Ideas for Crystalpunk: System
Mar. 5th, 2008 07:08 amThere is an ongoing discussion in tabletop RPG communities about whether system is important or not. One extreme says that a good GM can run any setting with any system. The other extreme says that the system has to be tailored to its genre and setting in order to work properly. The truth is, as always, in the middle somewhere. I tend a little towards the 'system matters' camp, but not too much.
However, for Crystalpunk, I've decided that I want to get certain feels across using the system as part of the medium. So I'm going to tailor it to the setting a bit. Here's some crunchy system details I am working on. Feel free to add comments.
( Basic Dice Mechanic )
( Skills )
( Your Star Chart )
Edit: filled in the details. I'm still looking for comments. I sort of like the chaotic nature which this places on action resolution - that also fits the sort of metaphysically-cluttered feel of the genre, I think. But is it too much?
Also, are my assignments of effects of the planets off? Do any need to be swapped or are any just too powerful or too uinsignificant?
However, for Crystalpunk, I've decided that I want to get certain feels across using the system as part of the medium. So I'm going to tailor it to the setting a bit. Here's some crunchy system details I am working on. Feel free to add comments.
( Basic Dice Mechanic )
( Skills )
( Your Star Chart )
Edit: filled in the details. I'm still looking for comments. I sort of like the chaotic nature which this places on action resolution - that also fits the sort of metaphysically-cluttered feel of the genre, I think. But is it too much?
Also, are my assignments of effects of the planets off? Do any need to be swapped or are any just too powerful or too uinsignificant?