LROA Game System Concepts & Notes

 

The Lost Realm of Anoria

A (work in progress) rule set for computer fantasy role-playing games

Copyright © Gerhard Skronn 2002

 

Last update: 8-Jul-2002 gsk

 

 

 

Character Attributes and Advancement System

 

The system

 

The LROA system defines characters through eight attributes, divided into two groups. Within the groups, the attributes are paired. The consequences of this pairing are detailed further below. Attribute values are not fixed within the system. Players can modify them during the course of a characters life.

 

Body:

Strength - Stamina

Dexterity - Agility

 

Mind:

Intelligence - Wisdom

Charisma - Focus

 

Complementary pairs

 

The attributes are set up to form complementary pairs in two groups in order to allow a system of self-limiting character development. Players can, as they advance through the game, modify the basic attributes of their characters. This is meant to represent an increase in abilities and power gained through exercising a character’s abilities in the game world.

 

Attribute values can range from 0 to 254. Attribute values can be changed through use of magic (both, in the form of attribute value modifying spells and magically imbued items). For that reason an attribute value has two components: the base component and the modifier component.  The maximum base value for any attribute is 127. The sum of base values for any pair of attributes though is limited to 127 too, as a consequence it is only possible to reach the theoretic maximum for a single attribute by leaving it’s complement at 0.  The same principle applies to the modifier component.

 

Also, the two groups of attributes follow the complementary pair scheme too. With 127 (base) points per Attribute pair the resulting theoretical maximum value is 254 (base) points per group and thus 508 total. Since we implement the complementary pair principle on the group level too (Body <-> Mind) we again limit the total for the pair to the maximum of one member, i.e. 254 points total.

 

As an example this, would mean that if a player wanted to build a character with the absolute maximal achievable Strength and Dexterity (127 base points each) he would be forced to leave all other attributes at 0.  This is as intended! Extreme specialisation does carry a hefty price under this system. The intention is to allow the player a high degree of freedom and also ample opportunity to experiment in an effort to try and find an optimum distribution of attribute values for his playing style. At the same time we want to introduce a certain degree of realism by attaching a price tag to extreme specialisation. Under this system the players will have to try and find the right balance instead of just blindly “maxing out” all attributes.

 

Rationalization

 

The dominant idea behind the LROA attributes system is balance. On the higher level Body and Mind attributes balance each other and, within those, the attributes that we deem to complement each other do the same.

 

Think about it like this: A perfectly average character would have an equal distribution of points into Body and Mind attributes. In order to elevate one of those to above the average, the character will need to lower the other in order for them to remain in balance. The LROA system enforces this intrinsically.

 

A rationalization of this, in role playing terms, can be found by examining what the attribute values are supposed to mean: they represent a characters abilities. Those with which the character was “born”, and those which he “learned” through experience and hard work. For the LROA game universe we will assume that the “natural” distribution of abilities at the moment of a character’s “birth” will always be in balance. And all increases in any area afterwards will be a result of the character working on himself. Since he will not be able to focus more on one area without neglecting its complement, balance will always stay intact. And the system enforces exactly this.

 

Undoubtedly it is not possible to fully rationalize some of the pairings (Intelligence <-> Wisdom would be troublesome indeed) most of them can be to a satisfying degree.

 

Attribute descriptions

 

Strength: The characters direct physical strength. Influences things like the maximum weight that can be carried or combat damage

Stamina: The physical constitution and endurance. Affects regeneration rates, length of time some activities can be performed over, fatigue rates and ability to endure physical pain

 

Dexterity: This describes hand to eye coordination related abilities. Affects precision in combat actions, archery or trade skills that require precision.

Agility: A character’s physical agility affects things like the ability to dodge hits, jump over obstacles, sneak or hide from view

 

Intelligence: The characters mental capability and intellect. Affects learning rates and many activities related to magic

Wisdom: Generalised knowledge about the world and how it works. Also knowledge related to characters special proficiencies. Affects success rates for trade skills and mental regeneration rates

 

Charisma: Charismatic characters have advantages when dealing with NPC characters. They are less likely to be a target of aggression, achieve better prices with trades folk and are more able to influence others or even directly manipulate their minds

Focus: Describes a characters ability to focus his mind on certain activities. Focus greatly influences success rates in many fields ranging from spell casting over archery to trade skills

 

Character creation

 

When creating a character, players have absolute freedom how they distribute the initially available attribute points. Initial point allocation is 128 points per character.  Distributing them evenly on all eight basic attributes would mean a start value of 16 for each attribute.

 

Character attributes advancement

 

Character development in the LROA game system is facilitated in several ways. Players can

 

 

Since a character is, in terms of the game world, completely described through his attribute values and skill set, the ability to advance both those is entirely sufficient; there is no need for an artificial concept of “levels”.

 

Each in game action available to players is based on one of the attributes. This is the action’s primary dependency. For some actions there can be secondary dependencies too, these link an action to a skill. By performing actions a character accumulates experience points in at least one of the two pools linked to Mind and Body, according to which of the attribute groups the primary dependency attribute of the action is in. Another pool (actually a set of pools) is used to accumulate experience related to secondary dependencies, i.e. skills. This way, the system links any character advancement directly to the characters action’s underlying attributes.

 

 

Skills

 

General Concept

 

On top of the basic character attributes players can use the skills system to further customize and shape their characters. The skill system will include a broad range of skills from combat related to magic skills, trade skills and more. As with the attributes system, we want to provide the player with a maximum in freedom of choice and yet have to make sure that characters’ abilities stay within reasonable limits.

 

 

 

A Skill Tree Example: basic combat skills and combat specialisation

 

Note: numbers in brackets are point cost per rank and number of ranks available. So (2, 5) means that two skill points are needed to either initially “buy” the skill or in order to advance it to the next rank and that there a 5 ranks available. Names in square brackets are used to denote the base skills for any specialisation skill. The specialisation skill will only become available when a character has fully mastered its respective base skill.

 

Basic Skills

 

Combat (1,5)

Offence Skill (2, 8)

Defence Skill (2, 8)

Weapons (2,8)

Hand to hand combat (2, 8)

 

(Sidebar: An interesting design question here is how to determine the maximum allowable number of points a player can spend in such a group?

This has got to be a question of starting with an estimate and further evaluation through play testing. A useful estimate might be determined by adding up all the skill points that would be needed to max all skills in the group and than using half or one third of that as the limit. )

 

 

Specialisation Skills

 

Combat specialisation (3,5) [combat]

Offensive manoeuvres (3,5) [offence]

Riposte (4,8)

Defensive manoeuvres (3,5) [defence]

Dodge (4,8)

Dodge slash attack (5,15)

Dodge pierce attack (5,15)

Dodge blunt attack (5,15)

Parry (4,8)

Shield parry (5,15)

Sword parry (5,15)

            Martial Arts (3, 5)  [hand to hand]

Kicks (4,8)

Hand (4, 8)

Grappling (4, 8)its

Swordplay (2,8) [Weapons]

Long sword (4, 8)

Two handed sword (4, 8)

Blunt weapons (2,8) [Weapons]

Maces (4, 8)

 Hammers (4, 8)

 Axes (4, 8)

Piercing weapons (2,8) [Weapons]

 Daggers (4, 8)

 Short sword (4, 8)

Ranged Weapons (2,8) [Weapons]

Javelin (4, 8)

            Short bow (4, 8)

                        Long Bow (4, 8)

 

 

 

(to be continued …)

 

 

 

General Notes and Ideas

 

Some factors/motivations that are know to keep people "in game". How well any game system implements these basic building blocks largely determines long time success.

 

 

On achievement

 

Within the “standard” classification (achiever/explorer/socializer/killer, see http://www.mud.co.uk/richard/hcds.htm) of multi-user online games  (formerly MUD) players, the achiever component is (together with the explorer component) one of the more dominant factors in the majority of player profiles. (If you want to take the “bartle test” to see what type you are, go here: http://www.andreasen.org/bartle/test.cgi )

 

 

On exploration

 

Initially the game world, as well as its mechanics, will (and should) be largely unknown to the player base. This gives everyone a shiny new toy to play with and explore. The majority of players will, depending on the world’s size and the mechanics’ complexity, after some time period, know all there is to know. Thus the ability to explore will vanish. This is as devastating to the “explorer” player type as the non-availability of achievement opportunities is to the “achiever” type.

 

 

On socializing

 

A multi-user online game lets people (represented by some form of avatar) meet and interact with other actual people. It usually offers means of interaction in the form of text-based chat (with the growth of bandwidth available to most players, soon to be real audio communication) and through emotes played out by the online avatar.

 This possibility to socialize is what makes online multi user games so drastically different from standalone computer games. Being able to interact with real human beings instead (or in addition to) of  “dumb” computer AI driven NPC objects is the distinguishing factor. It transports all the challenges/opportunities and problems normally related to real life into the virtual game world. This is the major benefit of an online multi-user game system and it can be a nightmare at the same time.

 

 

(to be continued …)

 

 

(eof)