Difference between revisions of "SOAR"

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== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==
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'''SOAR and the text that was here are the intellectual property of C. M. Perry (AKA Eamon).'''
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]
 
  
===Project Overview===
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==I have removed SOAR because of the commons license the Wiki has==
 
 
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)'''. E-mail '''eamonltd@gmail.com''' to get involved.
 
 
 
==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 core rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide settings or storylines in expanded detail. However, a basic fantasy setting with classic professions, skills, and abilities along with a starter storyline are found at the end of this rulebook to get you started.  In addition, SOAR settings and storyline books will build on the core rulebook to bring you an easy way to get started in a variety of game settings.  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.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Many free or cheap generic roleplaying systems have far better mechanics than some that cost money but what thay do have is well developed content.  SOAR tries to brige that gap by giving you both the generic system to use with many different setting and storyline books.
 
 
 
'''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===
 
 
 
'''The Narrator Role''' – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.
 
 
 
'''The Actor Role''' – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.
 
 
 
'''Dice Rolls''' – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d10”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d10 tells you to roll one ten-sided die and 2d6 tells you to roll two six-sided dice.  Dice rolls will also use modifiers like +1 and -3 that are applied the die roll before or after it is made.  The normal die use in SOAR is the d10 but sometimes you will also use other dice for damage, healing, or other random calculations as specified later in the book.
 
 
 
===What you need to play===
 
 
 
The first thing you will need to play is an interesting setting and storyline.  An active imagination will help with this if you don’t have a SOAR Setting & Storyline Book.  Most everything else you will need can be purchased from any local game or book store.  Here is a list to get you started.
 
 
 
*The SOAR Core Rulebook
 
*SOAR Setting and Storyline Book (optional)
 
*A place to play
 
*People to play with
 
*An active imagination
 
*One Character Sheet for each player (photocopy page XXX)
 
*Pencils & Paper
 
*10 and 6 sided dice (minimum of one each)
 
*Anything else you might find useful
 
 
 
There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.
 
 
 
===Core Mechanics===
 
 
 
The first mechanic is the action resolution mechanic, it is a 1d10 "roll under" mechanic with variable handicap (Skill Vs. Skill) modifier. The second is rules for dynamically created player content.
 
 
 
====Action Resolution Mechanic====
 
 
 
====Dynamic Content====
 
 
 
==Character Creation==
 
 
 
In SOAR character creation is just that, your imagination creating a character.  This needs to fall into certain guidelines to keep play fair and balanced while providing for individuality and personality so that the characters are not all the same old Fighter or Mage.
 
 
Based on the Setting and storyline you have chosen for the adventure you will need to pick a Race and Profession to go with your characters Background, Name, and Appearance.  These can be invented by the players using Dynamic Content or selected from the ones listed in the Setting & Storyline Book.
 
 
 
Depending on the character’s profession you should setup their Stats, Skills, and Abilities to match the kind of adventurer you are building.
 
 
 
Stats determine how strong, smart, and spiritual your character will be.  Skills and Abilities can be invented by the players using Dynamic Content or selected from the ones listed in the Setting & Storyline Book.
 
 
 
Once the framework for the character has been built it is time to outfit them for the adventure.  Starting out is hard and the world does not treat unprepared adventurers kindly.  Give your new hero a weapon, armor or clothing, and some tolls and equipment to get them started on the right foot.  These can be invented by the players using Dynamic Content or selected from the ones listed in the Setting & Storyline Book.  Keep in mind that most characters are on a budget and can’t just start out running around with the “Sword of Truth” or the “Spear of Destiny”!
 
 
 
Now that the sheet is almost totally filled out we need to set the character up with their starting number of wounds and energy levels.  To do this see Setting the Numbers on page XXX
 
 
 
For players looking to start out with some custom created content see Dynamic Content on Page XXX
 
 
 
===Character Sheet===
 
 
 
====Basic Information====
 
 
 
====Setting the Numbers====
 
 
 
<table border="1" cellpadding="2" cellspacing="0">
 
  <tr>
 
    <td colspan="4" class="xl73" width="99"><div align="left">Ability Ratings </div></td>
 
    <td colspan="4" class="xl73" width="104"><div align="left">Professions </div></td>
 
    <td colspan="4" class="xl73" width="104"><div align="left">Skills</div></td>
 
  </tr>
 
  <tr>
 
    <td colspan="3" class="xl68"><div align="center">Terrible </div></td>
 
    <td class="xl65"><div align="center">-2 </div></td>
 
    <td colspan="3" class="xl68"><div align="center">Layman </div></td>
 
    <td class="xl67"><div align="center">-1 </div></td>
 
    <td colspan="3" class="xl68"><div align="center">Untrained </div></td>
 
    <td class="xl67"><div align="center">-1 </div></td>
 
  </tr>
 
  <tr>
 
    <td colspan="3" class="xl68"><div align="center">Poor </div></td>
 
    <td class="xl65"><div align="center">-1 </div></td>
 
    <td colspan="3" class="xl72"><div align="center">Novice </div></td>
 
    <td class="xl66"><div align="center">0 </div></td>
 
    <td colspan="3" class="xl72"><div align="center">Learned </div></td>
 
    <td class="xl66"><div align="center">0 </div></td>
 
  </tr>
 
  <tr>
 
    <td colspan="3" class="xl72"><div align="center">Fair </div></td>
 
    <td class="xl66"><div align="center">0 </div></td>
 
    <td colspan="3" class="xl71"><div align="center">Apprentice </div></td>
 
    <td class="xl64"><div align="center">+1 </div></td>
 
    <td colspan="3" class="xl71"><div align="center">Trained </div></td>
 
    <td class="xl64"><div align="center">+1 </div></td>
 
  </tr>
 
  <tr>
 
    <td colspan="3" class="xl71"><div align="center">Good </div></td>
 
    <td class="xl64"><div align="center">+1 </div></td>
 
    <td colspan="3" class="xl71"><div align="center">Journeyman </div></td>
 
    <td class="xl64"><div align="center">+2 </div></td>
 
    <td colspan="3" class="xl71"><div align="center">Honed </div></td>
 
    <td class="xl64"><div align="center">+2 </div></td>
 
  </tr>
 
  <tr>
 
    <td colspan="3" class="xl69"><div align="center">Excellent </div></td>
 
    <td class="xl64"><div align="center">+2 </div></td>
 
    <td colspan="3" class="xl69"><div align="center">Master </div></td>
 
    <td class="xl64"><div align="center">+3 </div></td>
 
    <td colspan="3" class="xl69"><div align="center">Mastered </div></td>
 
    <td class="xl64"><div align="center">+3 </div></td>
 
  </tr>
 
</table>
 
 
 
=====Stats=====
 
 
 
=====Derived=====
 
 
 
=====Fixed=====
 
 
 
=====Main=====
 
 
 
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability & Intensity, Control & Skill, and Capacity & Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.
 
 
 
<table width="800" border="1" cellspacing="0" cellpadding="5">
 
  <tr bgcolor="#CCCCCC">
 
    <td width="120"><div align="center"><strong>Body</strong></div></td>
 
    <td width="653">Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.</td>
 
  </tr>
 
  <tr>
 
    <td>Strength (ST)</td>
 
    <td>Determines how strong the character's body is and measures physical capabilities.</td>
 
  </tr>
 
  <tr>
 
    <td>Agility (AG)</td>
 
    <td>Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.</td>
 
  </tr>
 
  <tr>
 
    <td>Endurance (EN)</td>
 
    <td>Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.</td>
 
  </tr>
 
  <tr bgcolor="#CCCCCC">
 
    <td><div align="center"><strong>Mind</strong></div></td>
 
    <td>Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.</td>
 
  </tr>
 
  <tr>
 
    <td>Intelligence (IN)</td>
 
    <td> Determines how strong the character's mind is and measures mental capabilities.</td>
 
  </tr>
 
  <tr>
 
    <td>Cunning (CN)</td>
 
    <td>Determines how skillfully the character can control their mind's thoughts, memory and recall, computation ability, and skill capabilities.</td>
 
  </tr>
 
  <tr>
 
    <td>Willpower (WP)</td>
 
    <td>Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.</td>
 
  </tr>
 
  <tr bgcolor="#CCCCCC">
 
    <td><div align="center"><strong>Spirit</strong></div></td>
 
    <td>Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.</td>
 
  </tr>
 
  <tr>
 
    <td>Power (PW)</td>
 
    <td><p>Determines how strong the character's spirit is and measures spiritual capabilities.</p>    </td>
 
  </tr>
 
  <tr>
 
    <td>Manipulation (MN)</td>
 
    <td>Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.</td>
 
  </tr>
 
  <tr>
 
    <td>Essence (ES)</td>
 
    <td>Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.</td>
 
  </tr>
 
</table>
 
 
 
====Combat Snapshot====
 
 
 
====Skills & Professions====
 
 
 
Skills – Any character may train to use any skill even if it is not related to their chosen profession.  Skills grant a bonus to action rolls that use that skill.  All skills are governed by one of the character’s nine Stats and determine how well a character can perform tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  Your skill level will be added as a bonus to the governing Stat level before determining the handicap for the roll.
 
 
 
Example: You have an Agility level of 4 and a lock picking skill of 2.  When you take other actions that use your Agility you are a level 4 plus any relevant skill.  When you pick locks on the other hand you are a level 6.  Level 6 is then the level you use to find the handicap Vs. the difficulty level of the trap.
 
 
 
Professions – These represents a group of three skills that benefit from formal physical, mental, or spiritual education.  While all skills can be used and learned by anyone.  Training in a profession grants you bonuses to a group of skills instead of just one.  Levels of your profession are gained over time, through training, normally as part of a class or way of life.
 
 
 
====Abilities====
 
 
 
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.
 
 
 
====Flaws====
 
 
 
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.
 
 
 
 
 
====Outfitting the Character====
 
 
 
=====Coins & Treasure=====
 
 
 
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings & Storylines and Dynamic Content.
 
 
 
=====Weapons & Armor=====
 
 
 
=====Tools & Equipment=====
 
 
 
==Adventuring==
 
 
 
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.
 
 
 
To make adventures simple to manage they are divided into Books that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.
 
 
 
====Books====
 
 
 
====Chapters====
 
 
 
====Scenes====
 
 
 
==Leveling & Advancement==
 
 
 
===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.
 
 
 
[[User:Eamon|Eamon]] 20:30, 1 January 2010 (UTC)
 

Latest revision as of 19:44, 2 January 2010

SOAR and the text that was here are the intellectual property of C. M. Perry (AKA Eamon).

I have removed SOAR because of the commons license the Wiki has[edit]