SPIRIT

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krellen
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SPIRIT

Post by krellen » Fri Mar 08, 2013 7:42 pm

SPIRIT:

Speed
Prowess
Immunity
Resolve
Ingenuity
Talent

The SPIRIT system is a simple system to create characters for a variety of games. The system runs on a scale of -1 to 4 (0 being the “norm”), with variations by system on top of that. To perform a task, a difficulty is assigned (behind the scenes or up front) and an aspect of the character’s SPIRIT is chosen to rule the task. A 10-side die is thrown (or a random integer is generated from 1 to 10), the aspect is added to the roll, and the result is compared to the difficulty. If the total is equal to or greater than the difficulty: success! Otherwise: failure.

I personally run SPIRIT with an additional aspect: critical success and failure. If the value of the die roll plus aspect exceeds the target number by 5 or more, the character has achieved a critical success, resulting in extremely beneficial results. However, if the roll plus aspect value is lower than the target by 5 or more, the opposite is true: a critical failure occurs, bringing extremely detrimental outcomes to the character. Anyone else using SPIRIT is welcome to devise their own system, however.

An average task, one an average individual will succeed at half the time, has a difficulty of 6. Truly monumental tasks (lifting a car, solving Fermi’s Last Theorem, shrugging off cancer) may have difficulties of 11 or greater. Most difficulties will fall between 3 and 8.

In most games, characters will be built with between 4 and 8 points to divide among the aspects, but the exact total is up to the Game Master: more for more powerful characters, less for weaker characters.

The aspects of SPIRIT:
Speed: Speed covers tasks requiring haste and coordination, be it of hand, eye, foot or mind. Characters with a high Speed aspect will tend to be lithe and willowy. Catching a ball, running a race, or solving an equation in seconds are all tasks of Speed.

Prowess: Prowess covers tasks requiring strength, toughness, or size. Characters with a high Prowess aspect will tend to be brutes of both stature and frame. Striking a foe, breaking a board, or lifting a gate are all tasks of Prowess.

Immunity: Immunity covers tasks requiring resistance to adversity, both mental and physical. Characters with a high Immunity aspect will tend to be sturdy and stoutly built. Resisting pain, absorbing injury, and shrugging off illness are all tasks of Immunity.

Resolve: Resolve covers tasks requiring dedication, drive, and willpower. Characters with a high Resolve aspect will tend to be stubborn, ambitious, and proactive. Forced marching, prolonged argument, and resisting persuasion are all tasks of Resolve.

Ingenuity: Ingenuity covers tasks requiring cleverness, creativity, and imagination. Characters with high Ingenuity will tend to be inquisitive, probing and insightful. Solving a riddle, jury-rigging a repair, or crafting a tale are all tasks of Ingenuity.

Talent: Talent covers tasks requiring poise, grace, and charm. Characters with high Talent will tend to be charismatic, beautiful, and alluring. Commanding an army, navigating etiquette, and performances of all sorts are tasks of Talent.

In systems with magic, magic tends to be governed by the Resolve, Ingenuity, or Talent aspects, while it tends to be resisted by the Speed, Prowess, or Immunity aspects.
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krellen
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Re: SPIRIT

Post by krellen » Fri Mar 08, 2013 7:45 pm

I created SPIRIT to be a simple, rules-lite system for use in Play-by-Post games. I've found that the complicated rules in most tabletop systems tend to bog down Play-by-Post games, which are already inherently slower-paced due to the asynchronous nature of online interaction. SPIRIT was created in an attempt to forestall any rules questions or arguments; with a simple pass/fail mechanic and single-roll resolution, any random factor can be determined quickly and easily, balancing both chance and inherent ability while keeping a narrative focus I've found necessary in Play-by-Post gaming.
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dudecon
Location: Camarillo, CA. Paul Spooner IRL & blog comments
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Re: SPIRIT

Post by dudecon » Fri Mar 08, 2013 9:58 pm

Very interesting! I've always thought that "speed" should be its own stat, as it is so very useful for so many things.
Also, I like how you've lumped the physical and intellectual together. Holistic modeling of a character makes a lot of sense (especially if you're trying to simplify)
So, going from D&D 3.5 --> SPIRIT
  • Dex and "move speed" --> Speed
  • Str --> Prowess
  • Con and "defenses" --> Immunity
  • Con and Will --> Resolve
  • Int and Wis --> Ingenuity
  • Cha and Int --> Talent
(That's a question by the way.)

So, there is no "specialized" knowledge or skills in SPIRIT? Do you reward character progression with extra points?
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krellen
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Re: SPIRIT

Post by krellen » Fri Mar 08, 2013 10:40 pm

Your breakdowns are not incorrect, but I try not to let myself draw too many parallels between SPIRIT and the "Big Six" stats simply because it's too easy to muddle them into a one-for-one correlation that diminishes their individual utility. I spent a while making a player roll his Talent when giving improvised speeches, instead of allowing him to use his higher Ingenuity (which was an aspect due to the improvised nature of the speeches) because I had locked myself into thinking of Talent as Charisma (and of Diplomacy as Charisma-based).

There are no "specialised" knowledges per se, but so far every time I have run SPIRIT I have included an advancement system (that has varied somewhat by game) that would allow characters to pick a +1 bonus to a given set of tasks at each "level". I allowed such things as "Leadership", "Melee", "Illusions" and "Athletics" to be these bonuses, which kind of covers skills.

I also tend to grant an extra aspect point every four "levels", just to give players that overall improvement feel as well. I didn't want to codify an advancement system, however, because I don't think "levelling" is an inherent aspect of role-playing, and didn't want to bog down the system with too many details (I made it on a board with many PbP players and game masters and intended for it to get wide use, not just by me.)
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anaphysik
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Re: SPIRIT

Post by anaphysik » Wed Mar 27, 2013 1:42 pm

"solving Fermi’s Last Theorem"

I'm sure Enrico would be flattered, but considering that he never had a "last theorem," that /would/ be pretty monumental. #Fermat
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krellen
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Re: SPIRIT

Post by krellen » Wed Mar 27, 2013 3:06 pm

I think I hate you.
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krellen
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Re: SPIRIT

Post by krellen » Wed Apr 03, 2013 12:00 am

For the record: anyone's free to use SPIRIT for their own games, if they wish.
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anaphysik
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Re: SPIRIT

Post by anaphysik » Sun Oct 13, 2013 10:11 pm

(I still don't like that there are 2 stats starting with the same letter (Immunity and Ingenuity). Maybe change Immunity to Endurance and name the system ESPRIT instead?)
PossiblyInsane

Re: SPIRIT

Post by PossiblyInsane » Sun Oct 13, 2013 11:39 pm

anaphysik wrote:(I still don't like that there are 2 stats starting with the same letter (Immunity and Ingenuity). Maybe change Immunity to Endurance and name the system ESPRIT instead?)


Maybe SPRITE? SITREP? Lets play the anagram game!
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Skitzophrenik
Location: Maryland

Re: SPIRIT

Post by Skitzophrenik » Sun Oct 13, 2013 11:45 pm

SPIRIT will remain SPIRIT. You can rebrand it if you want (There was a Proto-SPIRIT that we rebranded SWASH for a game of SPANC (Space Pirate Amazon Ninja Catgirls (now that's an amagram I can get behind))) but I'm going to call SPIRIT SPIRIT in my games.
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CraigM

Re: SPIRIT

Post by CraigM » Sun Oct 13, 2013 11:47 pm

Oh I know, STRIPE.

Make Immunity Natural Resistance and you can have SPRINT

I really shouldn't spend too much time on this, but it's far more fun than the homework I was doing.

EDIT:
Oh sure call it want you want, ruining our fun here. C'mon word pedantry and punnisms are practically the 20 sided DNA here. We can't let a good opportunity go to waste you know.
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