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Kyon-kun

BEM100 v1.3 by Johann Schmidt

Oct 5th, 2014
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  1. ALWAYS REMEMBER: BEM100 is not a substitute for being a good Quest Master. QMs must use their discretion to enhance the quality of a quest alongside BEM100; BEM100 is only a framework to make Quests rational. Should QMs smell samefags trying to deliberately make a quest have a Bad End, it is suggested the QM call them out for it and give the MC perks and upgrades.
  2.  
  3. To integrate a dice system, it is recommended that you use the Simple Solo System, located here: https://dl.dropboxusercontent.com/u/74921988/SSSv.02.pdf
  4.  
  5. BEM100 v1.3
  6.  
  7. The BEM100 a gaming mechanic designed for 4chan's /tg/ Quests. It rationalizes and streamlines decision making by the players and justifies any BAD ENDS the QM may come up with. The core mechanic of the system is the BAD END METER (BEM).
  8.  
  9. BAD END METER (BEM)
  10.  
  11. If the BEM reaches 100, the Quest will end and the QM will will write up the downfall of the MC.
  12.  
  13. The essence of BEM100 is transparency, clarity and regularity. This allows the justification of any Bad End by the QM rather than just 'Rocks Fall, Everyone Dies.'
  14.  
  15. The category 'General BEM increasing/decreasing action' is used to indicate the BEM impacts of actions otherwise not listed.
  16.  
  17. ~~~
  18.  
  19. EXAMPLE
  20.  
  21. BEM increasing actions:
  22.  
  23. 1. John cheats on his girlfriend (75%)
  24.  
  25. 2. John gets infected by a nasty disease (50%)
  26.  
  27. 3. John engages in generally chaotic or evil behaviour (or lawful and good if the MC is a villain; alignments may change BEM) (5%)
  28.  
  29. 4. General BEM increasing action (5%)
  30.  
  31. BEM decreasing actions:
  32.  
  33. 1. John saves a life (37.5%)
  34.  
  35. 2. John kills a villain (25%)
  36.  
  37. 3. John engage in generally lawful or good behaviour (or opposite if MC is a villain) (2.5%)
  38.  
  39. 4. General BEM decreasing action (2.5%)
  40.  
  41. ~~~
  42.  
  43. John is an office worker.
  44.  
  45. Currently he is eating breakfast.
  46.  
  47. BEM: 0%
  48.  
  49. John calls his secret lover.
  50.  
  51. The secret lover comes over.
  52.  
  53. John has sex with his secret lover.
  54.  
  55. Jane, John's wife, is NTRed as she listen in the their lovemaking.
  56.  
  57. BEM:75%
  58.  
  59. His secret lover transmits Ebola to him.
  60.  
  61. BEM:100%
  62.  
  63. A scenario describing how John eventually succumbs to Ebola is written up.
  64.  
  65. ~~~
  66.  
  67. APPENDIX
  68.  
  69. QUEST DIFFICULTY RATING (QDR)
  70.  
  71. This is a standardised way of measuring difficulty across quests that use BEM100.
  72.  
  73. Notice that in the far-above example for BEM, the General BEM increasing action (I) changes the BEM more than the General BEM decreasing action (D) (the General BEM increasing action is twice as large as the General BEM decreasing action).
  74.  
  75. In the above example, the ratio between General BEM increasing actions to General BEM decreasing actions is two. (I:D = 2)
  76.  
  77. The Quest Difficulty Rating (QDR) of a quest is thus calculated by:
  78.  
  79. ~~~
  80.  
  81. Assume that the I:D for 'Unbeatable Quest' is 100
  82.  
  83. General BEM increasing actions are 100%
  84.  
  85. General BEM decreasing actions are 1%
  86.  
  87. This is considered a one hit quest; the I:D is 100.
  88.  
  89. FORMULA of QDR
  90.  
  91. QDR = 5LOG(I:D RATIO)
  92.  
  93. A quest of QDR 0 (no General BEM increasing actions) is a slice of life quest; you cannot lose.
  94.  
  95. A quest of QDR 1 (I:D ratio 1) is an extremely easy quest; good actions and bad actions are generally of equal weight.
  96.  
  97. 'Mitakihara Middle School Days Quest' and 'Madoka Civilization V Player Quest' are QDR 1.5 (I:D ratio 2) (calculated with 5log2), where General BEM Increasing Actions are twice the size of General BEM decreasing Actions in weight.
  98.  
  99. 'Bicycle Superhero Quest' is QDR 6; General BEM Increasing Actions have a 40% penalty in comparison to General BEM Decreasing Actions, which only provide a 2.5% bonus.
  100.  
  101. A quest of QDR 2 (approx I:D ratio 3) is a very easy quest.
  102.  
  103. A quest of QDR 3 (approx I:D ratio 4) is an easier quest.
  104.  
  105. A quest of QDR 4 (approx I:D ratio 6) is an easy quest.
  106.  
  107. A quest of QDR 5 (approx I:D ratio 10) is the standard difficulty quest. For every sin the MC commits, the MC must atone 10 times.
  108.  
  109. A quest of QDR 6 (approx I:D ratio 16) is a hard quest.
  110.  
  111. A quest of QDR 7 (approx I:D ratio 25) is a harder quest.
  112.  
  113. A quest of QDR 8 (approx I:D ratio 40) is a very hard quest.
  114.  
  115. A quest of QDR 9 (approx I:D ratio 63) is an extremely hard quest.
  116.  
  117. A quest of QDR 9.9 (approx I:D ratio 95) is an insanely hard quest.
  118.  
  119. A quest of QDR 10 (I:D ratio 100) is a 'one hit quest'; if the players make one mistake, the MC dies (The Universe is against the MC).
  120.  
  121. ALWAYS REMEMBER: BEM100 is not a substitute for being a good Quest Master. QMs must use their discretion to enhance the quality of a quest alongside BEM100; BEM100 is only a framework to make Quests seem rational. Should QMs smell samefags trying to deliberately make a quest have a Bad End, it is suggested the QM call them out for it and give the MC perks and upgrades.
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