BoAR is on its way!

It is almost time. BoAR is in a state that I feel like is practically ready for play-testing and maybe even publicly publishing; regardless, I think it would still fit could for private (my friends, family, etc.) uses. All I now need to do is type up a core rule book. Now, please note that it will be in its first edition, and for now am calling it the core rule book – since I may come up with a few rules later on that doesn’t really need to be in book necessary for the system (e.g. stat ‘role’ for a game where they can either be weapon-users or magic-users aka mages or fist-users aka brawlers). Now, let me (again) tell you about BoAR:

 

BoAR stands for Basics of A (or An) [pen and paper] RPG. Originally I was going to call it ToL – Tree of Life – but then I called it BoAR since I may want to do an advanced version and/or have number-based statistics. Yes, BoAR (pronounced ‘boar’) is not numbered based – rather, the only “stat” that uses numbers is the player’s dice pool, and this is rarely used (typically). Instead, we (going to use that replacement word for now) use stats that I (we) sometimes call “discriptive” stats; basically, stats where you write. E.g. traits, abilities, professions, et cetera.

The dice pool acts as stealth does against awareness (and vice-versa). Perception is more built into the height of the race or character (e.g. short dwarf on the floor cannot see things on the giant’s table). The dice pool uses chance dice but in a differing way; GM rolls each character/creature’s dice pools for these checks and whoever has the better hand wins, that character sees a part of the other. If the winner has more than two dice facing/showing the best of the lot, then they can see the two parts or sections of the other. Technically, this could even be used just for checking and the result (if the check-provoker wins) could just be strangely moving grass and/or voices/sounds (e.g. wheezing). Though not required, GMs should NOT let others see the check (a reason of this could be secretive PvP). If the player checks but there is nothing else to see/perform a check on, GMs can start a false check, where even if the player wins, they see nothing or something that amounts to that (they could even fake-out that something is following them when there isn’t).

 

Now, let me talk the secretive part of PvP (not required for player combat): GMs (or players) can require others to not listen/close their ears so they can’t hear what goes on between the GM and player. And if this player (referred to as player 1 now) isn’t near the others [anymore], then PL 1 has to stop listening whilst others say what they do. This is so the others do not know the enemies plans. Now, this is not required, and if the players wishes to do so he/she can just talk about it openly to others even when PL 1 will attack the others.

 

Am sure you guys remember me talking about the chance die, so am not going over that. (it helps decide what happens for risky and similar events, showing a face, where the GM then “translate” it). But besides the dice pools, I also have something to replace intelligence, wisdom, knowledge, et cetera number stats. I do want to mention that I had help on this one (a contributor, you could say). When players read/hear something that would typically make some brains stat go up, instead (if the GM wishes to do so), they get a sheet/sheets of paper with a summary and/or excerpts from it, along with a notes section. In this format, it can easily open up a “remembered” side-quest. Here is a long example: The player is in a homey room, and walks over to a desk with a opened book on it. It has three sets of numbers. The GM then hands and/or writes (could be improv) a piece of paper that basically says that they read an empty book with three sets of numbers, where it ONLY includes set 1 of the numbers. And let’s say that they write down set 2 and set 3’s digits in the notes section. Later, they come across three vaults (somewhere else). They have number-locks. The player goes to the first one and opens it with set 1’s digits, letting the player take a story needed or driven item. But since this player wrote down (remembered) set 2 and 3, the player opens vault 2, revealing a headless (human) skeleton holding a metal glove. Vault 3 opens up after putting the numbers in, showing a sack of rubies and the skeleton’s head. Right next to this is a note saying,  “give these to Shannon Crockett, Norlen Street.” The GM can now hand them a summary or what they read on just the whole line. Now, later (or immediately), they can go on a side-quest!

Anyways, this allows the players to build up a brain-vault of everything they remembered. Maps. Poems. Histories. Characters. Events. Et cetera.

 

 

So, that is mainly what’s new – I may add a few other things, such as a few more dice mechanics for things like mind-reading and mind-controlling, willpower (against mental attackers), creature possession (for ghosts), etc.

 

 

Thanks for reading! I probably will later make more complicated rules for stuff like vehicle building.

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By FictionCreator Posted in GAMES

7 comments on “BoAR is on its way!

  1. looks great….love the idea of dice pools. I too have been working on the latest DXRacing game rules (a variant of the D6 racing game). Gears in the car are represented by a dice pool……more on this when i have a prototype developed. The player card will be designed like a box and contain a summary of the rules as well as contain tracking beads…..all assembled with foam core board. Is the play balanced? Most likely not, considering it all depends on the length of the track. If fuel were not tracked, this would not be a problem.-F4x4

    • Thanks! Send it over when you think it is good enough for a playtest! I haven’t played that version you gave us a few years ago (due to forgetting about it and when I remember and want to play we just can’t), but maybe next time you come over we can play (on-site)!

    • It could if it takes to long. Question: does it take one turn to shift, or is it shift then move (or attack, if I remember right) for a turn? Yes, I have a little more experince in board games (and similar) dev now, even through I haven’t technically finished one, let alone a playtest rulebook 😉

  2. Good question. Rules are completely different than D6Racing game, the original.
    This game is called DXRacing and shifting is a 2ndary action taken only after a move. Some examples of 2ndary actions are…..fire weapon, block and evade, shift and boost. Boost is simply an additional move by the number of D20 die in your dice pool, which defines the vehicle characteristics. An F1 car will have a high boost value, as they will normally have 4 or more d20. DXRacing will have suggested vehicle profiles……but you can pretty much make up your own die pool to determine the characteristics of the vehicle your fielding for the race. Unfortunately with a game like this….alot of luck is involved. 😉 -F4x4

    • I get it. Like most of my current dice checks – partly defined, part random. Hey, why don’t you do a DXR update? And give out the instructions for play-testing when you’re ready to my household.

  3. I actually do have an update from the DX6 which includes combat…..but its completely different. Very rigid and crunchy rules…..vs. the DX racing will be all up to you to define the vehicle. Balance is the key. I will provide the rules when ready….they are written down on paper currently. -F4x4

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