Before I even start rewatching the films, I wanted to think about how I plan to define the characters in turn of system. As I wanted to try and create a new system rather than simply write a setting for an existing one, this was something worth giving some time to.
My first thought was what would be the best mechanic for the game. Initially I was thinking about baseing this game off of Cyberpunk 2020, which uses "Attribute + Skill + D10" against a target number. This is great for a game where the players have skills and natural prowess, but that the limits of these things are limited. In The Matrix, the characters manifest all sorts of unusual powers on demand; Morpheus breaks through a wall, Trinity jumps across an impossible gap, Neo dodges bullets. To cover all of the eventualities their would need to be a new Attribute for manipulating The Matrix and then Skills for each special ability. This would, in many ways, limit the characters to the special abilities they had available, as to try a new skill would mean they could only use their attribute score and risk failing the difficulty challenge. In some it's purely a psychological limitation, but it's a real one all the same.
After giving it more thought, I began to wonder if a dice pool system might work better. In a dice pool system, each attribute can grant a certian number of dice to roll, skills and powers may grant more dice, while adverse conditions may reduce the number of dice. The point is that the characters can have a set of attributes defining them and also have an additional attribute/skill for manipulating The Matrix. When in The Matrix the characters can choose to use these additional dice from the Matrix Manipulation pool to increase their chance of success by bending The Matrix to their will. I think this system would at least allow the players freedom to describe what their character is doing in a cinematic way, and because they have a higher chance of success it'll (hopefully) encourage them to do more crazy shit!
Red Pill:Blue Pill
Writing a roleplaying game for The Matrix
Friday, 14 January 2011
Sunday, 9 January 2011
Old movies are deadly...
Old movies are deadly for roleplayers. I don't think I have yet to meet a roleplayer who is able to watch a movie without finding something in it which they want to either a) turn into a new game, or b) bring into one of their characters. And so it is with me and The Matrix...
Released in 1999 (12 years ago? Really?!), I remember thinking what a fantasic roleplay setting this movie would make. After all these years that thought hasn't abated and yet there have never been any official releases to bring the worlds of The Matrix and tabletop roleplaying together. There have been many homebrew systems and settings, but I've always had my own ideas of what should go into a game, and so here I will try and sort through my thoughts and piece together what I think a roleplaying game for The Matrix should be.
If nothing else, it gives me an excuse to watch the movies again! ;)
Released in 1999 (12 years ago? Really?!), I remember thinking what a fantasic roleplay setting this movie would make. After all these years that thought hasn't abated and yet there have never been any official releases to bring the worlds of The Matrix and tabletop roleplaying together. There have been many homebrew systems and settings, but I've always had my own ideas of what should go into a game, and so here I will try and sort through my thoughts and piece together what I think a roleplaying game for The Matrix should be.
If nothing else, it gives me an excuse to watch the movies again! ;)
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