Decoupling character features
I was reviewing some of my Soft Horizon notes this morning and discovered an interesting accidental feature of the system I’m currently testing. This system borrows from ORE, from Hollowpoint and from FATE and so it has a lot of recognizable key words, but it’s really none of the three.
FATE has this great internal symmetry and consistency. There are very close relationships (to the point, if you wanted to criticise, of identity) between many features — for example, an Aspect is equal to two points on the dice. A stress box is equal to one point on the dice. Depending on variants, Consequences are worth some number of points on the dice (when you have fixed values for Consequences the relationship is tighter). Skill values are points on the dice.
So the dice, the skills, the aspects, and the consequences are all intimately related to the stress track. This means that any bonuses in one place can be seen as (roughly) equivalent bonuses or penalties some place else. A skill of 3 is the same as a skill of 1 with an aspect. Or the same as a skill of 5 against a lower stress track.
Obviously it’s more complicated than that and depends on variants, but these relationships are close no matter how you slice it. This is often a good thing — it makes it easy to manipulate the system and understand the ramifications of changes. A free taggable aspect is +2 on the dice with an attendant demand for extra narration. Easiest effect system ever. And very hard to unbalance accidentally. Awesome features.
I find myself sometimes annoyed at this. Sometimes it feels like a lack of differentiation. I think this is part of what drives people to pare the system down to a page of essentials — there’s a suspicion that there’s less to the system than it seems. Not in a bad way, mind you, but just this sense that it could be re-factored to reveal some very simple truth about it. That’s probably true and probably why almost every version has all kinds of fairly deep changes to the core.
Soft Horizon has disconnected a lot of these things. Your skill rank has no direct relationship to your opponent’s stress. The links that exist are complex and multivariate (without being difficult in play — in play it’s a breeze). A higher skill has a variable effect on capability; generally better but with surprising negative possibilities that derive from being awesome. By that I mean that your chance of fumbling does not increase, but the chance of a move that might be read as over-confident or over-eager can easily result (Hollowpoint fans know what I’m talking about here).
The bit that struck me this morning was stress. Stress and skill are so decoupled that additional stress boxes are not the same as being more skilled at defense. That’s really cool — that’s something I want. Now you are never trading off a defensive skill against another stress box when creating characters or monsters — stress is something else again. They’re not quite hit points either — they aren’t equivalent to a fixed damage system either. This lack of equivalence means that a power or artifact that gives you an extra stress box (or takes one away) is very different from a bonus to a skill. That’s great because that gives you another way to reward characters or distinguish foes. And it turns out there are a bunch of those now.
Better, and this is the risk one usually faces with this kind of design, it is decoupled without increasing complexity, so there are limited ways in which the system can feed back on itself and run away. That means there are (probably) no defects that create super-characters through unforseen feedback loops. That’s got to a good thing, right? Well, I admit, having a super-character show up can be pretty good for publicity, but still, not so good for the game. Sure you can rule them away, but as a designer I would be embarrassed as it reveals a failure even if the end user can fix it.