thedeadone.net
Posts with the tags Spirit-of-the-Century


An Example Fudge Implementation of “Combat Profiles”

If you don’t have time to read all this, then check out the cut-down version v0.1.1!

What started as some rough ideas and thoughts on the combat experience in roleplaying games, developed in a kind of simplistic theory I called “Combat Profiles”. After some discussion, I put together this system as an example of using these concepts. In fact, putting together this system has helped me scope and define the ideas into something more tangible, but that’s for another day. This system priorities player-experience over strategy or realism but doesn’t try to exclude anything either. I don’t know if it delivers, as I haven’t tested it yet.

It uses Fudge and Story Elements, as I believe they are uniquely suited to “Combat Profiles” compared to the other systems I’ve played (of course I haven’t played every system out there). It is task-based (i.e. not “conflict resolution”), another of my biases I guess. However I believe the general principals can be applied to other systems. It’s geared as a system that can be applied to all settings and all combat situations. The system attempts to define what combat is to understand how to apply it.

This system is in part inspired by the Shadow of Yesterday RPG, Riddle of Steel RPG, Spirit of the Century RPG, Fate System, several Fudge Factor articles and the FudgeList. If you are familiar with these sources, their influence should be obvious.
Read More…


With the few indie games that have entered my bookshelf I noticed that there is a scale of player’s narrative power versus GM’s power. Power is probably not the right word, influence? At one end you have something like Universalis that gives all the players GM powers by removing the GM. Then you have something like Shadow of Yesterday gives quite a lot of power to the players to control when and how they enter conflict (conflict resolution) and how their character is pulled along (keys). Then Spirit of the Century where players can “tag” narrative details that they may think are in a scene or story. At the other end of the scale you have the traditional RPGs like White Wolf and D&D.

The belief it would seem is that the more narrative power a player has, the better the game or experience is because the player has more ability to control and determine that. I think thats not completely true. They offer different experiences along the scale certainly. I don’t believe any is lesser than the other and people will be certainly draw to certain points in that scale.

Of course I am speaking a little through my arse as I haven’t played SotC or SoY yet. Planning to but that really doesn’t count. Thankfully I have played Universalis a few times and it is definitely one of my favourite games. But I’d put myself preferring the opposite end of the scale. (Universalis works for me because it’s explicit in it’s power-sharing, you go in with no pre-conceptions about who controls what.)

Part of it this is that, as a player and GM, I prefer long-running games over one-shots or single-adventure games. Universalis works brilliant in a single session however my group has never really got into the idea of running Universalis over several sessions. Don’t get me wrong, you can do it with all games. Yet I think games that give more narrative power to the players give more punch in the short term than games that work better in the long term.

Maybe that’s not complete fair. In economics: all variables in the long term are flexible. Games at the restrictive end of the scale are just as flexible in terms of who has narrative power as games on the other end of the scale, if you talk about the long term. For me it’s about what being GM means. For me as a player and a GM, being GM means giving the players a good experience. Take the narrative powers away from the GM, the GM can no longer guarantee a good experience for the players, the players have to do it more themselves. Thinking about this in the short and long games, if you have a short game and you want everything up and running quickly without much input, then you should probably let the players do it for you. Let them grab what interests them and run with it. In the long term, as a GM you have more freedom. You can present a world to them and you can setup and guide the players as part of that world and see what takes hold over time with them. An engaging long-term story must be evolved from the fusion of players and GM, I think while a short-term game can be just lighting the fuse of the players and watching it explode.

Or perhaps it doesn’t matter and I’m simply getting older and preferring the way “things were done in my day”.


I was re-reading my notes that I had jotted down for the upcoming work on LH and I came across this:

Why Roll?

  1. Part of the hobby
  2. A character can “do” what a player can’t
  3. Resolve a conflict of interest
  4. Because it’s fun

I wondering how much truth are in those four reasons. What do you think?
Read More…


Anyone ever used a system to roleplay a social event (like a ball, court, political gathering, etc.) in a tabletop? My group has played through one or two big social events in our games and it’s always been a little hit and miss.

I was reading Spirit of the Century and it uses a generic system that is meant to be applied to any situation, sorta. But something didn’t sit right about it. Shadow of Yesterday use scene based resolution and I can see how it can be applied to a social event. But if your using a taks based or near-task based resolution… I’m not sure how that works at a social event unless you set it up Pulp-style with a villain that must be countered. Many there is examples further on in the book worth looking into.

So I’m curious if anyone knows of any systems or have used anything for social events?


Or rather: Should I know who Doc Savage is?

In less than 5 seconds I can get answer from the wikipedia pipe, but that’s not really my question. I got my copy of Spirit of the Century (and this is not meant to be a criticism of SOTC, I’ve only flicked through the introduction) which is a roleplaying gaming about “pulp” and specifically “era pulp”. I know what pulp is and I recognise it’s influences. But my first taste as a child was Indiana Jones. What came before that I don’t’ really know anything about. Should I? Have I missed some sci-fi cultural element? Who is Doc Savage, the atypical pulp hero? Am I a sci-fi philistine?

It just occurred to me why, after seeing the cover of White Wolf’s “Adventure!” when it was released, I never bothered to even look at the blurb. I knew what pulp was but I had no interest in it. Likewise SOTC, shrug, yea pulp looks fun but it’s not something I completely get. It’s not part of my… actually is there a word for that? Personal/historical culture/media/history? If it wasn’t for the internet noise (and that it uses Fate, a tangent/brew/derivative/insert-word of Fudge), I probably wouldn’t bat an eyelid about it.

You can continue to browse entires by looking at older entries or newer entries. You can also go top too.