I can't believe nobody's mentioned Amber Diceless RPG! Played it a while ago, loved it. Mind you, you need a rather good GM who's willing to narrate a <I>lot</I> more than with standard RPGs...
Back on topic. The fact is: I never tried to adapt ADRPG mechanisms to other games. I do use them, but rather in a very informal way, that is, only when I as the GM think it'll help/ease/speed up narrating. For instance, dices are always handy for buying time or when you want to worry your players (specially when the result have in fact absolutely no importance ).
However, I'm pretty sure it'd be rather easy to adapt to Star Trek, be it LUG or Dec.
I guess, since noone mentioned it, that few ever tried ADRPG. The mechanics are rather straightforward:
- 4 characteristics/traits, with values ranging from:
+ human
+ chaos level
+ amber level
+ ranked (number usually between 1 an 200, and more impotantly a (relative) rank)
<I>This part wouldn't translate that well to Trek. In Amber, rank is everything. You are the best sword in Amber, or you aren't, but this means a <B>lot</B>. Moreover, I think Trek needs more than 4 characteristics.</I>
- When a PC tries to accomplish a task, either he is better than the opponent or task's difficulty, in which case he successes in his task, or he isn't, and he fails. Of course, the greater the difference, the greater the success/failure. Pretty straightforward, isn't it? Of course this can be altered quite a bit by roleplay and circumstances .
<I>As a matter of fact, this translates extremely well to many RPGs. A bit like an expanded automatic success rule.</I>
Here is an example of how this could work:
Consider Nog and Sisko in the penultimate DS9 episode (very freely adapted).
S: Stay behind him Lt! <I>(not being of much help there)</I>
N: I'm trying sir, but he's sneaky! <I>(Nog's Shipboard Systems: Flight Control + Intellect is only slightly better than the Breen pilot's)</I>
The Defiant takes a pounding from behind from 2 Jem'Hadar fighters.
S: Lt! Execute defensive maneuver omega 3! <I>(Or whatever. The point is, he is applying his full tactical skill to this)</I>
The Defiant immelmans around and positions itself right behind one of the fighters, booom.
S: Well done Lt! <I>(Nog's just benefited from Sisko's tactical insight, which increased the magin by which his total surpassed the other ship's pilot's)</I>
Similarly, a: "I try to increase the engine's power" from a PC wouldn't yeld as good a result (if any) as a "I try to reroute the power flux through the secondary dampening matrix to compensate for the damage to the primary circuits!" (well, that is, if you like technobable ).
To answer Don's question, the fact is that Diceless has the potential to be just as climactic as "Dicewith", since players often have to strive to describe what they do as well as possible, to find a way to get an edge over their opponent (in the eyes of their GM of course), rather than sometimes just hoping to make good rolls. Needless to say, it requires a very good GM, one who can handle the strain as well as remain fairly objective.
Last edited by Calcoran; 02-25-2002 at 08:12 AM.
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Like the Borg, they learn...
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