Introduction

The Good, Better, Best System is a minimalist task resolution system designed around two concepts. These concepts are task and object. Tasks are attempted by objects. Both tasks and objects are free form. This allows total freedom to create any style, mood and universe wanted. With no rules or restrictions in the way, it's easy to make the game the way you want it to be.

First things first

Any single attempted function that can either succeed or fail is a task. These include traditional RPG elements like attacks and skill checks, but also much more. Tasks can vary in complexity, detail and duration as much as needed in any given situation. Tasks should be defined as a collaboration between the players and the GM.

An object can be any functioning whole in the game universe. This includes traditional RPG elements like characters, but also, for example, machines, structures, equipment, spirits, ideas, foods, gods and countries can be objects. A group of five people can be one object, one person can be many objects.

The same person doesn't have to be the GM for the whole game, but any one player should at all times be the GM, the ultimate judge, just to avoid arguments. This system gives the GM a lot of power and responsibility. Therefore it is very important that the GM works with the players and not against them.

To sum it up, players control various objects that interact with other objects in a game world by attempting tasks defined by the GM and the players.

Creating Objects

Most games are traditionally centered around a few core objects, namely one humanoid character per player. With this system you are not limited to that. Traditional RPG objects might include monsters, magical artifacts, deities, giant robots, spacecraft, spirits, and so on. Objects like emotions and ideas are a bit less conventional. The most important thing is that everyone agrees on what type of game you are going to have.

A basic way to define objects is to write down a bunch of one sentence long descriptions. Remember to keep it simple and clear. Any method of object definition can be borrowed from any other system. Concepts like attributes, levels, classes and skills can be easily encorporated. "Free form" remember? The point of defining any object is to make it comparable enough, so that when the object attempts a task, the GM and the player should be able to somewhat agree on relative power levels.

Objects can also be created on the fly. Characters can form groups and disband as they see fit. Characters can control machinery and vehicles, effectively forming temporary groups with these objects. The arms can be the objects in an arm wrestling contest, instead of the people. There is also an infinite number of possible objects that have nothing to do with humanoid beings.

Defining tasks

Anything that can either succeed or fail is a task. This includes tasks like hitting with a sword and picking a lock, but also much more. Tasks can vary in complexity, detail and duration as much as needed in any given situation. Task definition should be a collaboration between the other players and the GM. The most important parts of any task definition are what exactly is attempted, what happens if the task succeeds, what happens if the task fails, and, of course, the die roll modifier.

Tasks are always viewed from the viewpoint of the "most important" object involved. This usually means any object controlled by a player. In traditional style RPG combat this means that the GM never rolls. He just assigns an attack modifier when the players attack and a defence modifier when they are attacked. In case there are many objects of equal importance involved, define the task from the viewpoint of the most active and "aggressive" object. The point: one roll per task. If you need more rolls, define more tasks.

Using the dice

Modifier:Success:Failure:

All you need is this one (classic) task resolution mechanic:

Roll 2d6 and add modifier. If the result is eight or more it's a success. If the result is seven or less it's a failure.

The modifier is a number added to the result of the 2d6 roll. It can range from -3 to +3. The table shows the exact propabilites of success with all modifiers. The table is there to give the GM a feel of how to decide the modifiers. It's important not think about stuff like that when playing. Instead, think of +1, +2 and +3 simply as good, better and best chances for the object, and think of -1, -2 and -3 as good, better and best chances for the opposition, be it what it may. An unmodified roll can be considered challenging, use it for most situations. If the object has a competence, give a +1. Give penalties only for clear disadvantages and reserve the -3 for those super desperate plunges.

-38,4 91,7
-216,783,4
-127,872,3
8+41,758,4
+158,441,7
+272,327,8
+383,416,7

When deciding the modifier to use, concider as many aspects of the object and the surroundigs as you want to. You decide the level of realism and detail that best suits your themes and style. If you are running a particularly silly game, award bonuses for added silliness. If you are running Hong Kong action, award bonuses for using wires and stuntmen. The important thing is to keep it constant. The margin of success or failure can be used to determine severeness of results if such detail is needed. Dice can be used as much or as little as you want.

Additional rules

To add critical success and critical failure to GBB, concider all natural results of 2 (both dice show 1) to be critical failures and all results of natural 12 (both dice show 6) to be critical successes. These critical results are more radical and unpredictable than normal successes and failures. This critical rule can be used with or without the karma rule.

To grant players more control over the faiths of the objects they control, you can give them one karma point whenever they roll a natural 2 or a natural 12. Karma points are tied to the object, not the player. Karma points can be used as additional +1 modifiers on any task attempted by the object. When objects "die" their karma points are lost. If an object breaks down to smaller objects, the GM can decide which objects get the karma points. The points can also be lost. If an object is merged into a larger object, again, the GM decides. This karma rule can be used with or without the critical rule.

At least in the more traditional styles of play, objects have a tendency to get into trouble and recieve various injuries. Many systems use very complicated and unrealistic rules to cope with this fact, but we'll have none of that. One sentence long descriptions are a good way to record damage. Amount of damage should follow directly from the definition of the task. If an orc chops your leg off in a dungeon, write down "Orc choppped leg off in dungeon". You can use any method you prefer.

The next step

Although totally complete as it is, you can add all sorts of elements to this basic system if you feel the need to.

Good tricks to make getting your ass kicked (old skool style) more fun: You can give objects stats related to endurance and initiative, and use dice rolls to soak damage and see who goes first. You can also give objects a few "hit points" per battle. All successfull attacks against the object reduce one hit point, and when they reach zero the object is at the mercy of the player who took it's last hit. If you, for example, happen to win a boxing match you can decide a dramatically suitable fate for your opponent. You can say you knocked him out (if the win was easy, for example), or that you won in points (a close match) or anything else usually considered a defeat in a boxing match.


Copyright JurviZ 2004
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