Game Systems Compatible With Playtools
Playtools has as one goal the representation of as many game rules as possible as data. Playtools has a second goal, which is to support other game systems, not just Dungeons and Dragons. To fulfill these two goals, we need a definition of game systems that Playtools is compatible with. Playtools cannot work with every conceivable game system. Even if it were restricted to games in the High Fantasy genre, there are many Fantasy game systems that are too far out there to work. Conversely, systems outside the Fantasy genre, such as games in a modern or futuristic setting might well be compatible, as long as they have the same structure and style of play. Such games focus on exploration, character development, problem solving, and combat. It should be possible to define the shape of a Playtools-compatible system by organizing the actions players can take into a set of broad rules categories.
If a system is compatible with Playtools, it will contain some, but not necessarily all, of the following categories. This list is based on D&D, but I believe similar game systems cover the same things with different rules.
Character Creation (including NPC creation)
There may be rules for any of the following things as they pertain to initial creation of player characters and non-player characters.
- Stats including honor, skills, spells, race, some concept of score or experience, alignment, and all the other standards
- Which dice to roll
- Class or profession and choice of corresponding abilities
- Starting money and how the initial shopping trip works
- Appearance and "color", including rules to randomize personality/backstory (usually for NPCs), age, height, etc.
- Creation of pets, familiars, escorts, and other companion NPCs, which require their own (usually abbreviated) character creation step
Travel
There may be rules for any of the following things as they pertain to long-distance travel (as opposed to combat movement):
- Movement rates over land, sea, air, between the planes of existence, etc.
- Effects of weather and terrain
- Effects of spells
- Mounts or vehicles
- Encumbrance
- Costs associated with renting transportation
- Odds of encountering random NPCs or environmental hazards such as quicksand or a sandstorm
Long-Term Construction and Item Creation
There may be rules for any of the following things as they pertain to the creation of magic items, castles, keeps, cities, ships, and other time-consuming construction projects.
- Costs (might be other than money)
- Time to complete
- Resource acquisition in the form of raw materials and the labor pool
- Effects of spells on construction time
- Effects of the completion of the project on the character's score or experience
Non-Combat Spellcasting
All the standard magic rules apply. Spellcasting is a big subject in D&D and probably most systems, and it is expected there will be a lot of variation in how it works both in and out of combat. Playtools should accommodate by being flexible in how to represent spellcasting rules.
Investigation
There may be rules for any of the following things as they pertain to investigating a game problem in the context of a town or social community of NPCs.
- Effects of skills e.g. bluff, diplomacy, gather information, knowledge
- How NPCs react to (detectable) alignment, caste/honor, sanity, race
- How easy NPCs are to bribe
- Does local law enforcement get involved, and how often?
Living and Passing Time
There may be rules for any of the following things as they pertain to the passage of idle time.
- Food consumption rates
- Aging
- Progression of diseases and long-term spells
- Costs of lodging
- Determing weather on a particular day
Shopping
There may be rules for any of the following things as they pertain to PCs shopping and purchasing goods.
- Cost of goods
- Availability of (i.e. rarity or odds of finding) goods
- How long it takes to shop
- Resale values of the goods a PC owns
- Odds of negative attention from the locals, such as thugs reacting to money flashed around, law enforcement raids on black markets
- Effects of skills on shopping, such as appraise, diplomacy, bluff
- Effects of PC stats such as Charisma
Procedural Combat
I indicate "procedural" combat here. This means the compatible game system will have a system of combat resolution that proceeds step-by-step from start to finish until a victor is determined. There may be rules for any of the following things as they pertain to combat.
- Who acts first?
- Movement on a turn
- Physical attack sequence: attack roll vs. defense, damage
- Spellcasting
- Can actions be delayed until later in a turn, and how
- Escaping combat by flight or retreat
- Tactical aspects e.g. flanking, surprise, concealment/cover, terrain/footing
- Use of skills
- Effects of spells on physical combat
- Timekeeping for longer actions/effects such as spells
- Ranged and area attacks
- Consequences of damage and death
- Consequences of victory such as on score or experience
