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research:crown_and_skull [2025/06/18 20:30] – Ron Helwig | research:crown_and_skull [2025/06/22 16:36] (current) – Ron Helwig | ||
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- | ====== | + | # Crown and Skull |
- | ===== The Good ===== | + | This page contains my review and analysis of the *Crown & Skull* RPG system. |
- | ==== Flaws ==== | + | ## The Good |
- | Flaws can greatly improve the narrative quality of a character, and having a way for the player to get more character creation and growth options by taking flaws is a great idea. | + | |
- | Unfortunately the provided list is way too small and can't possibly cover all possible character ideas, but it is a decent example list to inspire players. | + | ### Flaws |
- | ==== Lists - Examples ==== | + | The **Flaw system** is a strong narrative tool. It improves character depth and offers players meaningful tradeoffs—gain more options by accepting drawbacks. |
- | Some of the lists are good resources to be mined for ideas. | + | |
- | It might be good to go over the lists to make sure that a new system has all of the same capabilities and covers the same territory. For a system that wants to be able to create any character archetype, having another system be able to point out "you can't do this but we can" would be embarrassing. | + | However: |
+ | - The list of flaws is **far too small** | ||
+ | - It serves more as a **source | ||
- | ===== The Bad ===== | + | In a flexible system, the flaw list must be **expandable** and player-driven to reflect diverse archetypes and concepts. |
- | ==== Language is too Flowery ==== | + | ### Lists and Example Content |
- | The verbiage in the Player' | + | |
- | ==== Lore ==== | + | Some of the **lists provided** in the Player’s Guide (e.g., backgrounds, |
- | The whole thing is based on a canon world with it's own lore. That's fine for a one-off game you play once or twice, but it is too inflexible. | + | |
- | ==== D20 roll under skill checks ==== | + | It's worth reviewing them to: |
- | This is simple and easy but doesn't reflect the idea that challenges can have varying difficulties. An example would be that jumping across a 5 foot wide chasm is essentially | + | - Ensure |
+ | - Avoid embarrassing gaps where another system supports archetypes we can't | ||
- | ===== The Other ===== | + | This is especially important if the goal is to support **universal character creation**. |
- | ==== Attrition ==== | + | ## The Bad |
- | The idea that losing abilities or equipment instead of managing hit points or other virtual resources is intriguing. This is similar to how in [[research: | + | |
- | In general though, I think this would be too taxing for most players | + | ### Language Style |
+ | |||
+ | The Player’s Guide is **overwritten and flowery**. | ||
+ | |||
+ | - It reads more like an author showing off their vocabulary than conveying rules clearly | ||
+ | - A rules document should | ||
+ | |||
+ | Clarity must take priority over flair in any player-facing rulebook. | ||
+ | |||
+ | ### Lore Dependency | ||
+ | |||
+ | The system is heavily tied to its **canon world and lore**. | ||
+ | |||
+ | While that’s fine for a limited campaign or one-shot, it becomes **inflexible** for GMs who want to: | ||
+ | |||
+ | - Build custom worlds | ||
+ | - Change thematic tone | ||
+ | - Reuse the rules in other settings | ||
+ | |||
+ | A modular or lore-free ruleset has far broader utility. | ||
+ | |||
+ | ### d20 Roll-Under Mechanic | ||
+ | |||
+ | Using a **roll-under system** is simple and easy—but flawed. | ||
+ | |||
+ | - It fails to reflect **variable challenge difficulty** | ||
+ | - Example: Jumping a 5 ft. gap is treated | ||
+ | |||
+ | Without a DC or opposing threshold, there' | ||
+ | |||
+ | This reduces the system’s tactical and narrative flexibility. | ||
+ | |||
+ | ## The Other | ||
+ | |||
+ | ### Attrition | ||
+ | |||
+ | The concept | ||
+ | |||
+ | - *Daggerheart* does something similar by letting players **lose armor** | ||
+ | |||
+ | However: | ||
+ | |||
+ | - In high-stakes situations, choosing what to lose can be **mentally taxing** | ||
+ | - May **slow down gameplay**, especially in combat | ||
+ | - Could **conflict with narrative plans** (e.g., player gives up a key item the GM needed them to keep) | ||
+ | |||
+ | While intriguing, it may not scale well across different groups or play styles. | ||
+ | |||
+ | ### Core Ability Model | ||
+ | |||
+ | Limiting each character | ||
+ | |||
+ | But: | ||
+ | |||
+ | - It restricts characters to the **12 predefined archetypes** | ||
+ | - This limits player creativity and system flexibility | ||
+ | |||
+ | A more modular or combinatory system would support greater **archetype diversity** without sacrificing simplicity. | ||
- | ==== Core Ability ==== | ||
- | For a simple system, having just one core ability is a reasonable idea. Unfortunately it means you can only play the archetypes provided, and there' |