Posted on Leave a comment

Why DoubleZero is Skill-Focused

doublezero

There are three reasons why DoubleZero is skill-focused. Hopefully this insight into my design choices will show why it’s a good solution for a lot of campaigns.Hopefully it will provide some additional insight into the game, and why it’s a good choice for a wide variety of campaign types.

It’s Inspirations are Skill-Focused

This is the obvious, and least compelling, reason. The foundation of the system is build off of GORE™, which is inspired by Basing Roleplaying, which is a skill-heavy system. Part of the reason I selected it, in addition to having the percentile framework I needed, was because of the existing skill system .

The system that it’s meant to emulate-slash-pay homage to, that out-of-print 80’s game about the famous British secret agent, was also skill-driven. Even though it’s not a direct retro-clone, and does many things a bit differently, you need to keep the heart of it intact.

The Lack of Paranormal Elements

There are no magic spells, no superpowers, and no psychic talents. At least, not in the hands of player characters. If you want to play The X-Files, Twin Peaks, or Batman, you can do it. The core concept, though, is to be able to play more realistic characters. Maybe turned up to 11 in some cases, but still reasonably plausible in the context of the real world. How do you do that? Place the emphasis on skills.

Skills Offer Character Variations

Here’s the real answer, for me as a designer. To make the system as broad as possible, the solution was a flexible and expandable skill system. With the same rules, I want people to be able to run super-spies, police procedurals, political thriller, and a whole range of dramatic movies, television shows, and novels. You can easily add skills that aren’t covered in the core rules. The Fields of Experience system allows you to tweak the skills that are already there. It’s easy to tailor the game to be what you need it to be. That’s why it’s skill-focused.

About Dancing Lights Press

Dancing Lights Press publishes creative aids and story games that embrace a minimalist aesthetic in design and presentation. The spotlight belongs on the creativity of the players as they converse and collaborate on plot, worldbuilding, and character development. Roleplaying is an activity, not a book. Our titles are merely part of the delivery system.

About Dancing Lights Press

Dancing Lights Press publishes creative aids and story games that embrace a minimalist aesthetic in design and presentation. The spotlight belongs on the creativity of the players as they converse and collaborate on plot, worldbuilding, and character development. Roleplaying is an activity, not a book. Our titles are merely part of the delivery system.

 

Remember to keep comments respectful. Submissions may be held for moderation.

This site uses Akismet to reduce spam. Learn how your comment data is processed.