Introduction

By Aglanor

This is a proposed system for computer-based RPGs, based upon the following

Premises

The objective of this whitepaper is to describe a computer based system of rules intended to be used in a virtual world simulation, more specifically in a Massive Multiplayer Online RolePlaying Game.

  1. Dice are obsolete and not needed in a computer RPG. More accurate statistic models can be represented apart from uniform distributions in the ranges of 1-4, 1-6, 1-8, 1-10, 1-12 or 1-20.
  2. The system must be able to accurately represent interaction between different attributes and skills. Current pen & paper system lack complex interrelations.
  3. However complex it may be, the system must have some form of human-readable output. A player must be able to easily grab a scope of his character abilities. This may be achieved in some levels of complexity. The player must be able to define the level of complexity he wants to see.
  4. There is no need for all the numbers to be round. Your strength doesn't need to be 10 and then 11. Why can't you have a strength of 10.83? Attributes and skills may progress with a finer granularity than in p&p rpgs, presenting the player a smoother character progression, but according to the previous point this fact might be transparent to the player (unless he chooses to monitor it).
  5. The system must be scalable. It must allow for easy integration of values in the extreme ranges of the scale. This is usually a problem in p&p games, but seems coherent that it can be done better with the aid of a computer. For instance, if the system is generated with an average strength of 10 for a human, it must be able to model beings with strength 1000 and beyond. If the average score for a skill is 50 and the theoretical mastering of a skill is 100, it must be able to hold characters with skills in the 200-300 range.
  6. The system won't have character levels, nor even character professions except as orientation templates. The range of skills for a character to choose must be completely flexible. The character may limit his proficiencies by upgrading some attributes and skills over others, but in theory a perfectly balanced character with all skills averaged should be possible.
  7. The system has no upper caps neither in attributes nor in skills. The progress, however, shall become of exponential cost, so a practical limit is always stablished. A dedicated character with infinite time should in theory be able to attain an infinite score (aging notwithstanding).
  8. Skill degradation due to lack of use is contemplated in the system, but considered optional. In realistic games it is recommended.