**The Hybrid System**

Last Edited 9/29/09

An IntroductionWelcome! After a lot of deliberating and arguing back and forth we've (Neoadept, Yossitaru, Zolinn, and myself) have come up with a system that we feel is ready to test. Special thanks to Mr. Wizard and Yokto for offering additional insight. What we have here is not a replacement for the old system of Role Play; actually, what we've put together will hopefully be a viable alternative to the current system and will allow newer players a chance to actually be able to breathe whilst playing with the veterans. Our primary goal was to eliminate the ever-increasing amount of scripting taking place in our RPs. Scripting (which is basically pre-planning the story) makes for interesting plots but only for those involved; as well, the veteran players pretty much have exclusive rights to scripting and can dictate the entire RP. This is not good for the longevity of what we do. New players suffocate under the pressure of having to comply to the story laid out by the big guys and regular players become frustrated at not being able to exercise their creative abilities. Worse still, the stories have been becoming increasingly predictable and to say that we've fallen into a rut would be an understatement.

The Hybrid systems offers a way to alleviate these problems and without a lot of stress. Basically what we've done is inserted some random chance elements (like what you would find in Dungeons & Dragons) that will impact the outcome of the story as well as faction movements. This should prevent people from planning too far ahead in the RP since now nobody will be able to predict the outcome. Of course, the outcome of a story arc can be influenced; however, it is no longer just a simple matter of writing in the advantage. All of the existing

guidelines and

concepts will remain unchanged. The Hybrid System offers two major additions to the current system that I will now explain. Please offer feedback, we're very interested in seeing what you think? We've also got a test RP planned which will be starting very soon. We'd love for anyone with an interest to join and help us out!

**The Details**

There are two major additions that the Hybrid System puts forward and they are the Outcome Roll and the Sabotage Roll. Both are related and both tie exclusively into the plot of the RP.

**Outcome Roll:** The Outcome Roll is the simplest of the two new mechanics. It's so simple I almost don't need to explain it. During the critical moment of the story a twenty-sided die is rolled to determine the outcome. By default, each faction will have an equal chance of winning the roll. Since we typically only have two factions (heroes and villains) the roll will be easy enough to conduct. There will be opportunities for the factions involved to improve their chances of winning the Outcome Roll; however, neither side is assured victory and the story could go in any number of ways.

In the old system we would leave this up to the individual writers; however, that led to choices that were usually self-serving and more or less predictable. With the Outcome Roll, nobody really knows who is going to come out victorious. It can be used for physical fights amongst characters or elections or even plain old luck. This should drastically cut down on scripting and keep players focused on the present. And really, focusing on the present leads to more fulfilling stories and a better experience overall. It will also mean that newer players will have a much better chance of getting their voices heard.

**Sabotage Roll:** The Sabotage Roll is the real essence of the Hybrid System. With it a faction has a chance to increase their chances of "winning" the arc. Sabotage Rolls have a direct impact on the Outcome Roll and will be a player's best friend. The way it works is fairly simple; though, there is some basic math involved. To use a Sabotage Roll a player has to be in a logical situation in which their character has a chance to score some points for the team. Now, this does mean that a Sabotage can be used at any time; however, remember that you'll still be operating within the traditional guidelines and so you must be mindful of when and how a Sabotage is being used. There is a lot of leeway in using Sabotage Rolls and it was designed that way such that the players' creative juices won't be stifled.

A few things about the Sabotage Rolls so that we're all clear. As far as the two-faction system is concerned, the villain faction will have one Sabotage chance per arc and the hero faction will have two per arc. This means that some thought must go into using a Sabotage Roll, as all characters in a faction will be drawing from the same pool. There is a 50-50 chance of successfully pulling off a Sabotage Roll. If you succeed in a Sabotage Roll, your faction's chances of winning the Outcome Roll increase. Should you fail the Sabotage Roll, your faction's chances of winning the Outcome Roll decrease. Here is where you have to pay attention. The breakdown of how a Sabotage impacts the Outcome differs depending on the faction. I'll try to make this as simple as possible but if you get lost, please ask questions!

I'll be using the two-faction setup as a model.

Hero:

If you are playing the hero role and **succeed** with a Sabotage Roll your chances of winning the Outcome Roll **increase by 10%**.If you are playing the hero role and **fail** a Sabotage Roll your chances of winning the Outcome Roll **decrease by 5%**.Villain:

If you are playing the villain role and **succeed** with a Sabotage Roll your chances of winning the Outcome Roll **increase by 10%**.If you are playing the villain role and **fail** a Sabotage Roll your chances of winning the Outcome Roll **do not decrease**.

And that's more or less it. I tried to make the Sabotage Roll as easy to understand as possible; however, I'm sure there are questions. So I'd like for anyone and everyone with an interest to voice their opinions. Feedback is encouraged and will help us make a better system. Ask anything and tell us anything. If you like it, great! Don't like it? Tell us why. Thanks for your time.