Base Ten started out as a “homebrew” pencil and paper role-playing game mechanic but is now a considerably more professional system. I would be gladdened to see it for sale, in paper book games from national retailers, but that is not the current state. Also, this is partially a place for me to put ideas and isn't really a complete work.
And while the project itself is frail the system is not. Over the past few years I have designed and re-designed this game so that it is strong, elegant and original, with a handful of guides that I have put into place for myself when making this. First, that the gameplay be fast. If fistfights and shoot-outs are quick and brutal, the game should match them step-for-step. Second, that the gameplay be comprehensive. If speed and finality were all that were important, we wouldn't need rules, we would use a deck of cards and state that the high card wins. The information provided by the game system should evaluate as many variables to help define as many outcomes as a player may want. Finally, that the gameplay be satisfying. A game should let people do what they wish to do, it should be fun and if possible, fulfilling. This manifests itself in two ways: that the game system must be capable of giving players a powerful narrative framework, and that the game system must never be an impedance to that story-telling framework. It needs to be accommodating, it needs to easy to learn. With those as the conscious outline of a game system, I got to work. For the record, in no particular order, the following people helped me do this. Thanks to James West, for major help with game design. Thanks to John Lambertson, Nancy Feldman, Alan Topp, Mike Hance, Mike Pederson, Rob Bennett, Joe Coleman and Molly Asher for work with me on this game and the games before it. Thanks to J.B. Devries and Jack McCormack for language help, and special thanks to Eric Jusino for being my editor.
If gaming is art, and art is derrivative, I also owe credit to the makers of d20, Storyteller and Silhouette. It took a lot of effort to find what I liked from what I didn't like in these game systems to make something good.
Contact me if you have questions or like what you see, I will do what I can to help and change what I can to make things better.
— Max Slowik 2005/10/18 22:49
Do you know what a role-playing game is, exactly? Have you played one? Would you like to know more about them? Read the introduction. Even if you're a long-time gamer, I have a few perspectives on this that may change exactly the way you think about role-playing.
These are to most elemental rules of the game. It is probably important for everyone who is involved with the game to understand these basic rules.
Attributes are what tie characters to the basic rules. It is probably important for everyone who is involved with the game to know these in order to easily make up and play characters.
Character creation is how players make the characters they will play. It is probably important for everyone who is involved with the game to know these in order to make their own characters.
Systems are how the world interacts with characters. It is probably important for everyone who is running the game to know these in order to respond to many different situations.
Systems Part One:
This is an appendix of the Characters chapter. Archetypes are how characters learn special abilities. It is probably important for everyone to go through these to know how to create complete characters.
This is a list of terms used in this game, with brief descriptions of what they mean and links to the rules that describe them in greater detail. This can be helpful to everyone.