Essentially a trumping circle like RPS becomes interesting when you have a stronger incentive to use one move over another. If we play RPS for money, and I get $15 if I win with rock, $10 if I win with paper, and $5 if I win with scissors, there's instant depth. You know that I want to win with rock, so paper seems like a good strategy. But I know that, so throwing scissors for a lesser win is improved, which in turn you know etc etc.
Time has repeatedly proved I'm too lazy to actually write an RPG, however. So I'll describe what it might look like:
You play one character, who has three scores for conflict, rated at 3, 6 and 9, in an RPS relationship. Let's say Finesse beats Power which beats Subterfuge which beats Finesse.
You have a number of hit points (let's say 20), when you've lost them all you can't contributed to the conflict anymore.
Your team has HP for the conflict (just like Disposition in Burning X), which is by default half the team's total HP (so 40 for a four player group). When it's all gone, you've lost the conflict, you don't get what you wanted, and the enemy does. You can bid up the difficulty of the conflict by spending conflict HP, which allows you to get more for winning (eg "We hate these guys, we want them out of the game for good, we're spending 20 HP to kill them all and destroy their empire if we win").
The conflict is turn based, each character (PC and NPC) in turn picks an opponent to contest with. You choose Finesse, Power or Subterfuge simultaneously, with a draw retested, but you DO know your opponent's rating in each before choosing. If you win, your opponent loses both personal and conflict (team) HP equal to your rating. If they win, you lose according to their rating - no safe attacks!
(OMG you don't have to kill everyone to win the conflict!)
Wrinkles are:
- It's level based, and higher levels get you abilities to use to modify attacks. These have a cooldown (by default one turn, probably they are cards and you tap them). If they modify ratings they must be used BEFORE throwing RPS (and no character can ever have two equal ratings from any combination of effects). You will probably see things like "+3 Finesse for this attack", "Use when you have won an attack, do +3 conflict damage but no personal damage", "If you win, lock your opponent's two rightmost abilities for two turns".
Ideally characters should know more abilities than they can actually use, allowing a big PC problem space to master, but NPCs to be competitive with a minimal working set (amongst other benefits).
- There will be an Exalted-style stunt mechanic, possibly giving personal HP, untaps.
- There really should be mechanical conditions on the battlefield relevant to the objectives, which can be neutralised or flipped by character action. Hopefully making things feel less abstract without unnecessary detail (eg "You're fighting inside the senate chamber! Whoever currently has the favour of the senators does an extra point of conflict damage on a successful attack. Your foes start with their favour.") That implies a quick resolution system that's probably needed anyway but doesn't fit :(
The way I'd probably do it is seperate combat and non-combat conflicts, with each character having different ratings for both (but equal...9/6/3 in each field). Certain powers would allow crossover between realms of conflict.
It certainly needs work, and probably mecha. I'm not sure if I'll maintain enough interest to apply either...