| Post/Author/DateTime | Post |
|---|---|
| #1vonklaudeJan 20, 2008 8:47:45 | Since the core rules seem to be continuing the history of D&D as primarily a tactical combat system for groups to resolve pretend violence, to whatever extent that occurs in their games, I feel it is time to start a project to make effective non-violent resolution systems. Our goal is to have a coherent ruleset that will integrate with 4E. The starting point is research on existing systems to find out what looks promising and what doesn't. Work can start without knowing anything about 4E. Some basic objectives: A) To create mechanics as detailed and progressive as present combat mechanics, and as much fun. B) To have non-violent resolutions be as nuanced as combat resolution, with parity to combat for risks and rewards. C) To integrate the systems thoroughly into 4E so that players can add them to their characters and DMs can use them to run challenging encounters. D) To deal with social, psychological, and economic issues, therefore to be informed by contemporary functional and systemic analyses. We want to avoid getting mired in specific standpoints on contemporary issues, but D&D might be found to support specific ideals, if so these rules may need to challenge or expand on those ideals. I envision the rules ultimately basing around roles similar to the four combat roles. Perhaps something like speaker, trader, crafter, and farmer. Can you direct me toward anything you know of that would form good research material for this project? I'd primarily like to know what the best existing RPG games rules for non-violent situations are in your view. Ideally please summarise the rules you found and experientially why you liked them. Campaign anecdotes are most welcome ![]() Also, if you have any ideas for basic roles, basic objectives, general structural ideas, or specific systemic points, please post them! -VK |