Wednesday, April 20, 2022

SoiP update 4/20/22

In the post where I introduced The Sum of its Parts, I mentioned that I don't really know what I want the rule system to look like.  I think I'm getting closer to the answer, although I'm still debating whether I want to adapt the system from Don't Rest Your Head or make my own from scratch.

One thing I came up with that's a definite is slipping (though it's always possible that I'll come up with a better name later).  As the game currently exists in my head, for any action that matters there is one Fragment who takes the lead at that moment, though the others can still choose to contribute to the effort (or not).  A slip represents a shift in the balance between Fragments at that moment, and has negative consequences.  Maybe loss of Integration, maybe different penalties that are unique to each Fragment, or maybe some combination.  But definitely something bad.  The reason is that, without some sort of penalty like this, there is much less reason for any Fragment to not contribute to a die roll.  Roleplaying reasons maybe, but I want something stronger than that.  One of the reasons I initially thought to take the DRYH rule system was that I really like the dilemma it creates on die rolls - you have multiple pools you can draw from when rolling against a challenge, but only one of them is "safe;" if you add dice from the other pools you have a better chance of succeeding on the challenge in front of you, but you also risk negative side effects.  I love the tension that creates, and I wanted something similar here.

So here are the two options I'm considering for how the dice will work in SoiP:

  • dice pools - the lead player has the most dice, each other player can choose to add 1 (or maybe 2) to the pool, and the GM rolls based on difficulty (and adjusting for the number of players).  Dice are counted the same way as in DRYH, with different numbers contributing to success or dominance.  Slip if one of the non-lead Fragments dominated the roll.
  • single die + modifiers, or maybe two dice together to give it more of a normal distribution (and maybe two dice of different sizes, like d8+d10, to keep things uncomfortable), against a static difficulty number.  The lead player contributes the largest modifier to the roll, and other players can choose to throw in an extra +1.  Slip if the roll only succeeds due to extra players contributing (for example, if the target number is 15, and the roll would have been 13 with the lead player alone but three additional players pushed it up to 16).  This one feels like it would be easier to estimate and adjust probabilities, as compared to the dice pool option, but it also seems a little less fun to that Fragment of my own self that just likes to play with dice.

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