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Role Paying System

 

RPS
Environments
Characteristic
Life
Mechanics
Time
Things
Links
TOC

Introduction

This set of pages includes the foundations for a game system, an reference implementation of that game system and resource paged to develop game worlds.

This game system is designed to be both used as a general role playing aid and as the foundations for the numb.bat online game system using the object processor application system. Because of this is uses a programatic system to determine the results.

The game world provided is based on the planet earth with extensions into the fantasy world. A core game world is provided which can be used as the foundation for the development of other game worlds.

The development of this system uses modelling techniques from maths, role playing games, and computer programming systems. Hence there will be some compromises that may at first seem a little strange.

The system is based on specialisation, a underling mathematical mode, and aggregation. The specialisation applies to characteristics, skills and vocations. Each level, going down the hierarchy is a level of increasing specialisation. For example; This allows a player to choose, when training, to become better at being a generalist  or become more of a specialist.

Traversing across the system is aggregation. So the skill base is an aggregate of characteristic skills, with the application of training, and the vocation tree is a collection of a set of skills that make sense in a particular environment.

Contents

  1. Introduction
  2. Overview
  3. Workings
    1. Game Mechanics
    2. Environments
    3. Time
  4. Objects
    1. Things
    2. Life
  5. Links to resource materials
  6. Complete table of contents

Overview

This system is structure to be extensible and adaptable to varying environments and play styles while retaining a simple set of mechanics that drive the system.

The mechanics provide the foundation for the game play. A set of mechanic tools is supplied in the mechanics section and applied to the other sections where appropriate.

The mechanics are extended to provide a set basic environments and then into the more complex world of culture.

The things object hierarchy is specified to allow the adaptation of the game into an online game system and hence is probably not obvious in the way that it is structured. The actual specification of things is actually culturally or system dependent and hence reappears in a different form in each of these sections.

Life within the system is an extension of the things hierarchy. While things have a simple set of attributes, life things have much more complex behaviours. A set of characteristics is supplied that define the life form. This is then applied to get a set of abilities. These abilities are the default skills that a life form can have. The abilities are then expanded out into the full set of skills that can be learned. Finally the skills are expanded out into a set of vocations. These are sets of skills, culturally dependent, that would be normal groupings for skills that together provide synergy and, hence, additional benefits.

A map of the role playing system's components:

Thing Attribute Mechanics
Life form Characteristics Environments
Abilities
Skills Cultures
Vocations

 


21 April, 2000 (c) Brian Yap All rights reserved.

The contents of this web site are distributed under the Open Content Licence.

Helper - A Java Applet that calculates the success percentages.