Design Concept: Specific Skills, Not Broad Skills

I'm taking some heavy influence with this statement from the OSR (Old School Renaissance) community and the concept of "Your Sheet Has No Answers". The idea of specific skills revolves around the discussion about where is the line drawn between the character and the player. If you look at some modern game designs such as 5e, Pathfinder, or even Call of Cthulhu, the character sheets are filled with skills and abilities. In my experience players will often approach a situation, assess it, and then ask their GM if they can roll some dice to gather information or do a task. 

That approach to game design works pretty well. It ensures that the character in the scene is acting based upon the skills they have and that their player might not. For example, if I were playing a traditional cleric, I would presume to have in-depth religious knowledge about the game world. As a player I might have very little knowledge of the in-game religions. To expand further, I might not be a religious person at all to even have the proper frame of reference to a apply those concepts to a character. 

What I don't like about these systems is that they often have the player "give up" their investment into the scene too early. Perception checks in D&D are one of my most frustrating and hated mechanics. Too often my players walk into a room and immediately ask for a perception check. Checks for skills in general are good and should be used in games, but when you have certain checks dominate scenarios you then have a poorly designed system. Perception checks themselves are too broad and too encompassing. How many times in a game are you making a perception check versus a nature check for example?

Instead I would like to see players describe to me what they want to do in the room, what they are looking for, and how they want to look for it. It doesn't have to be specific. They can state that they are looking for traps, or they want to smell the air for gun powder, etc. But, if they ask the right questions, they shouldn't even need to roll anything at all. I can give them the answer.

The perception check problem rears its head again when players ask to roll and fail. Let's say the party enters a room and they need to find the hidden door down to the dungeon. If they roll a perception or investigation check and they all fail, the GM is now left having to manage how to keep the story moving forward. Do they convey any information? Do you have the party roll again? If there is no failure state with risk the roll becomes completely useless. 

How do we fix this then? I feel the answer is specificity. Create roll situations that gives information that only that character can obtain. Create abilities, checks, skills, traits, etc. that are specific and unique to the character and can be applied to specific situations. The payoff then is much more rewarding. If for example, you walk into a room and you have a chef in your party, they might have a skill to specifically smell the air or identify ingredients in a dish, or know why that wine's color is slightly off because of the poison in it. 

Specificity creates a much more rewarding experience at the table, where everyone playing gets a moment of enlightenment and excitement because the right tool was used at the right time. 

Design Concept: Classless Game Design

Let's open our conversation for "Beyond the Torchlight" by walking through some of the design concepts that I am using as my basis for this project. I have not designed an RPG system before, but as with any project I believe you have to start out answering the question, "What problem am I trying to solve"?

The problems I am trying to solve stem largely from my time playing D&D 5e. It is after all the most popular play system, and both of the groups that I DM for prefer it over other systems.

After now playing the same system for almost ten years and having to manage the various skills and builds across dozens of books, I have found that D&D puts an unreasonable burden upon the DM to try and run a game with any sort of balance. D&D by its nature tends to lean into this concept of the "optimal build" and we have all seen the Reddit or forum posts with people asking how to build their next character. While that is fine, it tends to be a bit of an exhausting exercise. It also presents an inherent imbalance at the play table in two specific areas:
  1. It creates an unreasonable unbalance between the players and the DM. If you have both experienced and unexperienced players at the table, you will inevitably have a situation where the unexperienced players feel frustration because they are not "effective". Worse, they will not understand why they aren't effective.
  2. The optimization mindset also tends to reward combat focused character creation. There are entire feats or classes in D&D that don't get used because they are not "optimal", and you are once again left with an imbalance in the gameplay. Generally I feel that combat and roleplay should be equally represented in a TTRPG.
So the starting point for this design concept is to eliminate classes and races in the system. Players can choose to play as a dwarf, an alien, a cowboy gunslinger, or any other race they can imagine, but those races and classes do not provide any distinction over another.

The design goal is to tell your character's story through the campaign and not have the story of your character brought to the campaign. The adventures, gear, scars and stories made at the table will be what ultimately differentiates your character from another player's. 
    Now, there is some importance to be placed on where your character came from. They aren't nameless blank slates. Backgrounds are important and we are playing an RPG after all. We do need to create a character, and there should be tools in place to allow players to develop the character. Those character creation tools will ultimately help to define a character and their roll within the town that is created. That creation process will also provide guidance for the player on how their character may act in certain situations or determine what sort of skills they have available to them. The goal though is to have that background matter more in adventuring and social situations and less in combat. 

    This system will be designed to encourage a "West Marches" style of play and your character's background will be influential in establishing your "non-adventuring" life inside the town. Your character for example could be a blacksmith, a baker, a cleric, or anything else that may be found within the functioning world of a town.

    The classless system doesn't by itself solve any of the problems that I have with various RPG systems, but I do think it does avoid creating some problems from the outset, namely the "optimal build". I am hoping that by removing classes and races the players can have a narrative thread to start their character not from "who their character was", but rather on "who their character will become".


    Welcome to Beyond the Torchlight

    Welcome to this blog. I don't know exactly how you found your way here, but I hope you have come to this place to find out a little bit more about this little RPG project.

    This blog will be where I will post ideas, thoughts, and struggles as someone who thought it would be fun to design a RPG system, having never done so before. 

    What Will Beyond the Torchlight Be? 

    So, let's open up this blog and start with what I am trying to do and what this blog might be about. Beyond the Torchlight was born out of a discussion with my Friday night game group. Coming off of the OGL controversy this past winter, I was able to finally convince my players to break their D&D 5e obsession and play something else. I was getting burned out on D&D, and the amount of preparation it required as a GM, so we had a lot of conversations about different types of games, that we might want to try. My interests leaned towards OSR games if in part only for the fact that they seemed like they could be learned and played very quickly. I finally settled on playing a game called Cairn, which captured my attention based upon its simplicity. There are no classes, no races and no leveling up. While it technically isn't an OSR game, it fit the bill of something that I wanted to transition to for a short campaign.

    I have been playing that system for a few months now and it has been a nice change of pace. There have been some great roleplay moments that we have had, but there are also ideas that I would like to explore that Cairn doesn't address.

    Adding to this, is the fact that I can tell that my players aren't entirely captured by Cairn. I have found it to be a very refreshing way to GM a game, but I can see that some my play group needs a bit more crunch and depth, specifically in the combat system.

    Around this same time, during one of our game sessions the phrase "Beyond the Torchlight" emerged from someone's mouth. I can't recall the exact circumstance, but it definitely was borne from a conversation on how the Cairn system does not have any sort of Darkvision. Immediately after that phrase was uttered, we all agreed that someone had to grab that domain name.

    Design Concepts

    So let's close out this first blog post with a quick outline of the design concepts that I am hoping to explore and build upon while completing this experiment. I'll elaborate a bit more on these as we continue this process, but there are ideas that I have immediately latched onto from the OSR and NSR games that have stuck with me.
    • Simple rulebook and fast character creation.
    • Designed for a West Marches style of play.
    • Compatible with a variety of game systems with quick conversion guidelines.
    • A "magic" system that can be applied to various settings, including futuristic settings.
    • Invest in a roleplay.
    • Classless.
    • Single currency.
    • Downtime/non-adventuring rules for growth and character development.