ZeroSpace 4e EN:Introduction: Difference between revisions

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A roleplaying game is fundamentally a cooperative activity. The players (one of whom is the game moderator) are not in competition. The goal is not to be the most powerful character, or to win every fight. The goal of a role-playing game is to experience fun stories and to entertain everyone at the table.
A roleplaying game is fundamentally a cooperative activity. The players (one of whom is the game moderator) are not in competition. The goal is not to be the most powerful character, or to win every fight. The goal of a role-playing game is to experience fun stories and to entertain everyone at the table.


<center>'''Making the game fun is everyone's responsibility.'''</center>
'''TIP: Making the game fun is everyone's responsibility.'''


We hope that you are the kind of player that creates interesting characters and enjoys creating stories with your friends. With that in mind, here are some suggestions.
We hope that you are the kind of player that creates interesting characters and enjoys creating stories with your friends. With that in mind, here are some suggestions.
Line 52: Line 52:
If something in the rules violates the way you think your game should work, then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them. Do not be one of those players who adheres to the letter of the rules in defiance of common sense.
If something in the rules violates the way you think your game should work, then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them. Do not be one of those players who adheres to the letter of the rules in defiance of common sense.


<center>'''Don't use the rules unless you need to.'''</center>
'''TIP: Don't use the rules unless you need to.'''


In fact, if you can play a fun game session without referring to the written rules, you should. Saying "it works like this" is often a better solution than flipping through a rulebook for an answer.
In fact, if you can play a fun game session without referring to the written rules, you should. Saying "it works like this" is often a better solution than flipping through a rulebook for an answer.

Revision as of 07:18, 29 November 2022

Arrow up 16x16.png Contents

zerospace
noun
the gravitational center of a warp engine's Lorentzian manifold.

What Is This?

ZeroSpace is a science fiction game which takes place in a vast patchwork of interstellar empires populated by thousands of strange and wonderful aliens.

What Is A Roleplaying Game?

As trivial as it sounds, two distinct elements set "roleplaying games" apart from other things which are not roleplaying games: roleplaying and game play.

First, a roleplaying game involves roleplaying. Roleplaying involves taking on a persona or character and making decisions based on what that character would do in a given situation. Does having a character in a game, by itself, make that a roleplaying game? No. The little dog token in a Monopoly game and a Blood Elf in World Of Warcraft are both characters, but Monopoly and World Of Warcraft are not roleplaying games. Can you roleplay as a dog while playing Monopoly? Yes, and you can roleplay as an elf while playing World Of Warcraft. What keeps these from being roleplaying games is that the roleplaying is not part of the game -- you can't get your Monopoly dog out of jail through unscripted conversation with the jailer, nor can you use roleplaying to convince an ogre in World Of Warcraft to let you pass by without a fight. If the rules of the game do not allow for the possibility that a conflict could be resolved through unscripted conversation (however unlikely that might be), then it isn't a roleplaying game.

Second, a roleplaying game is a game. Roleplaying games are sometimes compared to improvisational theatre, and there are similarities, but improv theatre isn't a game. How can you tell if something is a game? Games have rules that govern things like conflicts between players and whether something a player attempts is successful. Improv theatre is fun, but there aren't any rules like this. Therefore, it's not a roleplaying game.

ZeroSpace has more rules than some games, but less than others, and an essential part of conflict resolution involves making decisions that your character would make under the circumstances. Maybe those decisions aren't the most tactically advantageous, but that's part of the fun of roleplaying.

If you would like to read more about who plays roleplaying games, and why and where they play them, check out The Escapist -- The Five Ws of RPGs.

The Players

In a roleplaying game, each player adopts a persona called a player character, or "PC". The player characters are imaginary people who inhabit the fictional universe of ZeroSpace.

In many ways, the player is like an actor who chooses their own part and writes their own lines as the play progresses. The game moderator sets the stage and introduces the characters to their world, but the story is driven by the player characters.

The Game Moderator

The game moderator, or "GM", creates the story and portrays everyone that the player characters encounter during their adventures. These are called non-player characters, or "NPCs". The players help create the adventure by responding to the challenges the GM presents and by pursuing the PCs' own goals. This dynamic creative process creates a story which neither the game moderator nor the players could have created alone.

Ground Rules

Be Cooperative

A roleplaying game is fundamentally a cooperative activity. The players (one of whom is the game moderator) are not in competition. The goal is not to be the most powerful character, or to win every fight. The goal of a role-playing game is to experience fun stories and to entertain everyone at the table.

TIP: Making the game fun is everyone's responsibility.

We hope that you are the kind of player that creates interesting characters and enjoys creating stories with your friends. With that in mind, here are some suggestions.

  • Encourage each other: If someone does something cool, or has a great idea, let them know. It will make them feel good, and it will let people know what kind of game you find fun.
  • Embrace setbacks: Don't get frustrated if things are going badly. Recovering from a setback makes the eventual victory all the sweeter.
  • Be considerate: Don't hog the spotlight. Take turns being the center of attention.
  • Don't play a jerk: Playing a flawed character can be fun, but don't go so far with it that you make the other players miserable. Being "true to your character" is not an excuse for ruining the game.
  • Respect everyone's boundaries: Roleplaying games can be silly and light, dark and gritty, or anywhere in between. If a topic or a certain plot element makes any of the players uncomfortable, respect that and avoid it. Consider using John Stavropoulos' X-Card, particularly if the players are new to each other.

Use Common Sense

If something in the rules violates the way you think your game should work, then override it. If the rules permit something ridiculous, or would prevent something completely ordinary, then override them. Do not be one of those players who adheres to the letter of the rules in defiance of common sense.

TIP: Don't use the rules unless you need to.

In fact, if you can play a fun game session without referring to the written rules, you should. Saying "it works like this" is often a better solution than flipping through a rulebook for an answer.

Avoid Rule Arguments

It is in the nature of any human activity that differences of opinion will arise. We've tried to make the rules for Bulletproof Blues as simple and clear as possible, but there's only so much we can do. Sooner or later, there will be a difference of opinion among the players regarding what a rule means, or how a rule should be implemented. There is nothing wrong with this: discussion and consensus are healthy. However, the time for rule discussions is between games, not during games. If a rule discussion takes longer than 60 seconds, the game moderator should make an executive decision and table additional discussion for later. If players balk, the GM should be civil but firm, and move on.

Respect Genre Conventions

Bulletproof Blues is a superhero game, and being a superhero game, it has certain genre conventions. Robert McKee defines genre conventions as the "specific settings, roles, events, and values that define individual genres and their subgenres."

For example, there are no rules for running out of bullets, or for recharging the cosmic widget from the cosmic widget recharging device. It's not that guns do not run out of bullets, or that cosmic widgets never need recharging. Of course they do, and if a character intentionally empties their gun, then the gun runs out of bullets just as you'd expect. It's just assumed that they don't normally run out of bullets unless there is a dramatic reason for it. The rest of the time, the character is reloading the gun or recharging the widget when it's convenient to do so.

Another genre convention of Bulletproof Blues is that the extraordinary technological advances made possible by the superhuman intelligence of super-scientists (not to mention alien technology) rarely make it into the marketplace. Some technology eventually does -- cell phones and 3D televisions, for example -- but these advances are delayed until they can be successfully commercialized. Any advanced technology with potential military applications remains out of the reach of ordinary people, or even of ordinary soldiers. Shadowy government agencies, amoral corporations, and subversive organizations bent on world domination all conspire to keep these advances to themselves, or at least to as small a group as possible.

Core Mechanics

Attributes

Each character has seven attributes which describe their basic physical and mental abilities.

  • Agility: coordination, ranged combat fighting ability, and general flexibility
  • Brawn: physical might, hand-to-hand fighting ability, and general hardiness
  • Presence: determination, mental combat fighting ability, and understanding of the motivations of others
  • Reason: ability to analyze data, draw conclusions from the facts at hand, and solve problems
  • Power Level: technological might, alien potency, psychic potential, and so on
  • Endurance: a character's ability to physically and mentally exert themselves
  • Health: a character's ability to withstand physical hardship and injury

See the Attributes chapter for more information.

Rolling Dice

When a character attempts a task and the outcome is either contested or there is some random element involved, the player must roll dice to see if the character succeeds. The player rolls two six-sided dice ("2d6") and counts the dots. The player adds this to the character's appropriate attribute (Agility, Brawn, etc.) and an appropriate skill (Diplomacy, Ranged Combat, etc.). This total is the character's Action Value, or "AV".

2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)]

If the character has appropriate equipment, they may add their equipment level to their Action Value, but only up to their skill level. If the character's Action Value equals or exceeds the DV (Defense Value or Difficulty Value) assigned by the GM, the character's attempt succeeds. There is no roll for routine tasks: a character automatically succeeds at a routine task.

Skill rolls are covered in more detail in the Actions chapter.


Table: Unopposed rolls Table: Opposed rolls
Difficulty Value (DV) Difficulty Value (DV)
12 Moderately difficult 8 + [Attribute] + [Skill] + [Equipment (up to Skill)]
15 Remarkably difficult Examples:
Brawn + Hand-to-hand Combat
Agility + Ranged Combat
Presence + Mental Combat
etc.
18 Extremely difficult
21 Inconceivable!

Bonuses

A character's roll may have one or more bonuses. Only the highest bonus applies. Receiving a +1, a +2, and a +3 bonus at the same time adds 3 to the character's roll.

A bonus is usually +Template:KM4 SKILL BONUS added to the character's Action Value (AV) or defense, although some maneuvers such as Teamwork have a variable bonus. Similarly, a character's damage roll may have one or more bonuses. These are usually +1 or +Template:KM4 SKILL BONUS points of damage. The highest bonus is added to the attacker's damage.

Penalties

A character's roll may have one or more penalties. Unlike bonuses, penalties are cumulative. Incurring a -1, a -2, and a -3 penalty at the same time subtracts 6 from the character's roll.

A penalty is usually -Template:KM4 SKILL BONUS subtracted from the character's Action Value (AV), although some maneuvers such as Called Shots have a variable penalty. Similarly, a character's damage roll may have one or more penalties. These are usually -1 or -Template:KM4 SKILL BONUS points of damage. This amount is subtracted from the attacker's damage.

Damage

If the attacker's roll succeeds, the player rolls dice based on the character's Power Level (1d6 + Power Level) or on the full equipment level of the weapon (1d6 + equipment level). The target's resistance (Damage Resistance, Mental Resistance, or Alteration Resistance) is deducted from the points of damage. If the attack is a normal attack, the remaining points of damage are deducted from the target's Health (or Endurance, if it is a stunning attack). If the attack is a mental attack or an alteration attack, half of the final points of damage are applied to the target (round down, even if the fraction is more than one-half, to a minimum of 1). Roll damage and deduct resistance before dividing.

Armor

Armor protects characters from attacks. A character with armor has Damage Resistance (DR), which is subtracted from the points of damage an attacker deals. The character takes the remaining points of damage.

Armor is rated by its effectiveness and complexity, from level 1 to level 5. The Damage Resistance provided by armor is equal to its full equipment level +Template:KM4 SKILL BONUS. If the character has more than one source of Damage Resistance, only the highest value applies. Armor does not normally provide Alteration Resistance or Mental Resistance.

Shields

Energy shields protect characters from attacks. Energy shields are rated by their effectiveness and complexity, from level 1 to level 5. The character receives a Damage Resistance bonus equal to the full equipment level of their energy shields. If the character has more than one Damage Resistance bonus, only the highest value applies. Shields do not normally provide Alteration Resistance or Mental Resistance.

Energy shields lose effectiveness as they withstand attacks. The shields grant their full Damage Resistance bonus against the first successful attack in a scene. The second attack in a scene, the shields grant one less than their full Damage Resistance bonus. This continues until the Damage Resistance bonus granted by the shields is reduced to zero. The shields will be restored to full effectiveness after the fight is over, when the shield coils have had a chance to recharge.

Plot Points

Each player begins each game session with one Plot Point. A player gains a Plot Point when they do something clever, heroic, or surprising, or when the GM overrides a roll of the dice to make things more difficult for the characters. Plot Points are spent to alter the game world or to gain an advantage. See the Actions chapter for more information.

Resolving Ties

On a tie, the character who initiated the contest wins the contest.

Rounding

When a number is divided, round down, even if the fraction is more than one-half. A fraction may not be rounded to less than 1, as long as the original number was more than zero.

Glossary

Action Value (AV)
2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)]; the Action Value (AV) is compared to the Difficulty Value (DV) to determine if the action is successful.
Agility
Coordination, ranged combat fighting ability, and general flexibility.
all-out move
Base move x 6; requires a move action.
Alteration Resistance
The amount the defender subtracts from the points of alteration damage rolled by the attacker; the remaining points of alteration damage are halved.
attribute
The five basic character traits: Agility, Brawn, Presence, Reason, and Power Level.
AV
Action Value: 2d6 + [Attribute] + [Skill] + [Equipment (up to Skill)].
base move
Normal ground movement based on the character's attributes or powers; requires a move action.
base attribute
An attribute when the character is fully healed and not impaired in any way.
bonus
A number added to an Action Value (AV), a Defense Value (DV), or a damage roll. Only the highest bonus applies.
[Brackets]
Text in [Brackets] indicates that it is replaced by some other value, such as an attribute
Brawn
Physical might, hand-to-hand fighting ability, and general hardiness.
character point
Spent to buy attributes, skills, and special abilities for a character.
Damage Resistance
The amount the defender subtracts from the points of normal damage rolled by the attacker.
Defense Value (DV)
8 + [Attribute] + [Skill] + [Equipment (up to Skill)]; the Action Value (AV) is compared to the Defense Value (DV) to determine if the attack is successful.
Difficulty Value (DV)
12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable); the Action Value (AV) is compared to the Difficulty Value (DV) to determine if the action is successful.
double move
Base move x 2; requires a move action.
DV
Defense Value: 8 + [Attribute] + [Skill] + [Equipment (up to Skill)].
Difficulty Value: 12 (Moderate), 15 (Remarkable), 18 (Extreme), 21 (Inconceivable).
Endurance
Ability to physically and mentally exert oneself (Brawn + Presence).
forcing an action
A character sacrifices their next turn in order to dive clear, activate a defensive power, or take another purely defensive action.
game moderator (GM)
The player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes.
gift
An exceptional ability that a normal person can have, but that most people do not have.
GM
Game moderator: the player who sets the story in motion, plays everyone and everything in the game other than the PCs, and arbitrates any disputes.
Health
Ability to withstand physical hardship and injury (Agility + Brawn).
Mental Resistance
The amount the defender subtracts from the points of mental damage rolled by the attacker; the remaining points of mental damage are halved.
move action
Move the distance permitted by Agility, Brawn, or a movement power; may be a base move, double move, or all-out move.
non-player character (NPC)
A fictional character belonging to and controlled by the game moderator.
NPC
Non-player character': a fictional character belonging to and controlled by the game moderator.
PC
Player character: a fictional character belonging to and controlled by a player.
penalty
A number subtracted from an Action Value (AV), a Defense Value (DV), or a damage roll. Penalties are cumulative.
player
A living, breathing person playing the game.
player character (PC)
A fictional character belonging to and controlled by a player.
Plot Point
Spent to alter the game world or to gain an advantage.
power
An ability beyond what is possible for ordinary mortals.
Power Level
Technological might, alien potency, psychic potential, and so on.
Presence
Determination, mental combat fighting ability, and understanding of the motivations of others.
Reason
Ability to analyze data, draw conclusions from the facts at hand, and solve problems.
run
Base move x 2 (another name for "double move"); requires a move action.
sentient
Capable of perception, problem solving, self-awareness, and anticipation of future events; a creature which is sentient; a person.
skill
Allows a character to apply their attributes to solve a specific problem or accomplish a specific task.
skill roll
Rolling dice and determining the outcome; see the Actions chapter.
sprint
Base move x 6; another name for "all-out move"; requires a move action.
success
An Action Value (DV) that equals or exceeds the Difficulty Value (DV).
walk
Normal ground movement based on Agility; another name for "base move"; requires a move action.