This is a blog about role-playing games. It includes some general thoughts, some deeper essays, and the occasional piece of short fiction. It will also include a number of posts regarding Seven Kingdoms, a new RPG which I am live-blogging the development of.
Wednesday, September 28, 2011
Adventure Concept - The Ultimate Puzzle
Monday, September 26, 2011
Back on solid ground
I'm going to give a brief recap of my awesome vacation here, but with a twist. I'm going to offer up a few notes on some of the different places we went and things we did that could be inspirations for RPGs.
Friday, September 23, 2011
Attack of the Mushroom People
This is my theory of why traffic gets so bad in the rain.
Two words: Mushroom People.
Thursday, September 22, 2011
The Problem with Magic
The name, almost literally, conjures up certain images for us. Certain assumptions, certain expectations, and certain dreams. Gandalf and Merlin. Ged and Elric. The enemies of Conan and allies of Fafhrd and the Grey Mouser. From Harry Potter to Harry Dresden. Even Old Ben Kenobi plays the part well.
And, yet, RPGs seem to consistently fail to capture the mystique and majesty of magic. It is a list of powers, a bit of extra book-keeping, and a pain in the ass to balance. Why is this? Well, it's very easy to lay the blame at the feet of D&D. (And, admittedly, I tend to more often than I care to admit.) After all, they took one specific archetype that is quite deliberately unusual ("Vancian" magic), and then very deliberately devolved it into a system of rules suitable for miniatures combat. It was then re-evolved, if you will, into a system suitable for a true RPG. Mostly.
Wednesday, September 21, 2011
How Fudging Could Have Saved the Day
Tuesday, September 20, 2011
The End of the World As We Know It
Monday, September 19, 2011
Can you handle the dreaded Licensed Setting!?!
Friday, September 16, 2011
The Disease is the Cure (version 2)
So, I've been thinking about my post-apoc fantasy setting. Incidentally, for now, I am calling it Aurelian.
One of the bits is the presence of psionically-gifted humans. Another is the presence of "monsters." After much thinking, I think I can tie many of these elements together fairly neatly.
It all starts with a virus....
Thursday, September 15, 2011
The Disease is the Cure (version 1)
Interestingly enough, only a few minutes later, I followed a link to a justification of rabies as the source of werewolf myths. Normal guy gets bitten by a strange-acting wolf, then starts lashing out in a bestial rage. But, hey, I'm already thinking about making vampirism a disease, they shouldn't both be diseases. That just looks cheesy.
This starts percolating, and I go see Zombieland this weekend. (Ed. note: This pretty well dates the original post.) Zombies as a disease. Sure, been done to death. But something upstairs clicks, and the mind gnomes present their collage.
Wednesday, September 14, 2011
Campaign Concept - The Natives Are WHAT?!?
So, I want to run a game, and running for these guys seems like the most likely outlet in the near future. But, with the restrictions above, most of the games/campaigns I'd want are right out. So, I was digging through my old box of ideas one time while walking the dog, and two ideas popped out, merged, and suggested some potential awesome.
Tuesday, September 13, 2011
Are you now, or have you ever been, Chaotic Evil?
Monday, September 12, 2011
What *IS* an RPG, anyway?
An awful lot of the indie games seem to delight in spewing forth wacky mechanics. I think that, as a community, they are attempting to derive the perfect RPG through some sort of Darwinian process. They create games like you create creatures in Spore, then have the games compete for "survival" (measured in mentions on Forge and RPG.net, as many of them don't actually have sales figures). Key features are then re-incorporated in newer games (though generally with the key terms changed, so that the writer can convince people his work is "original").
I thought that I would rise above this mish-mash, powered by nothing but my own hubris. I will devise the perfect RPG, not through some messy evolutionary process, but with SCIENCE!!! (Please don your protective goggles at this time.) (Ze gogglez! Zey do nothink!!!)
In some seriousness (since I seem to be incapable of all seriousness), what I am looking for initially is some idea of what RPG rules actually do. I know what an RPG is. And I know a couple dozen rules sets. But, if I want to make a contribution that is an actual revolution, and not just a gimmicky new mechanic, I need to have some idea what my goals are. So, what needs do the rules of an RPG need to fill?
Friday, September 9, 2011
How fragile we are
In working on my new PA setting, I came to a startling conclusion. Our information-based infrastructure is like a gigantic balloon. Press it at any point, and it will give. Remove the pressure, and it will rebound. But pop it, and it cannot be repaired. It can only be rebuilt from scratch.
Thursday, September 8, 2011
Engaging Autopilot
As a note, I haven't worked out how to do automatic posting to Twitter and G+ when a post goes live. So, if you don't follow the blog, subscribe via RSS, or come in from RPGBA, you might want to do one of those. I'd also really appreciate it if you guys would take a second to share each of the posts when you read it, if you find it interesting. Without my vast social network to call on, I'm afraid these posts may not get the love they deserve!
Wednesday, September 7, 2011
Genre Mashup - Wizards + Wireless
Tuesday, September 6, 2011
The Problem with Death
Long-time readers may note that many of my points were previously discussed when I talked about why "old school" games suck. The comments, especially, dealt with the subject of random death quite a bit.
Monday, September 5, 2011
System Wank - Magic
Given the breadth and variety, I'm going to go with one winner and two honorable mentions.
Friday, September 2, 2011
The Problem with Elves, Redux
Thursday, September 1, 2011
7K - Class warfare
Should I have classes? And, if so, what kind of structure should they have?
Wednesday, August 31, 2011
Who Is This Guy, Anyway?
Tuesday, August 30, 2011
Why LARP Is Not For Me
There is a trend among tabletop gamers to really look down on LARPers as "weird" and "socially deviant." I find this baffling, given that we are all gamers. Not only do we pretty much look the same to outsiders, most LARPers are also tabletop players. So, this post is not one of those. Instead, it is a look at some of the things that make LARP different from tabletop, and how those things are a turn-off for me.
Monday, August 29, 2011
Genre Mashup - War of the Worlds + War of the Ring
I have gotten very tired in recent years of typical fantasy, most especially epic fantasy. (That is the main reason I avoided Game of Thrones.) And, yet, I cannot shake the awesome appeal of so many fantasy elements. I've been scratching the itch by mashing up fantasy with other genres. Seven Kingdoms is a mashup of fantasy and supers.
Today, I'll talk about mashing up fantasy with an alien invasion. Yes, this was in part inspired by going to see Cowboys vs. Aliens this weekend. But, it also was a setting concept I toyed with many years ago.
Friday, August 26, 2011
7K - Setting Primer for the Seven Kingdoms
I noticed that I do not actually have a good overview of the Seven Kingdoms setting. The one that does exist at the beginning of the blog is outdated and incorrect. I do think that I need a single post that I can point people to for a quick introductory lesson. Here it is:
Thursday, August 25, 2011
The Problem with Elves
(Which is not the same as The Problem with Elvis, just so you know.)
Most fantasy settings have elves. Or, if they don't, they have some other race that is very long-lived and intellectual. For me, such beings have always been a real stumbling block when developing a setting. How can the fallen Empire be a time of misty legends when you have people walking around who were there? Also, how weird is it when you meet up with your new companions at the tavern at first level, only to realize that the elf in the party knew your grandfather when he was a boy? And why is it that someone who spent five times as long on their apprenticeship as you knows pretty much exactly the same things?
Wednesday, August 24, 2011
7K - Wealth of Nations
Character gear has been something of a bug for me lately. Back when pretty much every system just gave your character a load of cash and a big price list, I was okay with that being the way things were done. But I have seen some systems lately that approach it very differently. For my Seven Kingdoms game, I want to try something fairly radical.
Tuesday, August 23, 2011
7K - Another reboot?
So, the question of the moment is, should I scrap what I've done and start over with a new system?
Monday, August 22, 2011
Feedback requested
I say may not, because I need some feedback here from you loyal readers. I've noticed that I've gotten pretty much zero feedback on my Seven Kingdoms stuff. More importantly, I noticed while trying to get caught up on the RPGBA feed that I tend to skip everyone else's posts regarding "here's my new system/setting!"
I'm thinking that live-blogging the development of an RPG is a lot like Greg Stolze's patron model. If you already have people who are interested in what you have to say, it can really work. If you're still making your bones, people aren't likely to be interested in watching you flail about. That's especially true when, like me, you can't drop a new post on the subject every day. People just aren't likely to remember what else you're doing to see how all the pieces fit together.
So, the feedback I'm looking for is whether or not I should even continue posting Seven Kingdoms stuff. Please don't worry about hurting my feelings. I recognize there's a difference between "I'm not interested in reading about you trying to pull this game together" and "Your game sucks."
I'm still planning on working out the game. When I get it all together, I may be releasing it as a PDF. Of course, part of this is also spawned from the fact that one of the missing posts from last week is that I'm no longer convinced that d20 is the right system, even with the tweaks I'm making. I'm actually considering creating a franken-system out of all the bits I highlight in my "System Wank" series. If I'm going to re-boot the whole system (again), I don't want to drag it out on the blog. Unless you guys want to see me drag it out.
I'll just wrap this up with a blatant begging for comments. Even if you're just saying, "meh, whatever," I'd still like to hear it. Given the number of readers I have, trust me, every vote counts.
Friday, August 19, 2011
Murder by Numbers
Tuesday, August 16, 2011
System Wank - Ads and Disads
Lots of systems out there feature various ways to make your character better, along with various ways to represent flaws. Most of them function essentially the same way. I want to call out the system that completely changed the way I thought about them, and in some ways how I thought about RPGs in general.
FATE, first seen by most of us in Spirit of the Century, approaches the whole issue from a decidedly different angle. Advantages and disadvantages both serve one single purpose: grabbing the spotlight. One way lets you shine by winning, the other by failing. Unifying the mechanics as Aspects is undeniably brilliant.
About that time again
Wednesday, August 10, 2011
7K - Heraldry of the Seven Kingdoms
Tuesday, August 9, 2011
Fluff vs Crunch
Monday, August 8, 2011
Ennies Awards
Out of the 42 awards given, I called 24 correctly. Though, as a note, I gave myself half credit if I picked the right product, but the wrong medal (e.g., I picked it for Gold, but it took Silver). I did not totally wash out of any category, and was perfect on 5 of the 21 categories. All in all, not too shabby.
Friday, August 5, 2011
System Wank - Initiative
(In retrospect, I totally should have ripped off that Best Thing I Ever Ate show from Food Network.)
The 7th Sea game introduced me to a number of really interesting mechanics. An argument can certainly be made that Wick, Wilson, et al., did more to bring indie ideas into a mainstream game than actually creating novel mechanics. (Of course, the same can be said about Da Vinci's exhaustive encyclopedia of inventions, and look where that got him.) But, so far as I know, their initiative system is unique.
Thursday, August 4, 2011
You say you want a resolution.... part 5
Harkening back to the discussion on declaration (and foreshadowing the discussion on fluff vs. crunch), there is a difference between the effect and the description of that effect. Boiling it down, the effect works on the mechanical level, and the description works on the character level. The description is also important to tie the whole action together, much like the summary section at the end of a paper.
Wednesday, August 3, 2011
New and Improved Goblins
As a result of Tolkien's influence, we often see goblins riding worgs, or some other kind of large wolf. What if we extended that connection to other types of animals? Goblins riding giant bats or even wyverns? Goblins using trained rats or spiders? There is a lot of potential here, I think.
Tuesday, August 2, 2011
You say you want a resolution.... part 4
The effect is usually pretty simple, and predetermined by the system. If you hit with an attack, you deal damage. If you succeed with a perception check, you find something. However, there are some nuances here that both separate one style of gaming from another, and are areas where a good GM can introduce extra layers of awesome.
Monday, August 1, 2011
System Wank - Attributes
Friday, July 29, 2011
You say you want a resolution.... part 3
There are a dozen ways to slice and dice types of actions and types of resolutions. If the action is either obviously going to succeed, or failure is not interesting, the resolution should simply be the GM saying, "OK, it works." If there is no way the action can succeed (e.g., the character attempts to leap across a forty foot gap with normal human abilities), the GM is well within his rights to give the player a dirty look and say, "Come on, play seriously." But most of the tasks in an RPG fall in the big grey area between, in which both success and failure can lead to interesting stories, and it is not clear which path our hero will go down.
Thursday, July 28, 2011
You say you want a resolution.... part 2
Yesterday we discussed intent. Today, we'll discuss declaration. For those joining us halfway through the woods, this is a series of posts of task resolution, breaking it down into five separate stages: intent, declaration, resolution, effect, and description.
Wednesday, July 27, 2011
You say you want a resolution.... part 1
[Ed. note - The words just kept pouring out of me. I'm breaking this post up into several sections of its own. This first one will deal with intent.]
Monday, July 25, 2011
The dice tell me ... nothing!
Today, why the heck do we even have dice in these games, anyway?
Friday, July 22, 2011
A bit of introspection
I think I'm getting the hang of blogging more frequently now. Blogger is definitely better for me in this regard. I don't think I can really articulate the reasons, but the UI just feels better to me. I'm also actually finishing more blog posts, instead of ending up with a graveyard of a dozen partials.
My traffic numbers aren't great. Much better than my old blog though, and that's entirely due to RPGBA. Probably two-thirds of my traffic comes from there. I'm trying to decide if I want to be "that guy" who spams every post to every social media site he can reach. On the one hand, that seems rude. On the other, it's not like an audience is just going to magically find me.
The numbers that I really want to get up, though, are the number of comments. My most-visited post, the one on Women in Gaming, has zero comments. (Admittedly, my second most visited post is also the one with the most comments, so there is some correlation.) I'm curious as to why I get no comments. Are my topics just not interesting? Is my presentation too closed, in that it doesn't invite discussion? Is my vocabulary off-putting? Do people just get tired of reading before they make it all the way to the comment box?
Of course, I have noticed that many other blogs end up with zero comments. So, it's more a problem with blogs and blog readers than with me. To help combat that, I have been trying to employ the "Mark Meredith Method" of commenting on at least three blog posts every day. It's not that hard, and I've actually gotten some good discussions going. (I've also had another blogger challenge me to a post, or series of posts, on a particular topic, which you'll hopefully see next week.)
Brevity is the soul of wit. My wit is clearly a soulless abomination.
Thursday, July 21, 2011
7K - Sexuality in the Seven Kingdoms
Each of the Seven Kingdoms has a different attitude towards sex and sexuality. This ranges from extremely permissive but debauched to extremely repressive.
Wednesday, July 20, 2011
System Wank - Core Mechanic of Edge of Midnight
As a logical place to start, I'm going with "core mechanic." This is a particularly nifty way to roll the dice and get results, taken from Edge of Midnight.
Tuesday, July 19, 2011
7K - Magical Arms and Armor
In the Seven Kingdoms, there are three types of magic items. The most common are essentially "spells in a bottle." These are single-use items that just have a pre-cast spell stored in them. You may recognize these better as the D&D items potions, scrolls, and, on a more powerful level, wands. The least common are items of true power, akin to "artifacts" and "relics" in D&D. In between are items of rare craftsmanship and exotic materials, the work of extremely gifted smiths.
This post is regarding that third category.
Monday, July 18, 2011
7K - So, who are these Seven Kingdoms anyway?
One thing I noticed while going over some of the older posts is that I've actually presented surprisingly little setting information. I should catch everyone up on that. We're going to start with the titular Seven Kingdoms themselves:
Friday, July 15, 2011
Shared Fantasy - Conclusion
Thursday, July 14, 2011
Shared Fantasy - Chapter 7
As a note, I discussed my reading of Shared Fantasy on RPG Circus last night. You can catch the episode here.
Wednesday, July 13, 2011
Shared Fantasy - Chapter 6
The essence of this chapter is about how gamers deal with shifting between "in character" and "out of character" perspectives. As Goffman, a sociologist whose work on frame analysis strongly informed this chapter, says: "Fanciful words can speak about make-believe places, but these words can only be spoken in the real world."
Monday, July 11, 2011
Shared Fantasy - Chapter 5
The topic of this chapter is Game Structure. Mostly, it's all about status, leadership, cooperation, and how gamers can be real dicks to each other.
Friday, July 8, 2011
My First Time
No, wait, wrong first time. I'm talking about my first time in the GM chair. That was the topic of last night's #RPGchat on Twitter. (It was my first time making #RPGChat, and it was pretty awesome. An hour of highly concentrated discussion.) I told one of the participants that I could one-up him for the melodrama and disaster involved.
So, be duly warned.
Thursday, July 7, 2011
Concept for a Convention Game
Short description: The young baroness has been kidnapped by bandits. You have been hired to rescue her. But, are your companions what they appear to be?
Shared Fantasy - Chapter 4
Wednesday, July 6, 2011
Shared Fantasy - Cheating in RPGs
Tuesday, July 5, 2011
Shared Fantasy, Chapter 3
As a note, Chapter 3 also includes an interesting aside on "cheating" in RPGs. As it includes some really interesting quotes, and is a fairly involved topic, I'm going to break it out into a separate post.
Friday, July 1, 2011
Google Plus First Thoughts
Thursday, June 30, 2011
Why "Old School" Games Suck
Thursday, June 23, 2011
Shared Fantasy - Women in Gaming
I have been reading Shared Fantasy by Gary Fine. You can check out my previous posts here and here. In the latter half of Chapter 2, he devotes quite a bit of space to the curious lack of women gamers. He offers three explanations as to why that is: characteristics of women; the process of recruitment into the gaming world; and reactions of men to the presence of women players and female characters.
Tuesday, June 21, 2011
Shared Fantasy, Chapter 2
In summary, the average gamer (as of 1979) is a young white male, unmarried, but well educated. He likely has related fandom interests. He probably either has a good job, or is working on building towards a career. He has strong feelings about war, though they may be either pro or con. Finally, he is likely to be non-conformist and possibly judged as deviant.
Friday, June 17, 2011
Shared Fantasy, Chapter 1
What is fascinating is that this book was published in 1983, and most of the research was done in 1977-1979. As such, it provides a window into the early days of the hobby. If you are a grognard, or just an OSR enthusiast, I strongly recommend giving it a look.
Wednesday, June 15, 2011
7K - Class Debate
What Does the Class Do?
In game mechanics terms, a class is intended to be a collection of related system elements that enable rapid character creation and reinforce genre through strong archetypes. In Seven Kingdoms in particular, I want classes to bring the swashbuckling elements while origins bring the superhero elements.
However, given the radical changes I've made to the combat system, I'm not entirely sure what the class does any more. By making combat based on a skill, I've removed two key system elements that distinguish one class from another. First, there's no Base Attack Bonus. Second, every class now needs to have the same number of skill points, though with a different list of class skills. In addition, I'm not sure that I'm going to be keeping the vitality and stress mechanics, so there's another point of differentiation gone.
What we are left with are bonuses to saves, the list of class skills, and the class abilities. It wouldn't be hard to turn the class abilities into feat trees, and turn the saves into skill or ability checks. And, voila, the class is dismissed.
So What If I Have No Class?
Good question. Do I need classes? Am I just holding onto an artifact of outmoded play?
Well, with no classes, no saving throws, and such a radically different combat system, I can pretty definitively say that I am no longer using the d20 system. On the one hand, I lose the framework of rules I'd been counting on for both ease of design and familiarity. On the other, I am freed up to use whatever mechanics suit my whims.
We also come back to one of the purposes of classes. Without a class, players lose that easy template to both build and define their characters. Of course, they also lose the straitjacket that a class can be. They become free to build their characters to suit whatever concept is in their heads.
That, though, sums up the reason I want to keep classes. Without them, the character is mostly defined by her origin. There's a big difference in connotation between "I'm a Blaster with a lot of Knowledge skills and related feats" and "I'm a Blaster Scholar". The former starts with what kind of superhero you are and builds from there. I would have to trust to the feat selection and player intent to bring the swashbuckling. The latter statement, though, gives equal weight to both genres. In a mash-up, I think that's pretty important.
How Do I Make the Class Stick?
If I want to keep the class system, I need to give it some significant weight. First of all, let's definitely keep save bonuses and class abilities intact. We also will be adding a gear mechanic, so let's give class-based bonuses to that.
One significant way to restore some differentiation to the classes is to set the combat to use BAB again. As I was looking at "skill as attack bonus" I noticed that it wasn't really adding much. A Soldier is likely to max it out, and a Courtier is likely to ignore it. The one real advantage it had was supporting fencing schools and techniques as skill focuses. I think that will be pretty easy to replicate with class abilities and feats.
Of course, having BAB in the system calls out combat as being more important than other sorts of conflict. I really don't want that. To counter-balance it, and call out repartee as being important, I think I should add a class-based bonus for social combat. It would work the same way as BAB, but would also remove the awkward question of the differences between some of the social skills.
Conclusion
Yeah, I think I like that. It makes the classes unique, but doesn't overburden the system. It brings us back closer to the d20 paradigm, which I like. And, it should be relatively easy to give each class the right feel.
Always with the delays
There are a couple other reasons, too. Mark Meredith, better known as the Dice Monkey, threw out a challenge on Twitter a while back to comment on at least three blog posts a day. It is an excellent suggestion. I've been trying hard to keep up with that. Of course, that means that I need to keep up with a lot of blog posts. The new RPG Blog Alliance has been helping considerably with that. It especially helps me target blog posts that don't get a lot of traffic. I mean, I love Rob Donoghue's stuff, but he really doesn't need my comment just to let him know he's not howling into the wilderness.
And, I have to say, it's really important for me to get that kind of feedback. I know that I often have lulls in my posting precisely because I don't feel like anyone is reading them anyway. A comment, any comment, helps to alleviate that, and spur me to more posting. The ever-amazing Will Hindmarch made the same point on Twitter just yesterday. So, as the saying sort of goes, be the change you want to see. If I want traffic coming in here, I ought to give other blogs the love.
On another note, I've also been profligately wasting my word count. The aforementioned Mark is currently on something of a hiatus due to a beautiful new baby girl. I penned a couple of blog posts for him, one on An Unusual Source of GM Tips and one on Reward Types. So, go check those out.
And, remember people. Comments are love. (/pity party)
Monday, June 6, 2011
My worst GMing mistakes
Thursday, June 2, 2011
And a new(ish) blog is born!
7K - Check yourself before you wreck yourself
To finish rounding out the topic, I want to talk about how to make skill checks. It's pretty straightforward, especially if you know d20. But, I do want to add in a couple more advanced types of skill checks.
7K - Slick skills
7K - Strengthen the core
7K - Derailed again
Well, part of the point to live-blogging was to get feedback, and give some insight into how this creative process works. It wasn't just a way to publish a free game cheaply. By retreating into my own head to work these problems out, I'm pretty much violating that point. So, I'm going to lay out some thoughts here.
7K - A touch of class
7K - Every hero has an Origin
Superheroes have origins. That's one of the tropes of the genre. They have some X factor (in some cases, literally) that sets them apart from the rest of the population. In the Seven Kingdoms setting, there are relatively few possible origins, because I want to keep the stories fairly well focused. So, you cannot be a space alien. Also, your list of "powers" is fairly restricted. This is much closer to the use of archetypes seen in systems like Brave New World rather than the build-to-suit of Champions or Mutants & Masterminds.
Every character chooses an Origin at character creation. That Origin will give certain bonuses. Many of these bonuses will revolve around the Power skill, which is always considered a class skill. Some of these abilities require extra effort from the hero, and have a stress cost associated with them. Paying a stress cost reduces your current stress total by that amount, just as if you had suffered stress damage. However, it is not damage, and cannot be reduced or negated in any way. Also, you cannot reduce your stress below 0 with your Power, nor can you spend sanity instead of stress.
Below are thumbnail sketches of each of the Origins. In the future, I will write a full post on each one.
7K - Suddenly, derailed!
So, I've been thinking about combat, and how to make it more swashy. I want to encourage some of the standard tropes, such as witty repartee, engaging terrain, and the sudden reversal of fortunes. Standard d20 combat is not really conducive to these tropes. The hit point system is kind of a grind. The movement rules tend to encourage standing your ground, rather than ranging all over. Engaging in simultaneous physical and social combat really puts a stress on the timing system. And, of course, the emphasis on squares and positioning can turn combat into a board game, making it harder to inject flavorful role-playing.
I had an idea. I think it's a good idea. But, it's a total overhaul of the combat system, which rejiggers a huge chunk of the overall system.
Is it cool enough? Let me sketch it out, and see what you think. Comments are greatly appreciated.
7K - We haz mad skillz!
7K - "Respect the man of noble races other than your own."
7K - Pain: The Definitive Work
7K - We need stats. Stat.
A journey of 1000 miles begins with a single step
OK, some starting points. First, this is going to be d20 variant. Think of it as my own entry into the market already dominated by True20, FantasyCraft, and Pathfinder. Why am I challenging such a saturated market? The simplest reason is that d20 is the system I know best. I have done development and playtesting for it for about ten years now, plus spent quite a bit of time playing it. It is also a system that I happen to really like. Done well, it is excellent for supporting all sorts of conflicts. It has lots of moving parts that allow different characters to really engage with the system in different ways. I can balance it relatively easily. It has a relatively simple core set of mechanics that can be extended in nearly an infinite number of ways.
Second, it is going to use my Seven Kingdoms setting, that I have blogged about before. Check the list of tags on the left there if you don't believe me. However, I'm going to be tweaking what I've done just a bit. I am going to very intentionally shoot for "swashbuckling supers" as the genre mash-up here. The time period is roughly equivalent to 17th Century Europe. Rapiers and crossbows are typical weapons (there are no guns smaller than a cannon). Full plate has fallen out of style. There is a significant middle class that is coming to power. Oh, and there are a lot of pirates. I'll get into more details in a later post.
My favorite d20 implementation happens to be Classic Spycraft. If you are familiar with that, you are going to see a lot of elements in common. However, there are going to be some major departures, as well. For one thing, I really want to import Aspects from FATE. I need an overhauled system for gear (I like it to be more abstract than cash, but really dislike d20 Modern's Wealth checks, and Spycraft's system presumes you work for an organization).
What else do you need to know? What else, specifically, would you like to see?
Wednesday, June 1, 2011
PA - Watching the World End
So, I want to write/run a multi-genre post-apoc rpg. One of the first things that needs to be decided, obviously, is the "apoc" part. The nature of the end of the world shapes a lot of the future. So, what to do? I have three possibilities I'm considering.
Review - Gamma World
Here is my ultra-short review: This is probably the best beer-and-pretzels RPG you will ever own. It is super easy, super quick, and yet still gives a robust play experience. It also is easy to just have gut-busting fun with it.
A Life in the Balance
The day had started out so simply, too. A bit of studying his vaisseau forms, a presentation before the Magi of the University of Feaux, and then a night of celebrating with friends. What went wrong? Ah, yes, Alexandre. Crystal blue eyes, lovely slim hips, and an uncanny knack for getting himself into the worst kinds of trouble. And Jack never could quite say no to him.
He heard the ringing of steel behind him. The bravos Alexandre's money had provided were valiantly attempting to stem the tide of undead sweeping down the corridor. Valiant, and stupid. Sinew and steel, no matter how well paid, are pointless against Acnev's abominations. As Jimen had said, running was the best course.
Shit.
Desperation, Inspiration, Perspiration
Rules, rules everywhere, and not a chance to think...
One of the things I found interesting, though, was my experience with the rules. Lately, as most of you know, I have been tinkering with the Gamma World and Dresden Files RPGs. The total shift in mind-set from these games to FantasyCraft, most particularly when it comes to character creation, has been idling in the back of my head.
25 Ways to Reward Player Characters
Campaign Concept - The Natives are WHAT?!?!
In the meantime, I've had another concept pop into my head. See, I'm in a regular monthly D&D group. But, I would never GM 7K, DFRPG, or most any of the other games I'm excited about for them. First, the group is too big, at around 7 players. Most story-heavy games simply can't handle that kind of spotlight division. Second, the group is very much into casual gaming. They don't want to think too hard, they have trouble staying on task, and they rarely do much actual roleplay. They are just about chucking dice and having moments of awesome. Also, they are pretty solidly welded to playing 3.5 D&D, for now at least. I may try to run a one-shot of Gamma World for them at some point, just to see if they'd go for it.
So, I want to run a game, and running for these guys seems like the most likely outlet in the near future. But, with the restrictions above, most of the games/campaigns I'd want are right out. So, I was digging through my old box of ideas one time while walking the dog, and two ideas popped out, merged, and suggested some potential awesome.
Evil Is As Evil Does
The dreaded licensed setting
Are you now, or have you ever been, Chaotic Evil?
Spirit of the 7th Sea
Mushroom People
Two words: Mushroom People.
Can you RP on Twitter?
I ran across a post on Dice Monkey (http://dicemonkey.net/2010/08/11/twittrp/) about this TwitRPG game. It sounded intriguing. I left a comment. I'm in the game.
(Ed. note: The game lasted about a week. Turns out Twitter has a lot of noise that interferes with the flow of the game. Also, Twitter has an odd pattern of asynchronicity, in that you often post a lot of things during the couple hours you are active, then go inactive for several hours. That makes it hard to do one or two tweets, then wait for the other people to log on and respond.)
PA - Both poxes on your house
So, I've been thinking about my post-apoc fantasy setting. Incidentally, for now, I am calling it Aurelian.
One of the bits is the presence of psionically-gifted humans. Another is the presence of "monsters." After much thinking, I think I can tie many of these elements together fairly neatly.
It all starts with a virus....
What *IS* an RPG?
An awful lot of the indie games seem to delight in spewing forth wacky mechanics. I think that, as a community, they are attempting to derive the perfect RPG through some sort of Darwinian process. They create games like you create creatures in Spore, then have the games compete for "survival" (measured in mentions on Forge and RPG.net, as many of them don't actually have sales). Key features are then re-incorporated in newer games (though generally with the key terms changed, so that the writer can convince people his work is "original").
I thought that I would rise above this mish-mash, powered by nothing but my own hubris. I will devise the perfect RPG, not through some messy evolutionary process, but with SCIENCE!!! (Please don your protective goggles at this time.) (Ze gogglez! Zey do nothink!!!)
In some seriousness (since I seem to be incapable of all seriousness), what I am looking for initially is some idea of what RPG rules actually do. I know what an RPG is. And I know a couple dozen rules sets. But, if I want to make a contribution that is an actual revolution, and not just a gimmicky new mechanic, I need to have some idea what my goals are. So, what needs do the rules of an RPG need to fill?
PA - Gear Conditions
Here's the basic block: Gear needs to matter. Post-apoc is one of the few settings where hand-waving gear actually detracts from the feel. Scavenging for parts, babying your car because you can't find another, and fighting off desperate bandits who want your stuff are all key features of the setting. And yet, most of the solutions I've seen either fail to provide mechanical support for these features, or have a system that is over-detailed and heavy on the bookkeeping. Indeed, the solution I've been working with to date falls into the "heavy on the bookkeeping" side. I was looking at it a few weeks ago, and realized that, much like your average encumbrance system, no one would actually use it.
I had a brain-wave last night. I think I now have a tweak to the system that radically reduces the bookkeeping, while still maintaining most of the effects I want.
PA - How fragile we are
In working on my new PA setting, I came to a startling conclusion. Our information-based infrastructure is like a gigantic balloon. Press it at any point, and it will give. Remove the pressure, and it will rebound. But pop it, and it cannot be repaired. It can only be rebuilt from scratch.
PA - New Concept
PA - Skills
I'm a little torn on Skills. On the one hand, I'd kind of like to do "define your own" skills, like Unknown Armies. On the other, since I am introducing Aspects, that would severely blur the line between Aspects and Skills. Probably not a good thing.
So, here's some rough thoughts on how to do Skills.
7K - Magic of the Seven Kingdoms, Option 2
In order to really maximize that distinction, there are a few other changes that would need to be made to the setting as well. Look for those towards the end of the post.
PA - Stats
(I'm tired today, so this is going to be more streamy and less organized.)
A Maverick is Born (Part 2)
Martinique found herself back in her tiny apartment. The smell of blood was still all over her, and she vomited.
A Maverick is Born (Part 1)
PA - How to make checks
PA - System Concept
I had a brainstorm walking the dog this morning. I really like the Edge of Midnight resolution system. I was talking to Kevin about it and his new idea for a game while I was in Seattle. I think I might want to use it for my post-apoc setting.
Except, of course, I also want to use MasterCraft. But that's a different post.
Thinking happens in 3..2..1..
Cat-hattan
In my post-apoc setting, Manhattan Island was abandoned, and all the bridges blown. As water levels rose, the edges of the island became submerged under up to 6 feet of water, with skyscrapers towering above these channels. Skyscrapers ruled by cats. And, over the years, the cats had...changed.
PA - The Disease is the Cure
Interestingly enough, only a few minutes later, I followed a link to a justification of rabies as the source of werewolf myths. Normal guy gets bit by a strange-acting wolf, then starts lashing out in a bestial rage. But, hey, I'm already thinking about making vampirism a disease, they shouldn't both be diseases. That just looks cheesy.
This starts percolating, and I go see Zombieland this weekend. Zombies as a disease. Sure, been done to death. But something upstairs clicks, and the mind gnomes present their collage.
The Coming Twilight
7K - Miscellaneous Details
Magic in the Seven Kingdoms - Version One
The Seven Kingdoms, a rough cut
Why magic in RPGs is unsatisfactory...
The name, almost literally, conjures up certain images for us. Certain assumptions, certain expectations, and certain dreams. Gandalf and Merlin. Ged and Elric. The enemies of Conan and allies of Fafhrd and the Grey Mouser. From Harry Potter to Harry Dresden. Even Old Ben Kenobi plays the part well.
And, yet, RPGs seem to consistently fail to capture the mystique and majesty of magic. It is a list of powers, a bit of extra book-keeping, and a pain in the ass to balance. Why is this? Well, it's very easy to lay the blame at the feet of D&D. (And, admittedly, I tend to more often than I care to admit.) After all, they took one specific archetype that is quite deliberately unusual ("Vancian" magic), and then very deliberately devolved it into a system of rules suitable for miniatures combat. It was then re-evolved, if you will, into a system suitable for a true RPG. Mostly.