Difference between revisions of "SOAR"

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'''Simple'''
 
'''Simple'''
 
By simple SOAR tries to bring you into your own imagination without totally controlling every aspect of game-play.  There are rules in SOAR and so it is not completely freeform but it is rules “lite” and easy to learn and use to keep the story on track.
 
By simple SOAR tries to bring you into your own imagination without totally controlling every aspect of game-play.  There are rules in SOAR and so it is not completely freeform but it is rules “lite” and easy to learn and use to keep the story on track.
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Old-fashioned'''
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'''Old-fashioned'''
 
SOAR game-play is set up as storybooks to be read and enjoyed by all, but the storybook ending is up to you.  Divided into Books, Chapters, and Scenes SOAR guides you through either pre-constructed settings and stories or gives you the tools and freedom to make up your own.
 
SOAR game-play is set up as storybooks to be read and enjoyed by all, but the storybook ending is up to you.  Divided into Books, Chapters, and Scenes SOAR guides you through either pre-constructed settings and stories or gives you the tools and freedom to make up your own.
  

Revision as of 20:30, 1 January 2010

Simple Old-fashioned Adventurous Roleplaying (SOAR)

Simple Old-fashioned Adventurous Roleplaying

Project Overview

The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and the project is seeking co-author(s). Much of the first draft has been removed because the draft is no longer valid for the direction this game will go. The SOAR system will be re-posed in a new form that is truer to its name.

Rulebook

Introduction

SOAR is designed to be quick and easy to learn and use. The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution. The main goal of roleplaying is to have fun. A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story. Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck. This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook. An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature. Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on. Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.

Simple By simple SOAR tries to bring you into your own imagination without totally controlling every aspect of game-play. There are rules in SOAR and so it is not completely freeform but it is rules “lite” and easy to learn and use to keep the story on track.

Old-fashioned SOAR game-play is set up as storybooks to be read and enjoyed by all, but the storybook ending is up to you. Divided into Books, Chapters, and Scenes SOAR guides you through either pre-constructed settings and stories or gives you the tools and freedom to make up your own.

Adventurous SAOR brings old-fashioned roleplaying action to life in new ways. Using common sence character statistics and easy roll mechanics we hope to cutting the time you spend digging though the rulebook. The system seeks to give the storytelling power back to the players enabling them to decide not only how well they can play and adventure but how the adventure develops along the way.

Roleplaying SOAR is at its heart a traditional rolepalying game asking the player not only to take on the role of a fictitious character but also a role within a group of adventurers. Roleplaying in SOAR is similar to acting out a story on stage or in a movie only the cast of this story have almost no script to follow making the game follow an impromptu acting style where the actor is given a scene to play with another actor and instead of rehearsing and studying their lines they just act out the scene on the fly! Players in SOAR do not actually act out the story but instead verbally guide the story and describe what their character would do in the scene and rolls dice to determine the outcome if necessary. One person in the group takes on the role of the Narrator and further guides the story and takes care of the actions of other characters, creatures and everything else not controlled by the players.

Roles & Rolls

What you need to play

Core Mechanics

Action Resolution Mechanic

Dynamic Content

Character Creation

Background Sheet

Character Sheet

Character Information

Stats

Derived
Fixed
Main

Combat Snapshot

Skills & Professions

Abilities

Flaws

Weapons & Armor

Tools & Equipment

Coins & Treasure

Adventuring

Books

Chapters

Scenes

Leveling & Advancment

Character Sheet

Experience

Skills

Professions

Abilities

Final Thoughts

Combat

Dynamic Content

Settings & Storylines

Footnotes

If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project. There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).

SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors. The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.

Eamon 20:30, 1 January 2010 (UTC)