Wednesday, December 5, 2007

Harpastum! (Rules for use in Continuum)

This is also from the old Continuum campaign. Here's a wiki link on Harpastum, though the book I was using for reference back when running the campaign made it sound less like a team sport and more of a free-for-all. That difference is reflected below. What I was envisioning may be more like Follis, but with Harpastum's heavy ball and physical demands. Or wikipedia could just be wrong. Not like that's never happened before.
The Game: Harpastum: (Mechanics and Skill Improves for Continuum)
This game involves a sand-filled ball, and a lot of throwing, catching, and shoving. It's a classic Roman pastime. Slightly less bloody that gladiators.

Each participant gets to roll an Athletics four times, as follows:

Throwing: Uses any form of Athletics that involves a two hand throw or a throw of a large (softball+) sized ball.
Other throwing games get a -1 penalty.
PCs who's athletics involve non-throwing games have just Body -1, and get only a Body clock for the roll.

Catching: Uses any form that involves catching things thrown to or at you.
-1 if it’s a minor part of the specialization you’re using.
If there’s no such action in the game you have Athletics in, then have just Quick -1, and get only Quick clock for the roll.

Bodychecks/Shoving: Usable with any Martial Arts, Unarmed Combat. Also useable with any full-contact Atheltics like Football, Rugby, Hockey or Lacrosse.
Games with minimal contact (baseball, soccer) get -1 penalty
Games with no contact (golf) roll just Body -1, and get only Body clock for the roll.

Stamina: Useable with any Athletics, Unarmed Combat, or Toughness.
If using an Athletics with no strenuous activity, such as minigolf, just roll Body, and get only Body clock for the roll.

Each player makes 1 roll for each those 4 components to the game, and records how many rolls they succeeded at.
If one player has most successes, they won the game! +1 extra clock on Athletics
If no clear winner, each player rolls again for Catching & Stamina.
If no clear winner then, each player rolls again for Bodychecks & Stamina.
If no clear winner then, each player rolls again for Stamina.
If still no clear winner, the game ends as a draw.
Bonus clock for winning is only if someone wins at the end of the first set of rolls!

If anyone states they Span to take advantage, then all players add a Quick roll to each round of rolls.

if no PC gets any successes on the first 4 rolls, Tiberius laughs at your incompetence and the game ends as a flop.
The tough part of this from a GM / Adventure Writer perspective, was how many rolls to have PCs make. Each roll is a clock (effectively an experience point in the terminology of other games) whereas it would take 15 days of off-camera Harpastum playing to get an Athletics clock otherwise. Too few rolls means no chance for PCs to "level up", but too many rolls results in the plot bogging down and getting boring.

In retrospect, I should have made there be a trophy - some gift from Tiberius to the person who won the game. That would have justified doubling the number of rolls without risking boredom.

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