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SHINTIARA - not BRP but an interesting D100


RosenMcStern

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Shintiara is a very interesting RPG about a world torn between light and darkness. It uses percentile dice but is quite different from BRP. Still it has some very interesting ideas in it. And the graphics are reall stunning. The character sheet is among the best designed I have seen lately in its simplicity.

Click here for the Kickstarter page. If anyone is interested in more info, I will try to summon the author on these boards.

56474f41d14e4a55644382c6b54cf611_origina

 

 

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Hi guys!!! Thank you for your interest!!! Sooooo happy to see this thread!!!

here below you can download a free copy of an introductory tale that we decided to publish after the Kickstarter project has been 100% funded:

http://www.shintiara.com/single-post/2016/12/13/WERE-100-FUNDED-Download-here-your-first-gift-

hope you'll enjoy! 

 

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  • 3 weeks later...

Hi everybody! 

We have play-tested Shintiara with tens of experts and players and all of them had a lot of fun playing in our unique setting. But the truth is that it would be impossible to have fun without a flexible and narrative-oriented ruleset. Something that can really help GMs to manage adventures in a world where magic blends with technology. 

It is very important for us to give you as much information as we can about it, so click on the link below and download a sample of the Modern D100, Shintiara's Core System, starting with the complete Character Sheet of Kyun, the Chronoguardian.

Modern D100 System is strong, clean, complete and very fast to understand, so we're sure that this little preview will help you to understand how much funny it is to play in Shintiara's world.

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  • 2 weeks later...

There are still three days to pledge for this really interesting game.

Giovanni, could you tell us some more details about how your game plays? These boards are quite technical and attendees' average experience of RPGs is rather high, so a bit of technical complexity will not discouraged them.

I think the gorgeous graphics already show something about the "color" in Shintiara, but maybe people are interested in knowing more about how the game works, and how characters advance in their adherence to the two forces that drive the world of Shintiara.

 

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Amen. Nice graphics and an interesting setting are nice, but I for one am curious about the game mechanics. What is that percentage score for in the middle of the attribute section? and how do the attributes work, since thy are listed as modifiers (+/-2, etc.)? 

Chaos stalks my world, but she's a big girl and can take of herself.

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Hi Rosen and Atgxtg! Thank you for your questions!

Have a look to the character sheet (its a draft, we're working on it, but it's 95% the final one):

http://www.shintiara.com/single-post/2017/01/02/Modern-D100-Character-Sheet 

the D100 core mechanic involve a single percentage for each character: the Inner Strength. Anything else in the game just give Advantages or Disadvantages to the same roll-as-or-under goal, modifying the real probability of success.

This helps both the players to understand instantly if they had success or not and the Judge (GM) to create a narration-driven game-flow. In fact, in Modern D100 players are free to narrate their actions ("I approach the enemy against the light, in order to cover my movements and attack") and then apply their standard Advantages or Disadvantages (as an example "+2 on Combat", based on mental and phisical aptitudes + specializations. 

On top of standard modifier, the Judge could define other Advantages or Disadvantages, evaluating the specific situation as narrated (i.e. "approaching against the light" could give nothing, +1 or more depending on Judge decision). So Players do share some narrative authority with the Judge, describing actions before and after rolling the dice. 

How Advantages/Disadvantages apply?
Players roll another d10 die (the Asset Die), together with the percentile d10s (one from 10 to 00 - tens -  and one from 1 to 0 -units).
Then they can Add or Subtract as much tens as the result of the Asset Die, up to the Advantages/disadvantages they have. 

As an example if I have Inner Strength 50% and 3 Advantages (+3)

GOAL: 50 %
D100 (precentile roll) = 60 (tens) 4 (units)  = 64 this should mean a fail.
D10 (asset die) = 40
Now, you can confirm only 3 advantages, so you can subtract a maximum of 30 point to tens, higher results are unuseful.
Result = 64 - 30 = 14  
SUCCESS!

I reported the results of the Asset Die expressed in tens ("40" and not "4") because we suggest to use the tens die (form 10 to 00) in order to make faster calculations. The maximum number of advantages or disadvantages is 9. the 00 result in the asset die means zero modifier. an action with +10 advantages is automatic (and the contrary).
Go and take the 3 dice and try to roll all of them a couple of times: it's quite easy. 

I hope this could help! 

 

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Hi Rosen, 

some advantages of the system in my opinion are:

1) only one goal number to memorize for players.
2) the actual probability of success changes, but there is always a possibility to get a failure or a success, i.e. no "automatic" success is possible due to advantages and disadvantages. the actual probability-of-success curve is very interesting.
3) only single-digit operations needed (subtracting "1 from 4", or "5 from 8" is much fast than subtracting 7 from 63 or 15 from 74)
4) Percentage still grants granularity to the character growth. 
5) the system is very easy to understand and the game flows very smoothly once you had your first or second Asset Die roll

You can easily use the unit die as Asset Die, it is just a suggestion. Your eyes will associate faster the results on the table (tens with tens and the unit apart).

Hope this is technical enough, I'm not a professional designer....

thank you!

 

 

Edited by Giovanni_Shintiara
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6 minutes ago, Giovanni_Shintiara said:

3) only single-digit operations needed (subtracting "1 from 4", or "5 from 8" is much fast than subtracting 7 from 63 or 15 from 74)

4) Percentage still grants granularity to the character growth.

Yes, these two are really favourable points. All the granularity of percentile, but no double-digit maths.

Quote

You can easily use the unit die as Asset Die, it is just a suggestion. Your eyes will associate faster the results on the table (tens with tens and the unit apart).

So no technical reason? I think it would be faster, and all the strong points of this innovative mechanics remain unaffected.

Quote

Hope this is technical enough, I'm not a professional designer....

Wrong. NOW that the project is funded, you are :)

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2 hours ago, Giovanni_Shintiara said:

Players roll another d10 die (the Asset Die), together with the percentile d10s (one from 10 to 00 - tens -  and one from 1 to 0 -units).
Then they can Add or Subtract as much tens as the result of the Asset Die, up to the Advantages/disadvantages they have. 

As an example if I have Inner Strength 50% and 3 Advantages (+3)

GOAL: 50 %
D100 (precentile roll) = 60 (tens) 4 (units)  = 64 this should mean a fail.
D10 (asset die) = 40
Now, you can confirm only 3 advantages, so you can subtract a maximum of 30 point to tens, higher results are unuseful.
Result = 64 - 30 = 14  
SUCCESS!

I reported the results of the Asset Die expressed in tens ("40" and not "4") because we suggest to use the tens die (form 10 to 00) in order to make faster calculations. The maximum number of advantages or disadvantages is 9. the 00 result in the asset die means zero modifier. an action with +10 advantages is automatic (and the contrary).
Go and take the 3 dice and try to roll all of them a couple of times: it's quite easy. 

I hope this could help! 

 

Wow! That seems incredibly overcomplicated - and coming from me, that's a surprising statement. 

Edited by Atgxtg

Chaos stalks my world, but she's a big girl and can take of herself.

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59 minutes ago, Atgxtg said:

Wow! That seems incredibly overcomplicated - and coming from me, that's a surprising statement. 

Why complicated? It is just a matter of explaining it in one line:

"Add/subtract the lower between the asset die and your total modification score from the tens die, then proceed as always."

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4 hours ago, RosenMcStern said:

Why complicated? It is just a matter of explaining it in one line:

"Add/subtract the lower between the asset die and your total modification score from the tens die, then proceed as always."

Because it adds more steps to task resolution. It's a lot easier to just roll the dice and compare to a skill score than it is to roll the dice against a skill score and roll another die against a list of modifiers.

It also seems to minimize actual ability at a task. For example, if a character were climbing a wall, their skill at climbing doesn't seem to be worth much- only a 10% modifier at best.  

Chaos stalks my world, but she's a big girl and can take of herself.

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