unclear. It’s an example of a ‘player-facing’ game in which the g.m. does not roll dice. That’s not a type of system I’m very familiar with, so I’d appreciate any help with understanding how it is supposed to work.
Without going into much detail, it’s a fairly straightforward die-pool system, in which a character’s statistics determine how many D10s get rolled and what the target number (roll under or equal) is. The g.m. simply sets the difficulty (i.e. how many successes are needed in the roll), and for complex tasks (i.e. ones that last more than one round) the duration. That’s a total that the player must reach to complete the task, through one or more rounds of rolling, rather like a hit-point total in D&D.
I have some specific questions about the game, but since I suspect no-one has ever played it, I’ll defer those for now. Beyond that, I have a more general query about ‘player-facing’ games in general. How can you use them to handle events or occurrences that don’t really depend on the p.c.s?
For instance, imagine the situation in which someone is trying to scale a fortification’s wall at night without being spotted. If it is p.c. doing this, it’s pretty clear in general terms at least how to handle it mechanically. The player would probably have to make a roll using his or her Stealth to avoid detection and Agility for the climb. All the g.m. has to do is set the difficulty for these.
But, what if the p.c. is the person on watch and it is an n.p.c. attempting the climb? To determine whether he or she evades detection, you can just have the player roll using his/her Perception. But whether the n.p.c. can make the climb successfully doesn’t really depend on any quality of the p.c. watchman. So how does the g.m. determine if the n.p.c. makes the climb successfully or not?
Without going into much detail, it’s a fairly straightforward die-pool system, in which a character’s statistics determine how many D10s get rolled and what the target number (roll under or equal) is. The g.m. simply sets the difficulty (i.e. how many successes are needed in the roll), and for complex tasks (i.e. ones that last more than one round) the duration. That’s a total that the player must reach to complete the task, through one or more rounds of rolling, rather like a hit-point total in D&D.
I have some specific questions about the game, but since I suspect no-one has ever played it, I’ll defer those for now. Beyond that, I have a more general query about ‘player-facing’ games in general. How can you use them to handle events or occurrences that don’t really depend on the p.c.s?
For instance, imagine the situation in which someone is trying to scale a fortification’s wall at night without being spotted. If it is p.c. doing this, it’s pretty clear in general terms at least how to handle it mechanically. The player would probably have to make a roll using his or her Stealth to avoid detection and Agility for the climb. All the g.m. has to do is set the difficulty for these.
But, what if the p.c. is the person on watch and it is an n.p.c. attempting the climb? To determine whether he or she evades detection, you can just have the player roll using his/her Perception. But whether the n.p.c. can make the climb successfully doesn’t really depend on any quality of the p.c. watchman. So how does the g.m. determine if the n.p.c. makes the climb successfully or not?