Showing posts with label gaming-future. Show all posts
Showing posts with label gaming-future. Show all posts

2017/06/02

Punk's Been Dead Since '79: A 500 Word RPG

A few years back (more like half a decade, but time is meaningless in this sort of Cat & Squid game), my friend Joe got challenged by Ryan Macklin to write a functional RPG in less than 500 words. That challenge turned into Dime Stories, an RPG about cowboy gunfights and cartoon villains in Spaaaaaaace. It got me my second RPG writing credit (after the... underutilized Red Dragon Inn Appetizer) and I've had the chance to run it at GenCon for the last 4 years. Dime Stories has been good to me.

I went through a pretty severe depressive episode over the past week. An utter loss of motivation, a huge upswing in disassociation, and a tsunami of existential dread. I'm sure part of this was triggered by editing some very personal blog entries for a friend, but I knew that going in to the project. Usually, when I'm going in to these sorts of episodes, I focus on the things that make me happy. I talk to my wife, I play with my cats, I read upbeat books, I listen to fast music. None of that really worked well this time around. Eventually, my mind wandered back to my last year of high school and my first year of college. The age when I started going to punk shows.

Punk shows, in that era and in that part of Ohio, were a really weird thing. They usually took place in VFW halls or in someone's barn, because that's where the available space was. There were a lot of skinheads, because it was Ohio and Ohio has a higher than acceptable percentage of racist assholes. There were a lot of shitty bands, because it was Ohio and Ohio's music education programs are about as robust as our Ski Rescue programs. There were a lot of great memories, because it was my first real experience getting out into (what I though, at the time, was) the wider world.

Half-remembered concerts, fistfights, and nights at Tom's Donuts (ordering only a drink and eating Day Old Donuts that were 50c a piece, for five hours, while my friends chain-smoked a pack and a half each) flooded back to mind. Inspired by Quinn Murphy's excellent game Five Fires, I felt the need to put my experience into a cohesive form. I jammed out a bunch of words and something resembling Punk's Been Dead Since '79 happened. It was only afterwards that I decided to try to fit it into the 500 Words framework. (Note: I am aware of the newer 200 Word challenge, but I can't be arsed to edit this down to that level.)

In PBDS79, you're a member of the punk community in the space between cities in the (Late 90s / Early 00s). Your goals? Go to shows, find a place to belong, seek an outlet for your feelings, look for companionship, or just break everything. It's based loosely on the (Apocalypse World / Dungeon World / Monsterhearts) games, because they're fast and easy and full of raw emotion.

Check it out.

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Follow this link to Punk's Been Dead Since '79 for complete rules.



2012/12/26

Snowmapocalypsageddonclysm

It's all sorts of fun out on the streets today. Slip, slidin' away like I'm Mario vs some Pengins.

Today, a new Pathfinder feat for your usage in coldness themed campaigns.

Fires of Permafrost [General]
Requirements: Ability to cast spells with the Cold descriptor OR the Cold subtype.
Benefit: As a swift action, you may choose to ignore Cold resistance or immunity when you cast a Cold spell or spell-like ablity. Targets effected by this ability may are immune to its effects for 24 hours.


-J

2012/12/24

The Colors of Magic and Specializations

Anyone who's played MtG knows that certain colors are better at certain schools/specializations of magic than others. White provides the best Protection, Blue provides the best Counterspells, Black provides the best Curses, Green provides the best Enhancement, and Red provides the best Elemental Damage. In that vein, which Affinity you choose to add to your dice pool can have an effect on your Specialization dice.

If you use a Specialization which is one of the Linked Specializations with the Affinity you use in your die pool, step up that Specialization die. There's no penalty for out-of-color magic, because that makes things less Epic and that's the whole point, right? (Editor's Note: I may make it so that if you're using one of the enemy colors of a specific effect [using Red or Green for Counterspell], it'll step-down the Specialization die. We'll see how each plays during the next playtest.)

White: Protection
Green: Summoning
Red: Elemental Damage
Black: Curse
Blue: Counterspell

The other specializations fall in to more than one color, so they've got no specific bonuses.

So, taking from last week's character creation example:

Uriel is stalking the streets of Mercadia, hunting down a criminal. He corner's the poor sod and gives him a chance to surrender. Being a nonsensical criminal scum, he draws a knife. Uriel reaches deep into his magical reserves to Justice the wretch into ashes.

Uriel's die pool is as follows:

Red Magic (d10) - Affinity.
Elemental Damage (d8) - Specialization.
"Burn with me!" (d8) - Characteristic.

Since the Specialization matches the Affinity, it is stepped up to a d10. Uriel's final die pool is two d10s and one d8.

If he had, instead, tried to restrain the criminal, his die pool would look more like:

d10 (Red Magic) + d6 (Domination) + d6 (Heart of Darksteel). Since Domination is a non-color tied effect (being historicall used by White, Blue, Black, and Red), he gets no bonus step-up.

I've got a second playtest this Friday, so I'm sure there'll be more changes coming down the pipe.

2012/12/17

MtG: Planeswalking the Cortex

I bashed out a really rough Magic the Gathering hack for Cortex+ at lunch today, based on some ideas that Cam Banks and some of his followers were having on Google+.

Here's the link. Remember, this is a work in progress and it's really really basic. Feedback is appreciated. Thanks!

-J

2012/04/11

The Reaper Pool and the Loyalty Pool

Last night, I was talking with my buddies Joe and Adam about how to mechanically handle the complex relationships of the Mass Effect universe. One of them contended that the Solo/Buddy/Team dynamic didn't really mirror the structure of the game very well. The other brought up the idea of using Relationships as a modifier for the Solo/Buddy/Team dynamic. On the long drive home from gaming, I was thinking (as often happens on moderately long car rides one takes by one's self) and came up with a little sub-game for the game.

First, though, we go to the Bad Guys. In most Marvel-based games, there's a mechanic called The Doom Pool which represents most of the adversity which the players will encounter. The Doom Pool is a great mechanic for showing the ever-growing threat that the Reapers possess, but with it being reset after each encounter it doesn't have quite the same inexorable menace attached. With that in mind, I'd like to introduce you to The Reaper Pool.

It really is just what it says on the tin: a giant pile (or jar or whathaveyou) of dice representing the strength of the Reapers. The number of dice in the Reaper Pool depend on the game you're wanting to mimic. For a ME1 game; the Reaper Pool is set rather low at around 25d12. For ME2, where the Reapers are a more credible threat; the Reaper Pool is set at a moderate 75d12. For ME3, where the Reapers are friggin' everywhere and we're all boned; the Reaper Pool is set to a cataclysmic 150d12. This pool can increase or decrease, depending on the actions of the PCs.

So, you're probably wondering how this Reaper Pool interacts with the Doom Pool. Lets look at an example:

Our heroes are on Intai'sei, in the Phoenix System of the Argos Rho cluster, trying to break into a Cerberus facility which has been using Reaper technology to indoctrinate a small army of abducted Yahg. The players are doing well, having successfully broken through the door's encryption and battled their way through the docking bay. They stand at a heavy blast door, when there is an explosion on the far side. The group's Drell Engineer finally hacks the door open, revealing a warehouse full of stasis pods. In each, a dormant Yahg is slowly corrupted by the Reaper tech which Cerberus has harvested over the years.

In the middle of the massive room, a section of the stasis pods have ruptured due to an inconvenient explosion. Standing in the center of the room are about a dozen Indoctrinated Yahg. The Storyteller has the Doom Pool for this bit of the adventure set at 3d6 + 2d8 + 1d10; a challenging, but not insurmountable, scene. The PCs, through some quick thinking and good use of Plot Points, reduce the Yahg to paste. Not wanting the PCs to get too full of themselves, the Storyteller lets the players know that they can hear the sounds of dozens of other stasis pods opening. As the PCs look around, the hundreds of pods surrounding them are all activating. The PCs, knowing they're outgunned, flee back to their shuttle. The Storyteller describes their flight back to their primary ship.

"As your shuttle docs with the MSV Hawke, a bright flash of light crests the planetary horizon. A Reaper has dropped from FTL just inside the atmosphere, igniting a small portion of it in a demonstrative fireball. Sensors show that its trajectory will lead it directly to the Cerberus Base."

At this point, the PCs have a choice; fight or flight. The PCs, being pragmatists, know that they have no chance of beating a Reaper and one hundred (or more) Indoctrinated Yahg. They advance in the opposite direction, towards safer ports. The Storyteller writes "Indoctrinated Yahg - 2d12" on a card and adds 2d12 to the Reaper Pool. Their enemies have grown stronger.

All of that is all well and good, but of what use is the Reaper Pool? During the primary game, not a lot. It sits there as more of a psychological tool for the Storyteller than anything else.

The PCs need a way to combat the Reaper Pool, of course, and that's where the Loyalty Pool comes into play. The Loyalty Pool starts the game with d12 in it for each PC. Not a lot of a chance against the unflinching destruction that is the Reaper Pool. Just like in the various Mass Effect titles, they're going to have to make friends and influence people in order to stop the imminent destructive hugeness of the Reaper Pool.

During any scene in which an Asset is created, a PC may spend 2 Plot Points to remove the Asset and create a Loyalty out of it instead. For instance, continuing the example from above: our PCs reach the Citadel to speak with their contacts. Not many of them are willing to help out, because organics are generally selfish to the core. The group's Turian Biotic decides to try to call in a favor with his cousin Barran who works for C-Sec. There's a rather intense social scene, but at the end Barran decides to help out as much as he can.

The player writes "Barran - C-Sec Officer - d8 Asset" on a card. The Turian Biotic's player can then decide whether he wants this Asset to be of use during the game itself OR in the meta-game. Being prudent, he spends the 2 Plot Points to add Barran to the Loyalty Pool. Barran's card is added to the Loyalty Pool stack. If the PCs wanted to cultivate their relationship with Barran, they can spend XP to increase his Loyalty value. If our Turian Biotic spent some time in a transitional scene working with Barran to maintain surveillance on a known criminal, he could spend 2 XP to increase Barran's value to a d10. (Preliminary costs are: d6 to d8 - 1XP, d8 to d10 - 2XP, d10 to d12 - 4XP.)

When the players reach a Final Mission scenario, the dice in each pool are up-converted to d12s (for example, if there are 32d6, 24d8, 20d10, and 6d12 in the Loyalty Pool, that converts to 26d12). The Reaper Pool stands at 80d12 (this being a ME2 style game and the PCs having fled the confrontation on Intai'sei, as well as a few other times the Reapers gained ground) versus the Loyalty Pool of 26d12. The difference of 54d12 are added to the Doom Pool for the Final Mission. The PCs are pretty boned. Had they spent more time cultivating their Relationships, they'd've actually stood a chance. As it looks now, they've got very little chance of making it out of their Final Mission alive.

Thoughts?

-J

2012/04/10

Blasto, the first Hanar Spectre.

So, it's come to this...

Blasto - Hanar Spectre
Affiliations: Solo d10, Buddy d8, Team d6

Distinctions: Spectre Training, This One is a Loose Cannon, Harbinger of the Hanar
Morality Distinction: Renegade

Hanar Powerset:
Levitation d6, Neurotoxin d6, Shields d10
SFX: Grapple. Add a d6 and step up effect die +1 when inflicting a complication on a target.
SFX: Enkindler’s Touch. Spend 1 PP to step up Neurotoxin to d10, then step down to 2d4 for subsequent actions. Recover by activating an opportunity or during a transition scene.
Limit: Mass Effect Field Dependent. While Stressed Out, Asleep, or Unconscious, shutdown Levitation and Shields from the Hanar Powerset. Recover them when you recover that stress or wake up. If you take mental trauma, shut down Levitation and Shields from the Hanar Powerset until you recover that trauma.

Vanguard Powerset:
Barrier d8, Modified M5 Heavy Pistol d12, Shockwave d8, Geth Plasma Shotgun d10
SFX: Charge. Split any Vanguard power into two stepped-down dice.
Limit: Exhausted. Shut down any Vanguard power to gain 1 PP. Recover on Opportunity.

Specialties: Biotic Expert, Combat Expert, Cosmic Expert, Diplomacy Expert, Menace Master, Psych Expert

Milestones:
First of His Kind
1 XP the first time each scene that you defeat a non-minion enemy.
3 XP whenever you capture a criminal who is wanted by the Citadel Council.
10 XP when you convince the Council that the Hanar race deserves a seat OR you cause a more powerful race to declare war on the Hanar.

Bound by no Rulebook
1 XP when you flaunt your Spectre status to gain an advantage over someone.
3 XP when your overconfidence helps you succeed at a mission, or causes it to fail spectacularly.
10 XP when you cause trauma to a helpless opponent in order to gain information vital to the success of a priority mission.

-------------------

This one thinks that even the Enkindlers would fear Blasto.

-J

2012/04/07

Weapons and Ammo Powers and Upgrades! Woo!

A poster on EN World brought a couple of points to my attention regarding things-not-well-detailed. His post has been reproduced here for completeness.

SilverKeyMan writes:

"This morning I had the idea of writing up Mass Effect using Marvel Heroic, but being lazy and all, I decided on checking to see if anyone else already had.

I must say, it looks amazing. I really like the idea of rescaling the d6-d12 for physical attributes, so even a base human can have a d8 strength.Excellent work! I do have a question about weapons, however. In Mass Effect, part of the character customization (especially in ME3 multiplayer) revolves around weapon customization. Any plans for this, perhaps as additional power sets?

Additionally, how does a Class go about getting additional weapons? For example, it doesn't look like it is possible for an Engineer to use anything except a Shotgun, and the Sentinel doesn't get anything at all.

Cheers! -SKM"

Skill customization could pretty easily be done through adding new SFX to them. For example, someone playing an Engineer may want to upgrade their Drone to one of those Exploding Drones from ME3. I'd probably write the SFX for that like: "SFX: Step up or double Combat Drone (1 PP for both) on your next roll, then shut down Combat Drone. Recover on an Opportunity or during a Transition Scene.". Such an SFX would cost a character 10XP.

As for changing out weapons, if it's a simple matter like "I don't see my Engineer using Shotguns, but she's pretty likely to use a Sniper Rifle instead." then talking to the Storyteller would be the easiest way to go about it. If you're wanting to upgrade, then paying the XP to permanently step up the die related to the weapon or adding an SFX would work well. The Ammo Powers could pretty easily be mirrored with an SFX like: "Custom Ammo: When using (Weapon) in a die pool, you may add another power from the (Class) skill set. Both of these dice are at -1 step for this die pool." I wouldn't recommend using an SFX like that until your non-weapon powers are at a d8 or higher, since adding a d4 is usually more of a liability than a help.

I'll see about writing these things up in a more coherent manner and adding them to the MEHR document after I get off work tonight.

Thanks for the feedback, SKM. And thanks for the feedback from those who've emailed me as well. I'm gonna make this thing playable if it's at all possible.

-J

2011/09/17

Kolat Assassin

The first playtest of Jeph's Universal Roleplaying Kit (or JURK, as all the cool kids use acronyms these days) is this Monday, so I have a lot to do to make it not totally suck by then.

Let's chat for a minute about Legend of the Five Rings. This game/CCG/storyline is a point of contention for me, mostly because I love the world but HATE most of its fanbase. I guess the same could be said for most fanbases with whom I've had dealings, though. It also doesn't help that the Schools have never been balanced against each other and that the system itself has these big blind-spots that I have to finagle around.

I love the story. I love the setting. I love introducing new people to it. So, it's only natural that my first playtest uses JURK to play L5R. I will make the world love me or DIAF. Wait, that may have been too confrontational. :S

It all comes down to having fun. Also mechanical non-suckitude.

-JL

2011/09/15

Cards & Dice & Beans & Taters

I was told that I need to make sure to update this as frequently as possible, even if I don't have anything specific to write about. Gotta keep the creative nonsense going and all that.

Thinking about the randomization agent I mentioned in my last post has brought up a story about Ye Olde Days and an experiment I ran on my players in those times. In those days, we played D&D 3.5 primarily. I was running a Dragonlance game, because that's the beloved setting that I felt like ruining that week. I was constantly introducing new Rules Chicanery back in those days; each time a new splatbook came out, new optional rules were needlessly shoehorned into the game.

The week in question, it was Prerolling. I don't remember which book this came out in (probably Unearthed Arcana; that's where I got most of my awesomely terribad ideas), but I do remember it seeming like a fantastic idea at the time. Each session, the players would roll 20 times with a d20. They'd record each of these on a sheet and then put away their d20. Any time they'd normally have to roll a d20 for a check, they'd instead choose from their recorded results. When they chose one, they'd cross it off the sheet. When they ran out of listed rolls, they'd have to start the process over again. It was marginally successful, but several players revolted and we never used that method again after that session.

What I learned from that experience is that in a game like D&D 3.5, there are certain expectations which most players take for granted. One of which is that they'll be rolling a d20 for a lot of stuff. I'd infringed on that basic expectation without proper warning. If I'd've announced that rule at the beginning of the campaign, it probably wouldn't've been met with such resistance.

Where is this rambling leading? Well, one thought I'd had about randomization agents were a hand of cards. Each player would draw a hand of 5 cards (with values ranging from 1 to 6) and use those values in place of dice rolling. This puts some of the randomness in the hands of the players, basically allowing them to prioritize their rolls. At any point, a player could "take zero" and proceed with a roll without using a card; thus saving the good cards in their hands from being wasted on a trivial roll.

It might work, it might not. Only playtesting will tell.

-JL

2011/09/14

The beginnings of my RPG project.

I was at GenCon Indy this summer (as I am every year) and signed up for random events (as I do every year). One of which was a game from Spartacus Publishing (http://spartacuspublishing.com/) called Luchador: Way of the Mask. The basic premise is that the characters are stereotypical Mexican Wrestlers in the vein of those ridiculous Luchador movies from the 1970s and 80s. My fiancee, Angie, really took a shining to the game ("One of us, one of us!") so we headed to the Spartacus booth and purchased it. She kept commenting on how it all "just made sense" and how the rules "weren't stupid". This brought back a tiny idea that'd been sitting in my brainmeats for many a'year.

One of the focuses of this Internets Blag'o Thing is to help me with development of that tiny idea. It doesn't yet have a name or a setting or anything; it's just a set of mechanics that I'm trying to suss out into something that isn't terrible. If I happen to make the next Fudge or d20 or Storyteller System, that'd be gravy. Right now, I just want to get something made that isn't utterly horrible so that I can feel like I'm contributing to the sum total of humanity. I'm getting tired of feeling like someone who just burns things/people down instead of trying to build them up.

The central idea of the system is the Attribute Matrix. Each character has six Attributes which determine how they're able to interact with the world around them. These Attributes are arranged into two groups; Category 1 (Mental/Physical/Social) and Category 2 (Finesse/Force/Fortitude). When resolving a challenge the player will (roll dice, use cards, some sort of randomization mechanic), multiply their Attribute Matrix Total (one from Category 1 + one from Category 2), and add their Skill/Trait/Perk/Feat/Whatever bonus.

For example; your character has (Mental 3, Physical 1, Social 2) and (Finesse 1, Force 2, and Fortitude 3). In tests which require a lot of agility/dexterity, your character would be rather un-apt (Physical Finesse score of 1); whereas in tests which require a lot of willpower, he would be rather skilled (Mental Fortitude score of 9).

Everything is contested rolls; there aren't any real static Difficulty Class/Target Number mechanics. Actually, that idea is still in flux. It may go the exact opposite way and have the Aggressor always roll and the Defender always have a static number. I'm not sure yet.

I'm still working on skills, but it's looking like a Macro-skill system. Here's an example:

You want your character to be Athletic. So you put three points into the Athletics macro skill. Since you envision your character as more of a Free-Runner than a Martial Artist, you put two points into Athletics [Affects Self] and one point into Athletics [Affects Others]. Affects Self covers things like Running, Jumping, Climbing, and Swimming; while Affects Others would cover things like Grab, Throw, Escape, and Ride.

An example of a total check. Your character is in a foot race with another entity over a short distance. The GM tells you to roll Physical Force + Athletics [Affects Self]. You get a 3 on the randomization agent, add your Physical Force score (1x2=2), and add your Athletics [Affects Self] score (2) to get a total of 7. Not a great result. Better hope that your opponent isn't a great sprinter or you'll be doomed to be enslaved by the Vespiloid Conglomerates of Sigma Mu XIX.

I hope what I'm writing down makes sense to someone other than myself. I'll eventually post more of this once I get it worked out.

As always, your thoughts or suggestions or hatefilled rants are encouraged.

-JL