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PACE
Contents
1: Introduction......................................2
What I Have In Mind...................................2
Influences....................................................2
Thanks........................................................2
5: Concerns for the GM.......................13
Players and Their Pips...............................13
Notions of Advancement............................13
Non-Player Characters...............................13
To Fiat or Not To Fiat..................................15
Example: The Cliffhanger...............................15
Sizing Your Adventure...............................15
Example: Setting Up the Count.......................16
2: Creating Characters..........................3
Choosing Descriptors...................................3
Example: Descriptor Pairs................................3
Rounding It Out...........................................4
Looking At What You’ve Got........................4
Appendix: Pace and Other Systems.....17
Dice Pools.................................................17
Fudge.......................................................17
Additive Systems.......................................17
Roll Under Systems....................................17
3: Characters in Action..........................5
You’re Good At What You Do.......................5
Example: Basic Success Mechanics...................5
Example: No Descriptor Applies.......................5
What a Success Means................................5
Example: Awning Acrobatics............................5
Character Against Character........................6
Example: Roderigo vs. Draco...........................6
Margins of Success......................................7
Losing.........................................................7
Example: Dracos Wound................................7
4: Pips..................................................9
Physical Representation...............................9
Spending Pips.............................................9
Getting Pips................................................9
Example: Roderigos Embarrassment...............10
Using Negative Descriptors........................10
Example: BTR-FNGRZ-3.................................10
Deficit Spending........................................11
Example: Roderigos Predicament...................11
Timing and Contests..................................11
Example: Roderigo & the Counts Men, Take 2.11
The Ebb and Flow of Pips...........................12
Example: Now Youve Made Me Mad............12
This document, entitled “Pace”, is © 2003 by Fred Hicks and Evil Hat Productions
Images provided by ClipArt.Com and IStockPhoto.Com
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PACE
1: Introduction
Pace is a 24 Hour Game, which means it was
started with the intention of writing a 24 page
RPG inside of 24 contiguous hours. In this, it has
a strong relationship to the National Novel Writ-
ing Month (NaNoWriMo), in that the intention is
to crank out a work without looking back at any
point, without pausing and wondering if youre
doing it right. The point is to get the ideas out
of your head and onto the page. This game will
doubtless reflect the warts of such an approach;
one hopes it also has a shot at reflecting the
beauty.
At any rate, this is probably the last time Ill say
such things, so there they are, take em or leave
em.
On with the show.
Influences
Always worth mentioning. They are:
Risus
Over the Edge
Amber Diceless
If youre interested in learning more about the
24 Hour Game concept, it was kicked off in this
thread on the Forge:
Fudge
What little I know about Nobilis, the new
Marvel Supers game, Theatrix, and a bunch of
others.
http://www.indie-rpgs.com/viewtopic.php?t=5951
What I Have In Mind
The degree to which these fellows show up in the
text is entirely by chance, however. They just hap-
pen to be the game systems I most fancy today.
Pace will be a diceless game of resource alloca-
tion, where the choices a player or GM makes to
resolve a situation involve spending pips to get
a result rather than rolling dice.
Thanks
It will also focus on very, very lightweight charac-
ter sheets. Ive named the game Pace because
Im particularly concerned with the game running
quickly when played, despite there being a touch
of bookkeeping to it in the form of the pips. The
complexity of spending the pips, too, should be
kept as basic as possible.
Much thanks for this goes to my usual partner in
crime, Rob Donoghue, who helped to plant the
vestiges of the seed that grew into this game.
Additional thanks doubtless go to the indie-
rpgs.com community, without whom I would prob-
ably still be procrastinating on getting this puppy
done.
Ultimately, this means I intend Pace to be a game
that gets out of the way of the story. This places
some burden back on the players and the GM,
though, to cooperate, to trust one another, and to
exercise a certain amount of get-on-with-it impa-
tience in a context of keeping things fun. If a
detail in the system is a hang-up for you, ignore it.
If an actions cost doesnt look right or isnt, dare I
say the dread word, balanced, change it.
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PACE
2: Creating Characters
Choosing Descriptors
descriptors instead of two (Cowboy Ninja Dip-
lomat). Also, under such an option, the same
number of points will be available for distribution
among the descriptors, so these broad charac-
ters will also tend to have lower ratings in each
individual descriptor:
Characters are built simply, using a pair of
descriptors. One of them should be a noun, but
the other can be whatever seems to pair up well.
Sometimes a single descriptor may be made of
multiple words, but this should be avoided if pos-
sible. If it does happen, though, hyphenate the
descriptor to make it clear. Alliteration can be
fun, but is not required.
Cowboy[2] Ninja[3] Diplomat[2]
Example: Descriptor Pairs
Dashing Duellist
Swashbuckling Pirate
Dwarven Drummer
Wisecracking Space-Pilot
Warrior Poet
Butterfingers Robot
Zen Bounty-Hunter
Negative descriptors (such as butterfingers) may
be disallowed or disallowed as suits the sensibili-
ties of the game. Their use is covered specifically
in chapter 4.
Descriptors are then rated with numbers. The GM
should determine what the characters total level
should be in this regard (picking an odd number
is best). Truly, it can be anything, but seven is a
nice, solid number, and its what well be using
here.
The higher a descriptor is rated, the more potent it
is. No descriptor may be rated at zero. For exam-
ple, our Dashing Duellist could be Dashing[1]
Duellist[6], all the way through Dashing[6] Duel-
list[1]. The former is only a little dashing but is
hell on toast with a sword. The latter knows how
to use a sword, but really shines when it comes to
turning on the charm and looking heroic.
GMs may wish to offer a broadly talented
character option where someone gets to use three
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Rounding It Out
PACE
sense, as its a form of the all eggs, one bas-
ket principle.
The usual character gimmicks of equipment,
wealth, contacts, and so on are really relegated
to color or otherwise subsumed by the chosen
descriptors for the character. If it makes sense
for a Dashing Duellist to have a sword, he has a
sword. When these sorts of judgement calls are
made during game time, you may wish to write
them down so the decision remains consistent as
things progress.
2. Youll probably want to define your descrip-
tors broadly enough that youll be able to cover
a number of actions with them, but narrowly
enough that you dont end up stepping on the
toes of other players schticks. Regardless,
enough focus should be there that the term cho-
sen has some amount of evocativeness to it and
easily implies its scope of action.
3. If youre called upon to do something that is
not clearly covered by one of your descriptors,
youll end up limited by whatever your lowest
rating is. See what I meant about eggs and
baskets?
Looking At What You’ve Got
Ultimately, the ratings in the descriptors are the
tools with which the character assails the game
world. The specific mechanics will be covered
more in later chapters. However, it is useful to
keep, at the least, the following in mind:
1. Youll probably get more mileage out of a
more balanced pair (3 and 4) than a spiked
pair (1 and 6). This is to some extent common
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