Mano a Mano:Design Decisions

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These concepts have influenced Mano a Mano development.

Simplicity[edit]

Mano a mano should be simple, cheap and portable - so it can be played informally, even if you don't have any materials except what you have memorized and things most people have on hand.

  • 6 sided dice are used because they are easy to find. (They can even be made by hand.)
  • Only one type of die roll (success rolls)
  • Character sheets are designed to fit on 3x5 cards.

Flexibility[edit]

  • Mano a mano can be used for almost any genre
  • Most things can be modeled as a character (people, animals, vehicles)
    • "Race" packages replaced by the more abstract "Character Template" concept
    • Character size can be extremely variable
  • Modular system with lots of optional rules
    • ideally "core rules" are optional too, though more strongly recommended
    • Examples provided for things not covered in the rules (abilities, equipment ...)

Realistic Martial Arts[edit]

  • Mano a Mano can do many other things, but it's main focus is fighting.
  • The rules strive to model what happens in full contact martial arts competition.
  • When you get hurt, you slow down and become less dangerous than you used to be.
  • The rules also model armed combat and combat between different sized opponents.
  • Character and equipment stats are based on physical properties.
  • Character size is a very big deal in this role-playing system.

Player-focused[edit]

  • In combat, the player chooses (or constructs) individual moves for each situation on the fly, as opposed to selecting from a menu of combat options each turn.
  • Instigators and targets of actions are equal participants in a collaborative story. (A kind of "ad-lib" - literally "at liberty")
  • Character points are more strongly associated with players (CP/Character Points.) Players could control more than one character, or CP could balance two unequally-sized groups of competing players.
  • Character generation and development is very open-ended.
  • Generalizations like "class", "level" and "alignment" are avoided.

What Player-focused is NOT:

  • GM-focused - action and characters totally conform to the GM's description and schemes
  • setting-focused - action and character development defined by the adventure or campaign material
  • genre-focused - action and character development models stereotypes and archetypes

Real Time[edit]

The relationship of the turn-based gameplay to real time action adds to the realistic action and martial arts of the system and makes it possible to apply the Mano a Mano system to real time computer simulations: action games as well as more strategic games. (Here "real time" refers to both the information systems concept of Real-time, and realistic representation of time in the game fiction)

  • In combat, characters are assumed to be continually moving
  • Players take turns controlling their characters in a fixed order
  • Time is measured from a player's turn until their next turn
  • Some actions cannot be performed every turn (example: "wind up")
  • Characters can perform more than one action in a turn
  • Some characters can do more things per turn than other characters
  • Sometimes a player's character can act on another player's turn