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