What You Get
The Basic Mechanic
The heart of the
Tiny Horsies system revolves around a “dice roll”, modified by
character Attributes (See Part 2: Character Creation for more on
Attributes). Dice rolls are only used whenever a character attempts to perform a
task for which the result might be in question or opposed by another
character. There is no mechanism for critical success or failures in
most cases, though there is an exception for rolling a 12 on a
physical attack or magic energy ray attack roll.
To make a dice roll,
the player rolls two six-sided dice (2d6), and the result must equal
or overcome a target number determined by the type of task the
character is attempting.
For most rolls,
Attribute Points may be spent to modify the roll, except for
Empathy-Sentient Beings, which only has an Attribute Level that is
added to the roll every time it is made and never changes. Players
attempting a task may spend relevant Attribute points related to the
task to increase the result by one for each point spent.
There are not
opposing task rolls, however players opposing the completion of a
task may spend their character's attribute points to decrease the
result of the same roll being made to affect them. To resolve the
action, the player whose character is attempting the task must
declare first how many points will be spent to increase the task
roll. The defender or opposing character then declares how many
points will be spent to decrease the task roll. Finally, the dice are
rolled, the modifications to the roll as a result of all the
attribute points being spend are applied, and all points are spent
regardless of results.
Conflict Resolution
There are three
primary methods of conflict resolution that use the basic mechanic.
In physical combat,
the Attack Roll result must be 8 or higher. If attempting to blast an
opponent with an energy ray, the Energy Ray Roll result must be 7 or
higher. To affect a sentient being, the Empathy Roll result must
be 10 or higher. Animals can be befriended simply by spending
Empathy-Animals points, with more points increasing either the size
or number of animals affected.
In physical combat,
a few additional rules are used. During an action scene, characters
roll 1d6, with the highest rollers going first and ties indicating
simultaneous action. Strength points are used by the attacker to
increase the chance of a kick attack or the damage inflicted by a
kick. Evasion points may be used by the defender to reduce the chance
of a successful attack against a horsie. Damage inflicted is equal to
one point plus a number of points equal to the remaining number of
Strength Points. This total is then subtracted from the target's Life
points. If a little horsie falls to half of its Life Points, all
combat rolls are penalized by one until the horsie is healed.
Finally, there are no rules for armor and character death is an
optional rule.
In energy ray
combat, a Magic Energy Ray point must be spent just to make the
attack, but additional Magic Energy Ray points are used to affect the
attack roll as in physical combat. Other than that, combat is
conducted as physical combat, including the use of Evasion points to
defend against the attack. Damage inflicted by an energy ray is one
point plus one point for each of the remaining number of Magic Energy
Ray points remaining.
Characters can also
try to use their social skills, charisma, presence and whatever else
is represented by their Empathy Attributes in a slightly different
way. For animals, it just happens, with no die roll, assuming the
player has the points to spend. For sentient beings, to get a
sentient being to like them, the character adds the
Empathy-Sentient Beings Attribute Level to the task roll, as a
character has no Empathy-Sentient Beings Attribute points. The rules
explicitly state that the action must be role-played by the player,
or the game master will not allow the roll.
My Take
There are couple of
idiosyncracies that make the Tiny Horsies game more than just the basic rule mechanic.
Theme
First, looking at
the number of pages dedicated to describing and explaining the
workings of the character attributes and combat rules reveals the
following distribution of pages:
- Strength: 5 Pages
- Flight: 3 Pages
- Evasion: 1 Page
- Life: 1 Page
- Empathy: 10 pages
- Random: 4 Pages
- Physical Combat: 2
- Energy Ray Combat: 6
From this page
distribution, you can easily tell that Tiny Horsies is definitely not
designed to be a violent war game, though the potential for kicking
some horsie butt is definitely there. There are more pages of rules
for handling making friends than physical combat. There are three
times the number of pages for energy ray combat than physical combat.
Further making the point is the fact that horsie death is an OPTIONAL
RULE! How awesome is that? If you want to get more serious, the rules
are there, but if you are playing this game with your kids, you
probably will want to leave things at the status quo. I love a game
where you can kick butt and yet killing an opponent is not the
default setting! It is refreshing to see a game that both enables and
embraces simulative roleplaying fully without being overly narrative
or annoyingly LARPish (Come to think of it, that would probably be an
oxymoron because ALL LARPS are annoying!)
Dice Aesthetic
Second, as many of
you know, I am generally NOT a fan of any multiple-dice mechanics
that utilize the standard distribution curve. Using 2d6, however, is
a smart move for several reasons in this particular instance. The
game is very much targeted at (and definitely playable by) families
and players new to roleplaying. Throwing two 6-sided dice is a
mechanic familiar to many common board games (backgammon, Monopoly,
et cetera) and using such a familiar mechanic makes it easier when
attempting teach something unfamiliar, such as the concept of a
role-playing game. Also, the number spread is small enough to make it
easier for younger children to add and still large enough to create
the excitement a random dice roll should incite.
Crunch
Third, though the
basic mechanic is simple, there is a small amount of crunchy rule
variability beyond the basic mechanic. There are 5 pages describing
how much a horsie can carry and how fast a horsie can travel on land
and aloft with various loads. There are three different target
numbers for dice rolls, depending on what type of task a character is
attempting. There are tables to be consulted for several different
types of actions, each of which has different target values. Luckily,
each specific case for the various rules is fairly intuitive. The
(fantastic) index will help minimize some of this the first time a
group plays. Players who continue to play will have most likely have
them memorized fairly quickly after two or three sessions.
Open Design
Fourth, the rules
are pretty specific to conflict resolution but not much else. What if
you want your horsie to sneak past a guard? Pick a lock? Jury-rig a
helicopter? There are no specific attributes for many such actions
unless they fall within your Hobby or Profession. The situations of
fine motor coordination are probably the toughest thing for me to
deal with, because I am not a Brony and I can't seem to get past the
fact that HORSIES HAVE NO FINGERS! Luckily, while the rules do not
cover every action, they very clearly address this by encouraging players to make rule
changes or make up rules. Applying this to our problem, it is easy to
come up with several solutions:
- Just say these actions happen (A fast solution, but could result in a lost dramatic opportunity)
- Only allow horsies with Magic-Telekinesis attribute or a relevant Hobby or Profession conduct these actions (encourages teamwork)
- Create new attributes (This could lead to rule creep, but I think a Gadget or Mechanik (The K there is intentional) Attribute might do the trick, and stealth rolls can simply be covered by the Evasion Attribute.
- Use Random points as a catchall for any situation not covered by the rules. The player simply needs to spend a Random point, roll the 2d6 with a target number of 8, and the game can proceed. Instantly, any inconsistency in the rules or problems inherent with playing an anthropomorphic tiny horsie can be instantly swept away. It is consistent with the basic mechanic and players can spend Random points to affect the total of the roll in a similar manner. Unfortunately, this will place a bit more emphasis on spending points on the Random Attribute during character creation, so the Game Master might just decide to give everyone a certain number of Random points each game session just to prevent this from occurring.
Conclusion
From a player's
point of view, the mechanics are simple, easy to learn, and unified
even with the crunchiness. Players and Game Masters who like to crush
their enemies, see their enemies driven before them, and hear the
lamentations of their women could do so in this game, but the game
mechanics and overall rule emphasis really reflects a view that
combat plays a role on an even footing with other methods of conflict
resolution in the overall scheme of the Tiny Horsies game.
Gaming groups that
favor mechanics could easily customize the tar out of this game, but
should probably look for a game more suited to their temperament.
Those who prefer to run more free-form games with a customizable
level of crunch will love this game due to the ease of generalization
of the basic mechanic and the ability to use it flexibly to improvise
rulings on the fly!
Finally, the first
12 pages (Approximately 10% of the book) are dedicated to very
clearly introducing the concept of role playing games and the nuts
and bolts about how they work in a way that doesn't feel like it is
just added to the game as an afterthought. It is a fantastic game for
introducing role playing games to children in a way that skirts the
traditional role that violence has played in the hobby as a result of
its wargame origins. From a parent's point of view, it is a great way
to start the conversations of violence and its role in the world and
problem resolution.
For those without
such lofty goals, you can make a character in 3 minutes and
satisfyingly kick butt with magic energy rays and a couple good hoof
kicks in no time flat!
What is HiBRiDTM
About This
The amount of crunch
is not HiBRiDTM per se. The ease with which the basic mechanic can be
improvised to resolve tasks not covered by the rules, however,
totally makes this game system HiBRiDTM. We have already extended the
use of the Evasion Attribute as a means for resolving stealth and
hiding rolls in addition to its use in chase and combat scenes.
Further, the
generality of the Attributes in the game is totally HiBRiDTM. In fact,
at this time, only one of my kids is playing a tiny horsie as a
result of the abstract nature of the attributes. One is playing a
wolfie and the other is playing a sentient telekinetic floating
manatee. For the wolfie, we just use the Terra horsie type and
indicate that he is a wolfie on the character sheet. For the floating
manatee, we are using the pegacorn horsie type and treating the
energy ray as a burp or flatulence attack resulting from its constant
diet of sea grass. In both of these cases, the rules don't matter; it
is simply an aesthetic choice that makes the characters more fun to
play.
The use of pounds
and miles in the game is definitely not HiBRiDTM. At All. I have worked
in the hard sciences and the medical profession for over 25 years. I
have correspondence with people professionally and personally with
people from all over the world. I am more comfortable with the metric
system than the English system. I love it. It is like a fuzzy blanket
that is warm and toasty in the winter and cool but still comfy in the
summer. All the weights and distances in the game, however, are
measured in miles and pounds. Most people, at least in the US,
probably consider this a great thing and it will definitely make it
easier for most Americans to play. But it isn't HiBRiDTM.
I love the fact that
the rules for tie dice rolls and target numbers are explicitly stated
in the rules. This is TOTALLY HiBRiDTM! If a game system really needs a
specific roll or multistep mechanic to handle ties or force players
to calculate a target number, there is pretty much a 99% chance I
will not play that game. Seriously. You are the designer. It's your
game. Make a decision and commit to it. Don't you DARE blow it off on
your players or, Asgard forbid, leave it hanging.
Finally, we have (of
course) integrated the Ité Gaming Engine onto our home game very
easily, making this game totally HiBRiDTM. To use it, the Game Master
determines how many hours the game is going to run, gives the players
a number of floating points equal to this number and adds 1 to it.
While the idea of the Random Attribute comes close to the idea of Ité
(complete with its definition*), it still requires the characters to
predefine what their Random Acts will be. By integrating the Ité
Gaming Engine, we extend this ability but without requiring
predetermined Random Acts. This is especially important, because our
family tends to use the Ité Gaming Engine in almost every game we
play.
*From the text:
"Random represents the character's ability to do things out of the
ordinary, to bend the laws of physics, and to know something that it
would normally not be able to know. It represents the luck of the
character”
Using Random as a catch for any situation is a clever solution. And yes, Tiny Horsies is not combat oriented. I tried really hard to steer away from combat focus, so common in DnD and other systems.
ReplyDeleteThank you. The game's flexibility lends itself to such simple solutions, so thank you in return!
DeleteI also like to think of TH as presenting combat on an even field with all other problems. That, to me, is HiBRiD. The trick is to still allow character to kick butt with style when the mood strikes!