Ah, the modern game designer's lament. Alas, there will be more d20 Planescape material tomorrow. But for now, a break, and the beginnings of another mini-system along the lines of Dread (the horror game) and Upgrade (my sci-fi game, when I get back to it).
This time it's Murder. Thanks go to the movie Battle Royale and the mini-games Power Kill and Violence.
Most games feature you killing another person. Whether you're putting the blade through the evil warlord in D&D, draining a mortal for food in Vampire, or shooting the evil hybrid cultists in Call of Cthulhu, many games feature, at the very least, the inflicting of violence on another person. While most of these games deal with the mechanical matters of killing another person - that is, a bullet to point A of caliber B will inflict hurting Y, very few deal with the initially harder part of killing another person, which is psychological. A few, like Unknown Armies and Call of Cthulhu, deal with with aftereffects of killing a person (from a psychological standpoint), but only rarely does a game deal with whether or not a character can bear to pull the hypothetical trigger in a mechanical fashion.
Thus, Murder.
Characters have the following traits: Callousness, Determination, and Instinct.
Callousness is how willing you are to overlook your connections to other people when committing the act of killing. Determination is how willing you are to overlook things like shock and injury. Instinct is the ability to kill when your life is put on the line, and override all other issues.
All traits are rated from zero to six. The average person has a one.
When you're trying to commit an act of violence on somebody, you have roll 1d6 + your trait against your Connection. Sample Connection numbers would be:
- A Nonperson (somebody your character doesn't really consider human) = 3
- A Person From a Hated Group (somebody you consider inferior to your race/class/whatever) = 4
- A Mild Aquaintance (somebody you see in the hallway every day, a customer you've seen a couple of times at your favorite haunt) = 5
- A Strong Aquaintance (somebody you know from class, a regular customer at work) = 6
- A Distant Relative (somebody you see every couple of years) = 7
- A Relative (somebody you see twice a year) = 8
- A Close Relative (somebody you group up with) = 9
- A Parental Figure (guardian or parent) = 10
- A True Love = 11
- An Reflection of Yourself (an identical twin) = 12
If you succeed, you can do it. If you fail, check the amount you failed by and consult the following list.
- Failed by 1 = You can threaten them deeply (fire a gun nearby, or place a knife to their throat), but you can't actually do it.
- Failed by 2-3 = You can threaten them lightly (keep the gun pointed in their direction, wave a knife in their direction) but you can't do it.
- Failed by 4-5 = You can threaten them verbally, but you can't really bring yourself to threaten them physically.
- Failed by 6-9 = You can't really threaten them.
- Failed by 10+ = You break down when it comes down to it - you get the shakes, start crying, or whatever.
If they threaten you in turn, you can then roll again against instinct to overcome your "gun-shyness". After you kill somebody, you have to roll your determination in order to kill another person.
Whenever you commit an act of violence, roll three six-sided dice against the trait you succeeded with to kill. If they all come up higher than your trait, it goes up by one. If you kill them, instead roll two six-sided dice, with the same result.
Murder is more intended as a theoretical system than an actual one for play - an exercise in game theory. Still, it's interesting to consider in the context of RPGs, and if it would be as easy for characters to kill as it would be for their players to direct them to kill.