@Misadventure said in For Want of a Stat System:
I ask this often: what do you want the players to focus on? Cover and round counts? Outguessing their foes? Describing the awesome? The detailed way that a given weapon or martial arts style affects the flow of combat?
Awesome questions. I'd answered a lot of these for myself, but you still gave me a few things to think about.
This will go a lot easier if I explain what I'm doing:
This game takes place in a dreamstate. Someone (known as the Dreamer, the Creator, or God) is likely in a coma and having a warped lucid dream where he is oblivious, but some characters in the dream have become lucid, instead. These PCs and all NPCs of note are called Hypnagogues, and have formed factions within the dreamscape. They fight for philosophical reasons which have serious ramifications for the dream world and possibly the dreamer.
Because Hypnagogues are far faster, stronger, and more durable than regular dream people (called Figments), they lend themselves to larger than life conflict. That expresses itself by combat playing out like some sort of 80s action flick half the time with Figments acting as general cannon fodder, while Hypnagogues from opposing factions are a much more serious and meaningful threat. Car chases in fast sports cars (don't worry about where they came from). Crazy gun battles, martial arts duels, and even magic (in the form of 'dream logic' or 'lucid dream control').
It's a setting I've been developing on and off for several years, but it's finally fleshed out enough to take a legitimate, serious stab at a 'real' play session. It's taken a lot of thought and research (reading, plus 'field research' via lucid dreaming). To put it another way, "This is a game about lucid dreaming, quantum physics, existentialism, kung fu, consciousness, magic, fast cars, philosophy, assault rifles, Buddhism, and explosions."
That's the hyper abridged version. Just go with it. If things work out well enough in tabletop, I might even turn it into a small MU one day.
what do you want the players to focus on? Cover and round counts? Outguessing their foes? Describing the awesome? The detailed way that a given weapon or martial arts style affects the flow of combat? None of those are the same, nor mutually exclusive. You have to think about how you want your players spending their time, and what sort of decisions are they making.
It's really the first three. Details about individual types of weapons or actions are needed to differentiate one action from another. In a dream world, a lot of details can be added, removed, or modified on the fly. If the combat system is 'floaty', then we start running out of anchors and things rapidly deteriorate into chaos (or at least arbitrariness). I need a system that allows a 'let the dice fall where they may' approach. I've done some statless testing with friends, and things worked out really well when I told players to pretend we had an actual combat system. Without stipulating some restraint, it got silly.
Here's the level of detail I'm looking for: Firearm types (handgun, smg, rifle, etc) handle distinctly, enabling some additional types of actions based on their type, but we go no further. Every smg is the same. Every handgun is the same. Maybe you need to reload your weapon, but we're not going to worry about how much ammo you're carrying. I want enough detail that a player is making a meaningful choice in combat beyond simply providing window dressing for a 'standard attack roll with circumstantial modifiers'.
Basically, I do want your chosen weapons to matter. I do want it to matter if you used a flying kick, a series of punches, or a leg sweep. I want it to matter if you side-swiped the other car while your mate fires a SMG out from the passenger side window, or if you straight-up rammed a car from behind. Reality's a little difficult to pin down in a dream, so your actions need mechanical consequences which aren't super-arbitrary, or else everything becomes arbitrary.
Are there published games that are close to what you want? The two you named tell me nothing. Systems can be light and yet focus on shot by shot to what location, or wild action, or whatever.
I've never found anything that matches what I'm looking for. Flow would feel closer to The Matrix (which has no RPG system worth a fuck). Any system I use will need me to alter or add systems. There's even a lovecraftian horror aspect to this setting I've left out.
Do you want the players to be daring, or biting their nails wondering if they will survive?
80/20. Hypnagogues can take a lot of punishment before they die. In many cases, dying doesn't even kill them, but there's often the possibility they really will be gone forever. I'm aiming for "Players are encouraged to be daring, but know they are putting themselves at risk. Sooner or later, failure will mean death."
Do you want beliefs and relationships to have mechanical advantages?
Based on what I've described, you'll be completely unsurprised to know I was counting on it.