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RPG Laboratory

Rock, Paper, Scissors ... diceless RPG

So Supers Brawl is actually in pretty good shape. I am really happy with both the game mechanics and the presentation of the play-test rules ... time to switch gears ... to try something else. It's always a good idea I think to have a few projects going at once. It keeps things from getting stale.

I was thinking about writing a one-page RPG based on the Rock-Paper-Scissors game. The idea specifically being that you don't use dice ... you play Rock-Paper-Scissors to resolve tasks.

Here are the things that I have bouncing around in my head ...

Characters are defined by 3 traits ...

Rock - the trait of Strength
Paper - the trait of Intelligence
Scissors - the trait of Dexterity

These traits have values of A, B, C or D (I plan on stealing from my own A+ Fantasy for value grades and progression)

Task resolution works like this ...

Play 2 games of RPS against the referee ...

Your grade is lower than your opponent's (or the difficulty grade) ... you need 2 wins to succeed.

Your grade is equal to or higher than your opponent's (or the difficulty grade) ... you need 1 win to succeed.

0 wins always fails.

If you have a skill that is relevant to the task being attempted, play 3 games of RPS instead of just two.

That's it... those are my basic thoughts right now... any comments?

Question

Does the RockPaperScissors/Roshambeaux concept have to be limited to just three values? In a way, it has to, in that with 3 values, that means each value corresponds to 2 opposing values: 1 opposing value which can be trumped by a certain value and 1 opposing value which can trump a certain value.

But is there room to stretch this concept past 3 values? There seems to be something to the fact that when a value is up against an equal value in RPS (Rock vs Rock, for instance), there is stalemate. I believe you could introduce another value if you expand the stalemate rule to not only occur when values are equal, but to also have 1 opposing value that creates a stalemate too when up against a certain value.

Off the top of my head, I'm going to try this... Instead of Rock, Paper, Scissors, my game is called Rock, Scissors, Paper, Monkey. Don't ask my why Monkey... it just seems to fit. Anyway, the rules for RSPM go like this: Rock trumps Scissors, Scissors trumps Paper, Paper trumps Monkey, Monkey trumps Rock. Stalemate occurs between equal values (Rock vs Rock, Monkey vs Monkey, etc.), but it also occurs between every other value along the RPSM chain, i.e. Rock vs Paper and Scissors vs Monkey also lead to stalemate.

Seems to me that RSPM is a viable gaming concept, but I don't think RPS can be expanded any further than four values. Who knows, though? Could be that the stalemate rule properly adjusted can expand to five or more values.

Not sure if any of this helps with the current conversation or design of RPS-based RPGs, but it was worth mentioning. Anybody can feel free to use my RSPM concept, though they might want to use a better term than Monkey for the 'M'!

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

On the other hand

...you have five more fingers. That said, you could use both fists at once. The right/dominate hand of the individual is the RPS, while the second hand is some other aspect for other use. (It could be another RPS - or you could include some sort of magical nature and make the signs water/wind/fire or Light/dark/void etc.) If there is a tie in the first hand, look at the second.

Delving into the even more esoteric, look at both signs. Then you can have 6 outcomes. (2 wins, 2 loses, 1 win 1 loss, 1 win 1 tie, 1 tie 1 loss, 2 tie) Play just goes in turns - I shoot, tally wins, you shoot tally wins - and work towards some set difficulty.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

One World, anybody?

Anybody ever encounter the minigame called "One World"? It might have been a Metagaming game, and it came with another game called 'Annihilator'.

Anyway, One World was about a strange world that existed in the astral plane. This world (which was physical and not astral) was inhabited by godlike beings that would transform themselves into rocks, blades, or clouds in order to do battle. The game's battle system was exactly modeled after Rock, Scissors, & Paper, and it was a very cool game.

Interestingly, I pondered making a one page RPG out of One World during the first character sheet challenge at 1km1kt. The appeal to me, as it probably is to you, is that a one page RPG based off rock, scissors, paper should provide a very simple yet effective basis for a game system I know it worked well for One World, even though that was not a RPG, just a minigame. Perhaps I will revisit the concept I had for a one page RPG version of One World.

Good luck with your new game, Jeff. I believe the French call it Roshambeau.

Peace, Errin : )

http://www.1km1kt.net/Errin-Famiglia.htm

Adventuria Online RPG

The three traits have

The three traits have rankings/grades (in this case A-E) which are chosen/assigned/rolled-for when the "character" is created? You compare the rankings/grades to decide if you have to win once or twice (E.g. If it's arm-wrestling, compare grades in "Rock")? But then the actual RPS game is the same as the classic game, it doesn't matter what the rankings/grades are or what type of contingency is to be resolved, that is "Paper Beats Rock" to determine outcome of arm-wrestling but if the person who throws "Paper" has a lower "Rock" grade then he has to beat the other guy twice?

That's a really elegant, interesting, mechanic.

That's right ...

Yeah... the rules of Rock-Paper-Scissors isn't effected by anything in the game or on the character sheet... the mechanic is just the same... Rock-Paper-Scissors is just the randomizer. I have considered doing away with the grades ... (see my post below...) Do you think I should? Or is it better to keep them?

Jeff Moore
http://www.1km1kt.net/Jeff-Moore.htm

No reason to do away with

No reason to do away with grades. In fact, that's what should control - whether you call 'em skills, attributes, talents, whatever. Since the rock/paper/scissors is just the randomizer there's no reason to link attributes to these three. You'd just create a character by whatever game rules you use, and resolve contingencies by the system you're proposing: if the character is "lesser" than the opposition then you need to win more rounds of RPS.

The ultimate game of skill and strategy . . .

Talk about a portable RPG! To play RPS (Rock, Paper, Scissors), you need . . . hands! Its classic :)

As far as a start is concerned, it sounds simple enough for anyone to play, but also covers a large array of possible actions. I did have an idea for combat though. Damage can be tracked by fingers! One hand is used to do Rock, Paper, Scissors, while the other hand is clenched. If a character takes damage, they hold out one finger (not starting with the middle one, for the funny guys ^_^). When a character is holding out all five fingers, they lose the combat.

Rough, I know, but I think it keeps with players not having to keep track of anything on paper.

I like the idea, kind of like Beer and Pretzels by Oversoul. :)

http://www.1km1kt.net/Aaron-White.htm

Tracking Damage ...

I like the idea of not needing to write anything down... it might not be practical... I am trying to imagine in a game players holding out so many fingers for the duration of a combat (or longer?) ... I like the idea... but not sure about the implementation, yet.

It occurs to me that any single game of RPS has 3 outcomes not 2. It's not win/lose ... it's win/lose/draw. Given that 1 game should be sufficient for most tasks.

That makes it three levels in any challenge:

0) lose
1) tie
2) win

So, if your stat is lower than your opponent's (or difficulty) you need a win. If your stat is equal or higher than your opponent's (or the difficulty) you need a tie. And a lose is always a fail.

Maybe I should just simplify things even more.

We get rid of numbers and values all together and base characters on skills only.

Define your character with a short list of skills...

Jeff
----
Computer Programmer, RPG gamer, artist, geek.

Blundarr
--------
Swordsman, Hunter, Carouser, Muscle-man

If attempting something for which you have a skill you need a tie... otherwise you need a win!

(Now to think more about that damage mechanic...)

Jeff Moore
http://www.1km1kt.net/Jeff-Moore.htm

Better

I like this setup better, it makes a lot of sense and saves time. If you have a skill, you have a 2 in 3 chance of succeeding, otherwise it is 1 in 3. I like those odds!

Combat and damage, hmmm. I would have to think about it, if only for the sake of what twist you can give the basic game.

http://www.1km1kt.net/Aaron-White.htm

Simple is better...

Yeah, I like this setup better too... it's just so damn simple. At this point I am shooting for simple enough to play without paper and pencil (Something you could play in the car on a trip... that would be my ideal.) but involved enough to stay interesting and fun. Ideas for combat that would meet this requirement are welcome ... I am at a loss.

Jeff Moore
http://www.1km1kt.net/Jeff-Moore.htm

Anything worth doing...

Is worth over-doing. RPS-25 is a variation on the game, that allows for 300 outcomes according to the website. (Of course, I'm not about to attempt to confirm that)

As to a more realistic expectation for the player than memorizing whether Nuke beats Alien according to the chart might be that all events have the three basic outcomes - pass/blocked/fail. No hit points etc. - either you defeat the nemesis, retreat, or get injured for as long as the story demands.

If you don't mind some book keeping - how about a slight revision of the ratings. Each skill/attribute has a number of losses assigned to it. Each failed challange counts against this, and when it runs out, the character can't use that ability again. (either for a set time, or for the rest of the game). So if I had Fencing 2 and Skateboard 1, I can afford lose one sword fight, and still try again, but wipe out in the skate challenge and there's no mulligan.

Or we could come up with some esoteric background setting with an explanation of why all combat is now based on RPS and no one actually gets hurt... (You're all stuck on a space station in zero g - guns would compromise the hull, and free fall negates martial arts?) I recall a 24 hour rpg (called Monitors I believe) that had a premise of violence being impossible due to some alien tech - perhaps a similar idea?

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

Combat?

I know that I have martial arts on the brain, but this is a continuation of an idea I had for alternative actions for MACE. I couldn't get this to work for MACE, so maybe this idea might suit your game better.

RPS Combat
Instead of Rock-Paper-Scissors, players have FOUR (thats right) different Attacks. These are Jump Attack, High Attack, Mid Attack and Crouch Attack. These are represented by how many fingers are used, as below.

  • Jump Attack: 1 Finger
  • High Attack: 2 Fingers
  • Mid Attack: 3 Fingers
  • Crouch Attack: 4 Fingers

How does it work? High beats Jump, Jump beats Mid, Mid beats Crouch, Crouch beats High. Use the continuous flowchart below.

High -> Jump -> Mid -> Crouch -> High

If a player loses a matchup, they take 1 Damage. If players play exactly the same Attack, both players take 1 Damage. There are also special circumstances if players use certain matchups.

Jump vs Crouch
Neither player takes any Damage, both attacks miss each other.

Mid vs High
No Damage is dealt, but for the next play, all Damage is doubled. This is cumulative. This is to represent a furious trading of blows.

Combine the above with the Damage rules from my previous comment, which gives players five points of Damage (five fingers ^_^), I think it is a interesting twist to the standard Rock-Paper-Scissors. What do you think?

I really like this idea, so if you don't want to use it for your game, I might write it up seperately as a mini-game for 1km1kt.

http://www.1km1kt.net/Aaron-White.htm

There is a very similar game

There is a very similar game to this, called Bonsai Samurai.
http://freegamesdownload.wordpress.com/feed. It uses a spinner with the three different attacks on it, you place coins representing the players some distance and after each spin each player can pick the choice pointing to his coin or one to either side of it; damage is taken or not depending on the match-up of the choices just as you're describing. I like yours better.

Also, somewhere out there is a website which has Rock, Paper, Scissors cards. Instead of holding out fingers each player overturns a card. Reason for the additional prop is each card not only is labeled with one of the three designations but has a picture of a pretty girl in a pose representing that designation.

RPG-Martial Arts

Aaron,
I've created some cards to use for your idea. Fingers would work just as well of course, just liked the idea of cards. Can't seem to post the cards here or at 1kmkt, the pictures don't go thru. Some way I can send them to you?

E-mail

E-mail them to me at AJaW96@bigpond.com. I am glad that you like the idea, so send me the cards, I will convert them into a printable pdf format, then send it back to you (it might be my idea, but you should post it because of the effort you put in creating them).

If you really like it, maybe this could be somthing we could collaborate together on, just a fun simple game. I think you are right to think that this would work better with cards, as it would allow for some tense play.

Thanks for your interest.

http://www.1km1kt.net/Aaron-White.htm