About what I should/want to be doing. I just got done watching an... 'interesting' movie, The Lost Future. Surprisingly, it wasn't terrible, but I digress. At the moment, I am considering whether to go play Oblivion, Blog about how I want to implement Microlite20, or read the latest version of Beacon (release 5, as of this post).
Life seems to answer many of my questions for me as I procrastinate; the living room (where the Xbox is) is full of kids watching T.V., and though I need to read Beacon before my pending play-test, I don't want it's greatness to influence my first decision on how I want to tweak the system to give the setting its own feel.
So to get started, for those that aren't familiar with Microlite20, "it is a trimmed-down, subminiature version of the Primary Fantasy SRD rules (see license for more info) that has been designed to be quick and easy to play. The goal was to create a simpler game, but one where all of the resources of Primary Fantasy SRD (monsters, spells, adventures and equipment) could be used without conversion."" ~ Microlite20 Purest Essence.
Basic Microlite20 kicks things off with Stats. It only uses three of the six 'common' stats you would find in other fantasy role-playing games, and its source SRD; Strength, Dexterity, and Mind. Charisma is a commonly house-ruled stat, though I am somewhat torn on its use myself. But, I am not sure that I want to use any of them for this incarnation of the system to represent adventurers in Humanity's Reign & Ruin (referred to as simply HR&R from here onward).
My intention for HR&R is for it to be gritty and low magic. How can I reflect this through the rules even now, as I approach "putting pen to paper"? Stats. Perhaps, rather than be conventional, I can convey the gritty feel now. As I skim the basic rules, something caught my eye. Something that always catches my eye, "Note that there are no “saving throws” in this game; use Physical + STR or DEX bonus for Fortitude and Reflex saves. Saving against magic (Will save) is usually MIND bonus + your level."
Everyday in HR&R should be a day to save versus something, so why not just use these commonly removed items for stats? Perhaps I should just use; Fortitude, Reflex, and Will, instead or Strength, Dexterity, and Mind. If players have a preconceived notion of this verbiage being associated with 'saving their proverbial bacon', then could having them as stats convey the gritty life threatening nature of the setting I want to produce? Or, as I fear (1), this would be too large a step away from the conventional?
Well that is the first small stumbling block in my path to getting underway, getting what is in my head and in a small mound of written notes, into a congealed setting and rules set.
I would love to hear some thoughts on this.
(1) Thought on Fear as I wrote the above post: How to project it into the game, by implementing some mechanic that makes sense?