Title: “Wolf-Man”
Artist: Journeyman
(but you knew that, right?)
OK, if you didn’t know, now you do! Journeyman is my best friend, creative partner and collaborator. This is not a new piece, but it’s one that we never shared on Patreon, though you might have seen him work on it on Twitch. It’s going to be part of the Post Human Core Book, and at some point, I’m going to write something up for it, but for now, I just wanted to show it off, to remind you of Journey’s talent.
But for now, let’s get started with the rules. You can read the previous post that describes the Post Human World by following the link.
Hey, This Is All Pre-Writing
Just so you know, y’know? My writing process is recursive. It starts with discovery, which is what these initial posts have been. Then I organize, then I write, add details, get feedback, cut, add, reorganize, write some more, and around it goes.
At some point, we get to the rough draft, and then we add playtesting to the process.
And eventually, we’ll get to something publishable, and then that step will start.
I’m doing this in public because doing so keeps me writing, and I think seeing the game come together will be interesting.
Basic Game Concepts
No dice, no cards, no randomizers.
The players, as a group, decide on the campaign, types of characters, whether or how often those characters improve, the details of the setting, and important conflicts within the setting, and whether the player-characters are . Players may decide to let the game moderator (GM) come up with most or all of that, or they may decide to contribute more.
The game moderator (GM) runs the game—the setting, the non-player characters, events. The other players run individual characters.
Since the GM typically puts in the most work, the GM is first among equals, but all the players have a say in the setting, the conflicts, the way that rules are interpreted, and what content and conduct are welcome or not welcome at the game.
Just because everyone agrees on a setting and conflict, that does not mean that the game is predetermined. The setting and conflict are a starting point. I’ve played with groups that love to tackle the conflict the GM presents head on. I’ve played with groups that want to explore the setting and let the conflict simmer. And no plan I’ve ever made as a GM has survived contact with the other players, so, GMs, don’t get precious about your plans.
No character dies or changes without the approval of the player running that character.
Doing Things
To attempt a task, you describe what you are trying to do. This description can be a single sentence:
I try to sneak past the guards.
I try to bribe the guards to let me in.
I research the book for clues to the location of the McGuffin.
And so on.
But either you or the GM can elaborate on the description of your task. These descriptions can help set up modifiers (see Modifiers below). In addition, the more descriptive either of you are, the more that should be at stake.
Check in with each other when you do so. Ask questions such as
Is this important?
How dangerous is this?
How much do you want this?
Or just outright state that this task is important to your character or tell the player that their character is attempting something dangerous or even outright deadly.
Then compare your trait plus or minus modifiers to the difficulty of the task.
Traits
Traits are rated on a scale of 0 to 4, with 0 being low and 4 being high. Anything that is part of a character — skills, contacts, powers, wealth, and sheer talent — can be measured on this scale.
Difficulty
Just like traits, difficulty is measured on a 0 to 4 scale. When you are opposed by an intelligent being, the difficulty is equal to a relevant trait that being possesses (or 0, if they possess no relevant trait).
Difficulty Description
0 Easy
1 Normal
2 Moderate
3 Hard
4 Extreme
Most difficulties should be 1 or 2.
Sometimes the difficulty of a task is clear, sometimes you just have to try and hope for the best.
Modifiers
If you don’t like your odds, shift them in your favor. Take more time to complete a task, get some help from a friend, ambush an opponent, and, in general, be clever, and you can gain up to a +3 modifier to your trait for a particular task.
On the other hand, sometimes your opponents are wily, and they ambush you. Or the environment turns against you, and what was an easy wall to climb is now slickened with oil. In general, clever opposition or bad luck or poor planning on your part can give you up to a -3 modifier to your trait for a particular task.
Push
In addition to the situational modifiers above, you can Push a trait to help you succeed. When you Push a trait, you lose one point from that trait. If that trait is directly relevant to the task, such as Pushing your Dirty Fighter trait to knock out a huge bruiser, you automatically succeed.
If that trait is not directly relevant to the task, but by some stretch of the imagination it could help, such as using your Wicked Gossiper trait to unsettle the bruiser with some personal gossip, you still gain a +1 modifier, and your modifier can go as high as +4 rather than +3.
If two players attempt opposing, mutually exclusive tasks and they both Push relevant traits, then everyone should take a deep breath and discuss the situation, and the GM should allow one or both to change their minds since this will not end well.
OK, fine. If both are intent on Pushing relevant traits in opposition to each other, then resolve as if they had not Pushed their traits, except that they still each lose 1 from their relevant trait.
Resolving a Task
When you attempt something, compare the relevant trait + modifiers to the difficulty + modifiers. The winner gets to decide what happens, within reason. For instance, it is reasonable to hurt someone terribly in a fight, but doing so in a chess match would not be reasonable. Ties are unresolved until some situation changes.
You should be careful when you impose extreme penalties on a character, whether a PC or NPC. There are often consequences for doing so, and if that is your intent, you should signal it when you describe your actions.
Next Post — The Rules of the Post Human Game (Part 2) — Character Creation
As a fan of cosmic horror and a newcomer to the Diceless RPG scene, I’m excited to see where this goes. Thanks for sharing your design process and the distinction between Party and Wargame rules. An issue that I have with these is that when they are made explicit they are typically so vastly different in their mechanics as to be jarring.
I’m all honesty I have not played Amber - or any Diceless system - but have been running them in the past two years. During that time I found the StalkerRPG which sounds very similar to your setup. Basically, traits and plans are given ratings and the product of these two is compared to the difficulty set by the GM. https://www.rpg.net/reviews/archive/16/16319.phtml
Keep it up! Excited to see where this goes.
I like the idea of a game without randomness, and used to play this way back when I was in middle school and couldn't afford ADnD books. I'm not clear on how tension and risk work in a world without some chance of failure. Now sure, the GM could just raise the difficulty without telling you and then there's probably risk to "Push It" if it's outside of your specialty or whatever, but how are typical challenges handled? Does the GM announce the difficulty rating so the player just has to think of a few things to add to make it work, or is everyone but the GM working blind?
One method I've read about to keep the players from being in total control, and also to keep players from badgering the GM until they get +3 to the check is to let the other players (the ones not attempting something) to come up with the consequences. Okay player 1's gorilla can punch the locked door down in the warehouse, other than the obvious noise that makes, what else happens player 2?
I'm not poopooing on diceless, I can just see a certain personality type insisting on a +3 to every single thing while we sit around listening to their justifications over and over. These people exist in other games too, but ultimately they still have to roll a die to see what happens, and might fail even if they successfully bullied the GM for a bonus.