Jarrod Harmier wrote:
> I've been looking for a roleplaying system that I could use to figure
> out the real life stats of the players that actually correspond more
> or less to the actual abilities of the players AND the actual methods
> that work the best. I'd like to set up a "play yourself" game at some
> point in the future. Probably the distant future. However, I thought
> it might be good to start now rather than wait.
>
> I'd just like to note that I'm not some sort overly sadistic GM that
> plans to have the players create player characters based on themselves
> only to have me unleash all manner of unholy havoc upon them, leaving
> the player characters dead or dying and leaving the players with
> shattered--or at the very least scarred--psyches. It's not that this
> particular scenario wouldn't be absolute twisted FUN, it's just that
> I'd just rather be a player than a GM.
[...]
To do that properly, you'd need an RPG rules system where the
attribute values are what I call "demographicaly quantified",
meaning that the system specifies, e.g., that for any one
attribute, 75% of the population has a 3, 17% of the population
has a 4, one-in-3.5-million has an 8, and so forth.
The only system I know of that does this is my homebrew system,
and it isn't finished yet, I'm still working on it (making a
complete system is a lot of work).
The reason for the usefulness of such well-defined stat
distributions is that you can look at a character, and try to
gauge where he is relative to the normal population. "OK, he's
clearly above average, *way* above average. But it is most
reasonable to define him as 1-in-50 or 1-in-700...?"
GURPS tries to do the same, with the attribute tables in
Compendium I (those in GURPS Basic 3rd Edition are *broken*,
don't use them), but fails because it uses vague terms ("highest
in city", "highest in nation") instead of hard numbers.
But another thing is, why do you *need* accuracy in converting
the player's attribute values into game terms? The main purpose
served by attributes is skill development, and if you're going
to run a short campaign there won't be any character advancement.
This means that the most important thing is the *skills* of the
characters. And here there are several RPG systems that you can
use, because many try (to some extent, although I'd say they
should all try a bit harder) to link certain skill levels to
real-world benchmarks, like "Bachelor's Degree = skill 13", or
"A skill of 10 is good enough to get you a job and let you hold
on to it", " a skill of 15 is equavalent of 1st Dan Black Belt",
"A character can be said to have acquired (/performed) Kung Fu
upon reaching a skill level of 8"...
Back to attributes, it might be a good idea to use a system with
coarsegrained attributes. My own homebrew uses a scale where 3
is the Human average and 8 is the Human maximum (I impose no
actual minimum, but low values quickly become crippling). Many
other systems use a scale that is similarly coarsegrained, for
instance CORPS has an attribute range from 1 to 10, and EABA's
scale has only a few steps more. FUDGE has a range from 1 to 7,
but sadly 4 is the average, meaning that there's a slight lack
of resolution for above-average values.
The less finely divided the attribute scale is, the less
problems players will have with "pegging their character
concepts down". In a system with high-resolution on the
attribute scale, a player might worry endlessly about giving the
thief he is creating a Perception of 16, 17 or 18. With a more
coarsegrained scale, it's quicker ("he's quite a bit above
average, but not extreme, so that's Perception 5, as 4 is
clearly too low and 6 is clearly too high. Done!"). The same
goes, and probably to a greater extent, for attempts to try to
re-create real individuals, like one-self or fellow players.
And the same goes for skills. If the skill scale is too
fine-grained, players might worry (or debate) for a long time
about what the values should be. Two players might both be
recent college graduates with the same major, but one player is
clearly smarter than the other, and might argue that since he's
more intelligent he got more out of the 4 years in college, so
his Major skill should be 1 point higher than the other player's
Major skill. You minimize this by using a coarsegrained skill scale.
A scale of 1-25 is the finest that would not cause me actual
pain, I think. GURPS and 3rd Edition Dungeons & Dragons uses
such scales, and Chivalry & Sorcery. Rolemaster is an example of
a system which uses a very fine-grained scale, going from 1-100.
I tend to think of such scales as "fake complexity" - the
designer utilizes a fine-grained scale so as to make the system
look realistic. (In their defence, it can be said that
fine-grained scales make for smoother character advancement -
but for attributes that is only true if you believe in attribute
improvement, and I don't).
Of course it's possible to get too extreme. I think I've got
things right with the attribute scale in my homebrew system,
having 5 "steps" of above-average values, the 5th being the
maximum possible. Systems with only 2 or 3 steps above average
are confining, although if everyibe in your gaming group is
ordinary, and you will be using only ordinary NPCs, nobody will
notice. I'd get a sense of contra-realism, a sort of
otherworldliness, from such a world, though, completely lacking
in extraordinary individuals.
Also for skills there has to be some differences. If the average
skill of a senior University professor is only one point higher
than the average skill of a fresh college graduate, then
something is very wrong.
I think, in general, it's much more fun to go for detail and
complexity in the number of stats - using a low-rez scale, but
measuring lots of things, so to speak. Many would say that
Rolemaster does both, having 10 attributes. To that, I can only
point out that my homebrew system has a dozen attributes and
several dozen sub-attributes. I want to be able to precisely
define the abilities of individuals, and it lets me do exactly that.
The same goes for skills. A larger number of skills lets you
define precisely what your character can do, and this is not
lost if a coarsegrained skill level scale is used.
If you want to use GURPS, it's possible to convert ST values to
lifting ability. If there is no explanation of how encumbrance
works, in GURPS Lite (and I think there should be), then you can
get it from friendly posters in rec.games.frp.gurps .
If you want to start your campaign right away, go purchase
"GURPS Basic 3rd Edition Revised" and "GURPS Compendium I" (not
Compendium II - that one is a lot less necessary). Be wary of
the many added skills in Compendium I, some of them are too
broad even for my tastes (Starglazing, Uttering of Base Coin, to
give two examples). Even GURPS Basic divides biology/medicine
too finely (Steve Jackson was a biology major, and it *shows*).
But a few months from now, IIRC in August, SJ Games will publish
GURPS 4th Edition, which in many ways will be an improvement
over 3rd edition (attributes cost more - which was a sorely
needed change - and the skill list will have been trimmed of the
most excessively narrow-scope skills). So you might want to wait.
I don't know if GURPS 4th Edition will contain the same attempt
at "demographic quantification" of attribute values as there is
in Compendium I, but if not then I will pester the designer,
Sean Punch, to make them available, because I think it's needed,
in general.
Same for skills. I want GURPS 4E to tell me what skill level a
fresh college graduate has in his major, and what skill level
the average Nobel prize winner has. If the book won't tell me,
I'll try to get an answer out of the designer.
3E does give some guidelines for skill values, and you can ask
around in rec.games.frp.gurps to get more advice from
experienced users of that system.
--
Peter Knutsen
>> Stay informed about: Real life stats