D10-0 Manual

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Contents

Introduction

D10/0 or D10-0 is a generic, universal roleplaying game system designed to be configurable to meet needs. Instead of having all the rules fully defined, the rules governing the interactions between the sub-systems of the game have been open. This allows for core resolution mechanics to be consistent between Settings, but allows how these systems work together change to the fit the game wanted.

Synopsis

There are plenty of other systems in the world... Why even add another?

Simple answer: "Because we felt like it. "

Less Simple Answer: We felt that there was a different, useful, and fun way to implement a few unique ideas along with a reorganization of common ideas. A great deal of territory has been covered over the years with Pen and Paper Role Playing Games by others. The only way to be truly unique today lies in more with the actual construction and rather than materials used.

In summary, the point of this system is to provide a "straight to what counts" kind of play while being flexible to demands. In any good game, there is a dynamic to the gameplay. Hence, a system needs to be able to handle that flexibility. Most players already use more static systems, but ignore rules when they don't work well for the situation at hand. The thought occurred that "Wouldn't it be more prudent to have a system that can support a good deal of sway to begin with?" Rather than clutter the game up pages upon pages of text with rules that are either never going to be used by the average player or mostly discarded by the dedicated, the aim of this system is to provide the basic needs and the means for expansion upon these basics to the wants of the player.

This is why the material may seem a bit out of the ordinary in comparison to the usual format. What you have is material describing the mechanics of a system for the game. The Setting is kept separate. This way the mechanics have an independence from the Settings. This prevents the system becoming predominantly used for a particular genre or type of game. The D10/0 system strives for flexibility and multi-genre entertainment. So, by default, the rules are open ended. This leaves the Setting to decide how they should be closed up. The loose coupling of rules at the most basic level allows the Setting to define the feel and flow of the final product.

Basics

So… You have these rules. How do you even get started playing this game?! To begin with we’ll give a check list to look over and we’ll discuss them in this section.

The "Must Have" materials

  • A Writing Device is a given. Good ol' paper-based Role Playing Games need ‘em. Because, you WILL write down stuff. It would be to your benefit to keep a few of these devices handy.
  • Form Sheets are another necessity of the system. The purpose of a Form sheet is to maintain all the important information about the Form and his/her/its part in the story or world at hand. Each player will at least have one of these for a Player Form, with the Arbiter probably maintaining a few depending on the setting and storyline.
  • Two 10 sided dice are the minimum amount of dice you will need to use the system. It might be nice to keep a few extra around, especially for more advanced characters… or if particular dice doesn't want to roll well for the session. (It happens as even the best dice will eventually betray you at the worst moment.) You need at least two, since this is the D10/0 system, meaning you’ll have to make 0-9 rolls and then 0-99 rolls. So one of these d10’s, as they are called, will have to declared to handle the 10’s spot and represent the 0x,1x, 2x, 3x, 4x… part of a roll with the other representing the 0, 1 2, 3, 4… part of the roll. Some d10's are already marked appropriately, which makes this process easier.
  • A D10/0 System reference is a must. Why? You need to know how to play the game. Albeit, the Arbiter has the final say on the rules, you just never know what you may need to look up. Plus, even if you play this game for quite some time, there will always be that one little detail that you have yet to encounter a need to remember.
  • The Setting reference is a must, too. You will be using this as the definition for the world the Forms will exist in. Unless everyone knows the setting well, you will need to keep this around for those little details you just can't seem to remember.
  • An Arbiter is hard to find, but needed. Some one has to run the show and manage the mass of information... and most importantly... Deal with the players.

The "Would Be Nice" items

  • Arbiter screen is purely optional. Some Arbiters like to maintain a level of mystery to what is going to happen next and surprise players, or sometimes keep the players from getting too much knowledge from the Arbiter's material.
  • Hex (or square) gaming boards are a nice addition to the experience. A white board that can use dry erase markers is usually best. It doesn't even need to be divided into sections. As long as you have a consistent means of measuring distances (rulers and seamstress tape measures are great) and positions that's all that matters. The true purpose of these boards is to provide a visual representation of the environment your ACEs are in. Don't be afraid to use whatever resources you have at your disposal. Figurines and game tokens from other games are VERY useful.

The General Game Flow

  1. Discussion of game setting - What do you want to do? A Sci-fi thriller, fantasy dungeon romp, modern day idiocracy, or dystopian mind twisting horror? Pick a setting, whether it be established or not, and take advantage of all the resources you can get. The more material you have the richer the experience will be.
  2. Avatar Creation - A player will need a Form. This is how you interact with the world, through your avatar Take some pride in creating your character. A well made avatar can add greatly to the gaming experience. The character an avatar has, the more involved the player will be to the world.
  3. Final Little Details - Sure your Player Form has the stats and skills to be a brutish warmonger hate machine, but what makes him unique? The small little details ranging from personal possessions to personality disorders can add that little extra something that ties you to the avatar you play.
  4. Story telling - The Arbiter relays to the players the current state of the story, world, and other details. This includes setting up background, local information, and the basics for the plot to unfold.
  5. Interaction - The players interact with the world through their avatars. Sometimes it just simple information gathering and getting the feel for the world. But more often than not, conflict arises and it needs to be settled. How you do this is what defines the experience. Do you talk your way out of it or pull out the 6-pack of "Whup Ass" you've had stashed in your pack?
  6. Repeat 4-5 - The show must go on. The story progresses and the avatars and environment change to represent it. Sometimes an avatar meets his or her end. It happens and such is life, even in a made-up world. So make a new avatar and have the Arbiter work 'em in.
  7. End of the Chapter (Gaming Session) - This is the epilogue section. Players reflect on the events of the game so far. The Arbiter awards points to players appropriately and closes up shop for the session.

For Players

Player should read over basic descriptions of the various components of the D10/0 System. Read over basic definitions, initial explanations, and basic mechanics. After that, please refer to Setting for more information.

For Arbiters

Arbiters should read over most of the information in the D10/0 System. Any information that deals with creation of Settings or system design information is outside the scope.

For Creators

Read it all.

Reference Material

A bunch of technical details to all the workings of the system organized by the components.

Forms

This sections contains the components dealing with the Forms that interact and exist in the game's universe: How to create, edit, define, modify, and explain all the elements. The is where a majority of the concerns of the player will exist. Since a player interacts the world through their Form, they'll be very interested on all the details about their Form.

Form and Function

As important as Forms and the like are, they are not much to the game universe unless they actually interact with it. This section deals with the mechanisms Forms' use to interact with the universe and how the universe interacts with them: How to do stuff, what stuff you can do, and what stuff can be done to you.

Filling in the Details

Settings

Shattered Earth