Examples of Game Play


I have included here for the purposes of clarification and edification, some examples of Game Play, as well as difficult or unusual rulings and some special situations that I have encountered. The potential GM will find this information most helpful as a guideline, but players will also benefit from it. Please remember that this is only the way I work with the rules and anyone is free to take the SIMRPG system and change it or interpret it as they see fit, as long as they get people willing to play with them.

An Example of the Creation of a New Type of Magick Extra

The backstory behind this was that I had a player who wanted to be an Ogun, a voodoo witch doctor type. I asked him how much power he wanted to have, what limitations, and what effects he thought he could create. Between us we quickly brainstormed a kind of generalized description and outline of what we knew or thought we knew about the powers of a voodoo priest. We listed about six or seven (Cursing People, Voodoo Dolls, Snake-like ability to fascinate a foe, Talking to/Fighting Spirits, Healing with potions, Performing Rituals, Being Possessed by or borrowing the powers or knowledge of Animal spirits and Boas (these are totemic Voodoo Gods), Reading omens and seeing the future, etc..) He wasn't really interested in some of the heavier stuff, just enough to impress the yokels of the village he was from and to give him an edge over others. We divided the powers or effects that a voodoo Ogun could produce into things that could be reproduced or accomplished with normal skills (for instance Herb Lore, Hypnotism, Physician, Performance, Divining, etc... ) and those that needed some magickal or supernatural "Oomph" to be really effective and useful. So we decided that he probably should get the skills I listed above to start with, plus whatever else he thought would be needed, and then we worked on the magickal side of things. We went over the powers, tried to weed them down to the necessary, and make sure they were useful and could tie into the character's strengths and skills and help accomplish his desires. The result came out something like this:

Some Basic Voodoo Powers


After I had gone through the powers and made the ruling on their use, I settled on a cost of about 10 points total (about the same as being a Magick Adept). I started off on the assumption of 3 points per power and then modified it. I knew Spirit Walk would be more expensive because of it's power and I knew Evil Eye would be less useful so I lowered it's cost, but it evened out in the end. It was quite expensive as an extra, but it turned out to be well worth the investment and hours of fun to the consternation of the Ogun's fellow players, who had to bear to brunt of this evil little man's pride and willful vengeance against any slight to him. But it also evened out for the character, since he wasn't that good at combat, but was a persuasive and charismatic bastard when he wanted to be.

So, as a guideline to the GM confronted by a player who wants to do something new, here a few suggestions. Get an idea of how far outside the norm this is. The more unusual, the more expensive. Also determine the power or ability itself, where it comes or arises from, the game effect and rules governing it's use, and how much the ability will influence or unbalance play, as well as how generally useful or versatile it is. I assume a basic cost of 3-5 points per extra, modified by the considerations I just listed. If you don't want to allow something, forbid it or make it really expensive. Remember that if a player spends most of his points on a special ability, he won't be able to have many skills. Also, remember that you're the GM. If the power starts getting out of hand in play, then throw a monkey wrench in his plans. Introduce foes that the power doesn't work on or whose nature or abilities cancel its effectiveness. Or have curses or the God's disfavor cause the power to be weakened or fail until something is set right. Often, to limit a special ability, I make its use based on Strain expenditure, so it is naturally limited and doesn't unbalance play much more than a powerful or specialized mage would. And please, by all means send me questions, suggestions, or your own ideas on special powers and I'll include them in the optional rules section and credit you for them.