Preliminary Zvezda Rules

by

[ed note: Thor posted this on G+, and it’s been copied over here so it isn’t lost when G+ disintegrates.]

So I like the quiet around here and hope to get this done. Moon Base Zvezda is a historical fantasy where the space race went further and the cold war extends to the moon bases.

In Moon Base Zvesda it is assumed that all characters are fully trained, really smart, AND working for their government whether they know it or not. Hence all characters are made by assigning the numbers 1, 2, and 3 to being an Astronaut, an engineer, and a spy. Each Area of Knowledge gets one of the three numbers.

The resolution system is based on a simple idea. If the task at hand is more fitting of an Astronaut, roll a number of dice equal to the Astronaut area of knowledge. Ditto Engineer and spy. If any die scores higher that the target number you succeed.

For a one shot game I would set the target number at 4 and let the game ride. But if this game is going to have more legs there are a couple ways we could tweek the system.

There are three levers that can make this system more robust/realistic/complicated. The first is adjusting the target numbers, the second is giving some characters benefits through as yet unintroduced stats, and lastly by making the results vary depending on the number of successes.

Varying the difficulty has two benefits. It makes having more dice in an AOK to roll significantly better and it makes people at the table think that the world is more diverse. The down side of varying the difficulty is that it can feel arbitrary and offloads a certain amount of work into the GM.

Adding stat modifiers to the roll based on what your character is like makes the characters more different and makes some challenges more difficult than others. At the moment we do not have any stats but that can be changed.

Changing the number of successes needed greatly disadvantages characters with low AOKs, but I can imagine a version of the game where 1 or 2 successes make the player face hard choices about what they can accomplish. Breaking the door down or doing it quietly. That sort of thing. The GM should talk about these situational things when describing the situation.

I think any of these things can be implemented alone or in tandem. How far we want to go needs to be weighed against the usefulness and the amount of time till we have a completed game.

On top of that we can make the GM figure all of this out on the fly or make it so that we have to imagine all the possibilities.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s


%d bloggers like this: