Showing posts with label System. Show all posts
Showing posts with label System. Show all posts

Tuesday, January 20, 2015

Possible Future Projects

Well it seems like my energy levels are starting to rise again.  Might as well harness the energy while it lasts.


I was rereading some old blog posts and found the Abstract project I was working on.  I think I may want to look into it again and begin some work on it.


I've also been thinking about building a "universe" builder for my space game.  Essentially it would generate a universe, populate the areas of interest and then highlight the interactions.


I think both will need some administrative work before they could begin, but for the second I actually have a volunteer who would help me work on it.


Work to be Done


Abstract Project
  • Gather existing data
  • Assess direction and compare with recent learning
  • Establish goals of system
  • Attack project
Universe Generator
  • Build Design Doc
  • Establish landmarks of project
  • Assess actual manpower
  • Pre-Establish formulae plans
As a general update...
  • I was forced to end my space game due to players dropping out or being absent.  (Employees being let go and such)
  • In a pathfinder game playing a third party class (potential writing material here)
  • Still working with the guys from Rust Devils games on Zed or Alive (A wargame with a campaign system focused on zombie apocalypse and small squads)


Sunday, March 2, 2014

Progress Update 3/2

Need to ensure I have one running between each of these posts.

Addressed most issues from last post.  Hopefully ready for next running.
Going to try and only print out necessary sheets for next game.

Thursday, February 27, 2014

Delayed Update for 2/22

Was supposed to be a very busy weekend.
Had three games planned and had to get the system playable for Monday.


Two games cancelled and one downgraded to online resulting in having a lot more time, but also resulted in me forgetting about posting.  Should set an alarm or something...


ANYHOW


The first game with the system in use went much better than expected.  The players caught on quickly and the system went through a functional combat.  I need to come up with a pilot sheet and maybe some counters to shift around to make things easy, but I think it's looking good.


Areas that need development.  Warp, aside from needing a new name needed to be written down and jump delays evaluated.


Salvaging needs minimal functioning rules.


Cargo space needs to be developed into minimal functioning rules.


Chases need to be developed into having slightly less bias towards ship agility and more bias towards skill.  I think I've already got a handle on this.


Player morale is good, I think they're looking at exploring their options.


Damage effects NEED to be written down.


I need to take better notes during play.


Gotta figure out why Google Docs didn't have the most up to date doc on another computer (the one with a printer) <--- VERY IMPORTANT


Formations 'worked'.  Haven't tried with PCs in a formation.


Game started off with a crit fail on a warp check followed by a crit fail on a notice check.  This was amusing but had us start with a pirate ambush.

Tuesday, February 18, 2014

Quick Update

After an unintentional total party kill when some skeletons apparently rolled really well and had perfect timing with a troll, my party decided (with no prompting of my own besides listing space with about 8 other genres) that they wanted to start a space game.


Therefore, I offered up my space setting.  So now I have to get it at it's basest level functional by Monday.


I guess there is going to be a LOT less video game time this week.  Also because I'm in two different day long games on Saturday and Sunday.  Time is not my ally this week, so I need to manage to play through one entire combat session by Thursday night.


We'll see if I can deliver.

Saturday, February 15, 2014

Progress 2/15

Got myself a bunch of yellow notepads.
I love them, I can fit them in my back pocket and take em anywhere.
Great for spontaneous notes.  Now I just have to figure out that car ride home issue.

Started reworking my concepts of technology in the setting.  This was apparently a huge sticking point from one player who had to have realism inserted into a setting made for a cinematic game.  Anyhow, while I wont be going into Newtonian physics for him, I'm putting more thought into the hows and whys.

Got a good start on the hows and whys of faster than light travel, and how the tech behind it generally is what makes up most of future tech.  I'm working on the power source technology now too.

I also decided to add a group temporarily named 'spacers' to be all the rough survivalist folks living in shitholes in space.

Ruleswise I added a lot for Formations in ships.  Basically benefits and drawbacks for flying in formation.  In general it should be more advantageous to fly in formation if you are skilled pilots, but if you aren't you are going to lose a lot of options in combat for some defensive and offensive bonuses anyhow.

Formations also extends to escorts offering defensive benefits for the escorted ship.

I broke out a lot of the stats into averages for ship sizes and added more listing for ship equipment and the limits of upgrading ships and ship parts.

I'm looking at stepping through a sample combat sequence to understand where I'm lacking.  To be honest I should have been doing that from the beginning.  It's just playtesting 101.

Saturday, February 8, 2014

Progress 2/8/2014

Made more progress.
Roughed out some general ideas for interesting new character weapons.
Expanded on ship equipment and damage effects (hull breach, fire, malfunctions)
Expanded on some of the Chase vs Dogfight rules.
Started gathering resources for ship character sheet.
Started sketching out thoughts for the ship combat map.

I'm beginning to think I should actually start mocking up combat rounds.  Possibly starting with fighters (super simple and easy to draw up) then moving to mid range craft which will likely be piloted by a full party as a crew.

From there I need to start investigating the effects of subordinate extras on wildcards manning stations.

I think I should also start considering the idea of 'extra' space ships and what that means in this combat system.  As it stands I think there might just be a base guideline of size ratio difference being an automatic extra or wildcard as far as damage is concerned and a guideline for true wildcards as getting the bennies while effective wildcards don't.

The problem arises that wildcards in fighters will be VERY vulnerable to a single or even two steps difference in ship size.  This hazard drops some when going up a size or two, but is still pretty harsh.  Perhaps I will suggest only extras pilot fighters.  That said, if you need to do a trench run, I want a decent fighter as an option.

If you haven't caught on yet, the majority of the work on this system is effectively replacing the vehicle system Savage Worlds uses (which I hate) and replacing it with my own 'fast, furious, fun' system.

Furthermore the fact that I use two Google accounts for this blog is really a pain.  Maybe I can hook this one up with Google drive and share it so I can work on the doc with either.

It doesn't sound like much work to me.  I feel like I could do more, but I console myself with the thought that I am doing any work at all.  Given I'm in 2 'live' games, 3 online games, a project on a team of cool people and trying to spend time with my significant other, I think I'm doing alright.  Though maybe after she get's through grad school I can take a LOT of time off just to work on this project...  Assuming it isn't done in 3-4 years.  Which I hope is NOT the case.

Saturday, January 25, 2014

Progress Report

I've decided weekly progress reports to keep up with the work might help...

Still digging up random files, putting everything in one place synced with a cloud seems to be a VERY good idea now.  I'm using google docs which will let me work on my computer and it shall update automatically.

I rebuilt the edges, outlined some gear, moved in the ship stats, and added ship parts.  Not as much work as I honestly would like, but I only have myself to blame for that one.  My plans for the next week include more fleshing out of basic ship stats, developing the ship activities further and perhaps tackling some outlines for the actual setting portions.  It would also be nice to be done digging up numbers and have them all converted to the new document, but I have to go about dealing with converting one note files to a readable format.  I SHOULD be able to do that, but we'll see...

Friday, January 17, 2014

False Starts

I've done quite a few false starts in the interim.  Tried to cover the various exploits I've pursued, explain my distractions.

Hardly really matters if nothing gets posted.

After many false starts I've decided to work on a complete work and submit it.  Finally design something, finish it and submit it.

As such I am pursuing making my spaceship rules for Savage Worlds into a setting.  I think the biggest difficulty will be maintaining the steam, but we shall see.

I don't promise to do continuous updates on progress, but wish I could say I will.

Right now I'm at the beginning.  I'm recovering and covering old ground and putting it into one single document separated as one would an actual book.  I intend to keep all the ship rules, the general universal and social structure and the character rules.

After I get the rules into a playable state I intend to make working character/ship sheets as necessary.  Then I will be looking for viable play test scheduling.  I'm actually part of a group that is working on getting another Savage Worlds product out there and has a record of succeeding at those, so I'm hoping if they have a gap in their schedule I can mix things in.  Furthermore they probably have resources for art and advice.  This is looking pretty far into the future however as we have a lot of things to do on the old project and some fun activities as a 'just hanging out' group we like to do too.

I've also done one vital thing.  I'm using Google docs to back things up.  I have a bad history of losing hard drives at inopportune times.  Furthermore I have a vague concept of a special method of play testing that could be augmented with Google docs.


As shorthand for the rest of life...

I got fired from LucasArts over a year ago, got a new job that isn't really games anymore and am sad.
Rethinking my future path and how to go in that direction.
Played a lot of video games.
Still play pen and paper when I can, but mostly just here.
Also play on RPOL, but it's generally shit games.
Ran a superhero game on Skype and bombed it. (Rules good, GMing bad[big ego hit])
Attended Wasteland Weekend and met awesome people and did awesome things (huge ego boost)
Finally cleaned off my desk.

So yeah, life and stuff.

Wednesday, August 8, 2012

An Update

It is probably a terrible idea for me to post after midnight.  A long time ago I determined that was a bad idea, therefore I'll try not to revert to my young adult ways of painful whining and cheap emotion.  I've considered a new blog for such things, but don't know if it would be worth the pixels it would be displayed on for me or anyone else and I'd definitely not post it here.  I feel this blog should at least pretend to be more... Professional?

The space game has ended.  I've concluded the overall experience was at best a marginal success.  At worst a grand failure.  I am not entirely sure what the failing was specifically.  However, I would be willing to easily submit that it was a combination of things including; the medium (Skype/Maptools), the players, and of coarse myself.

Towards the end, I wasn't into it.  The players would not consistently show up, therefore the main plot could not continue.  Furthermore, I guess I had no player trust.   This I believe was a result of the players previous experience and perhaps the situation I had established.  At every turn they were just waiting for me to steal their ship.  Or short them some stat, or balance the game out of their favor (god forbid I create a challenge.)  Also one player didn't seem to be 'into' the science role.  They assumed it was a doctor, and not that they would man any real station.  Finally, the whole thing was just to test the space combat, and the thing the players were determined to do?  Avoid space combat.  I did however get the opportunity to tweak the chase rules (AKA marginal success).

The players would not retain attention or attendance.  Even during character creation and past campaigns even the best players would be browsing the internet, drawing, or at the worst, playing a video game!  There were mixed expectations, conflicts of vision and so on...  Some expected, but perhaps a tad heavier than overall expected.

Finally the medium...  Nothing matches live.  Not really.  Nothing ever will.  There's a certain accountability, lack of anonymity and... ceremony involved in the process.  It feels like a good half goes out the window digitally.  Not just GM respect, inter-player as well.  For instance, the previously mentioned attentiveness.  Grabbing and altering another players materials, pushing other players around... tracking resources.

Anyhow, to avoid the content mentioned in the first paragraph I'm stopping here.  Perhaps someday this game will make it to the live table and more things can be noted, grown, developed.  Now I just need to rebuild the steam to push onwards for other projects.

Oh, by the way, I joined a Pathfinder game at work.  It's pretty cool, they have all their content online for free, so I didn't need to buy a book.  The GM is... interesting.  It's a bit slow right now as we basically have two newbies.  The rules are just far enough from 3.5 I find myself assuming too much.

Monday, August 22, 2011

Pay to Succeed

So it struck me while catching up on some blog reading Here the concept of consistency in numbers. Currently every system I read requires a random roll be used in most situations. I understand the use of this, I understand why and where its coming from. But while reading the inspiration struck and thus I begin my stream of consciousness idea vomit.

What if it wasn't random. What if the player would know that as a brute he could bench press 300lbs every time as opposed to asking himself how much he was going to be able to bench press today... Or this encounter... Yes, perhaps there is some luck involved in things, but you either know it or you don't, you don't spontaneously gain knowledge. You can either lift it or you can't, waiting 5 minutes wont help. What if stepping into the arena, 17 strength always got you the same result every time.

Highly trained with his sword every basic attack dealt the same damage. There were no rolls. Every attack had the same degree of accuracy and would or would not hit against the opponent with the same degree of ability in dodging and absorbing hits.

The solution of coarse to this would be boring and pre-determined battles. Of coarse it doesn't end there. Now lets add currency. From here, the player then must invest to improve their abilities and overcome challenges they cannot overcome.

Throwing a shield up sacrifices durability to gain absorption. Taking a penalty to attack to spend more focus on defense grants a bonus to dodge. Spending fatigue energy grants a bonus to damage. Taking time to aim or set up an attack gives a bonus to attack. And finally, to bring the game back into the game, all these investments are gambles. When you add to your strength to put that extra oomph in for lifting, you get 1dX bonus to your strength for lifting. You don't get a static number because extra effort is uncertain, you DO get a benefit, that is sure, how much is not.

Some of this has been done before, for instance, 4th edition DnD implemented a passive perception to roll against to simplify sneaking up on someone. But this cuts out both ends. Imagine sneaking up on an opponent, you have a base sneak skill, you're trained, you know the penalties for sneaking through that terrain at that light level, you don't know they're skilled, but they're elves they get a bonus to listening. So since you're concerned, you put a little more time in, moving slowly to get an extra +1d6. Moving along slowly, ever so slowly, you roll, was it enough? You don't even need dice for many things. Pass or fail.

This reduces a lot of dice. Just add up the modifiers, and it reduces the questions of how a person could fail so horribly and be so skilled. And increase the threat of the incoming knight in plate mail...

But this works for combat and physical things, but what about social? How can this be implemented in that arena? What about social currency, favors and bribes? What about sacrificing reputation or time? The same could be said for crafting, and other long skill checks. It would require the system be built around it, or some severe balancing, but I think it could work.

Friday, January 14, 2011

Failure

Perhaps a good thing to consider throughout the creation process is how can the players fail? And once they have failed, how should this effect the players?

In most systems, failing an attack roll does not kill you. Failing casting a spell does not normally kill you. It's the opportunity granted to the opponent by allowing them to continue acting for a turn that brings you closer to death. However an unbalanced system from my experience is a social system.

Unbalanced? How so? My players gather information, persuade folks to buy their stuff and lie to get out of trouble. The see through my every attempt to lie to them, use their superior status to intimidate them and gather minions. However, it isn't about what the players do, it's about what the NPCs do. When a player bluffs, the NPCs get their normal defense initiated by the PCs offense. Occasionally or all the time depending on the DM the NPCs lie and the players must actively see through the lies with statements like, "I check to see if he's lying."

Compared to combat it is a completely different game. More like a shooting gallery than a battleground. Failure results in not getting information, then the game is over. Odds are there are no losses during a social check. Of coarse, now it should be the opponents turn to strike. Suddenly the PCs are subject to a diplomacy check for once. What will they say when they're told that while they were trying to sell their loot for more, not only did they fail but they've just been persuaded to buy a 'magic carpet.' Forays into the market just got a bit more interesting eh? Risking their gold while engaging in haggling is one option.

What about the PC getting cornered while wandering around using gather information in the big city? Now they're being intimidated into giving up their valuables. What happens when the intimidation check succeeds? How would the PC react to being forced to give up their precious family heirloom sword?

In my personal system, this would be unlikely due to the nature of the PCs being Heros/Leaders. Getting cornered and being alone when you can theoretically take on 4 normal people handily makes it unlikely to become intimidated. Your persuasive skills on the average merchant would be more than likely better. And being alone is unlikely when by level 20 you probably have an entourage of at least 4 people.

In this case it would become a social battle, primarily based on morale you would take your social maneuvers and hopefully come out ahead. The great question is, in physical combat you die. In social combat what happens? You become irrevocably traumatized? Perhaps it would be dependent on the ability?

If disintegrate kills you you are irrevocably gone. If a fireball kills you you may be a pile of ashes and bones. If you are crushed, absorbed, impaled, sliced, chopped, exploded or dissolved aesthetically it is different, and in most cases functionally the same. You cease to retain control of the character, the character ceases to function and your part of the story ends. Any plot lines exclusive or focusing on them are likely over and questions will go unanswered, quests unfulfilled, rewards left unclaimed.

An examination on social combat would suggest that having aesthetic differences and rare functional differences would be the way to go. Aesthetically they are seduced, break down and cower in fear, become completely agreeable or just plain become a jibbering mess. Functionally, the character loses control of their character until morale improves. They genrally become agreeable to the opponents suggestions, are willing to give up anything of theirs and can lose most things if not everything. Without friends to save them, they are irrevocably lost.

This may seem harsh, but so is dying. When a player becomes close to death they have an option to retreat. When their morale gets low, they will likely move to retreat from social combat as well. Surrender is also an option, and the most likely. If imprisoned they are alive and not dead with health lost, and if they retreat from social combat then they lose only what the opponent wanted, not everything at once.

Of coarse here we have dealt with social and physical combat and checks, but there are other checks, unopposed checks. Traps make checks against players, and players can make checks against traps. What about other challenges? Could working a forge with exotic materials be worthy of having the required heat fight the player physically? Could the sheer challenge of the necessary attention to detail fight them mentally? What is the failure for industry? For travel? For knowledge?

Believe it or not many of these have built in failures. Industry usually risks loss of wealth. Travel could result in falling from a cliff, increased encounter frequency, and any number of hazards. Knowledge however is more unique, should there be a price for failure? To simply say one does not know could be easy, but what about remembering false knowledge? Should this be a critical failure? Or should I add gradients to success and failure, in a similar fashion to Savage World's raise system?

I was hoping to do things a little more statistic oriented and cover some of the things I learned from putting my work together in an organized fashion. Obviously this post is not it. Work continues to side track me. Therefore it is likely that at some point there will be more to come..

Thursday, September 9, 2010

Heroes And Everyone Else

Not pretending anything I do in my system is unique or new, I plan on making the clear and definite distinction between the heroes and everyone else. Heroes will have more detail and statistics, and generally will be more powerful than any one person in an at level encounter. Exceptions being the villains and 'boss' opponents heroes are supposed to combat. Ideally my goal is that the players will use two sides of a piece of paper at most, important persons one side and no names at most half a side of a piece of paper. Considering that no-names will be replicated as needed one stat block could of coarse apply to 10,000 warriors. More on that number later I'm sure. This means my combat system needs to be able to be broken down into a few lines with few having to look at base stats. One of my worries with this is that it will become too plain. More to come...

Friday, September 3, 2010

On Races

One of my biggest complaints with role playing games is the integration of race. In a world with elves, dwarves and catpeople, I feel like the race is essentially an aesthetic choice at the beginning, eventually overwhelmed by class abilities and only invoked by the DM every time they want to inflict some level of racism. Similar to Familiars, they don't exist till the DM want's to inflict 1d4+1 con damage as they die.

In a world of +6 to Con belts, temporary hit points and +whatever spells, a +2 to health is a bit of a joke.

One of the main goals in the system I'm developing is to have races granting the possibility of new abilities and bonus that can be unlocked as the character progresses. Almost as if it were a mini-class. I guess I'll have to explain my current theory on classes to make that more clear. And that's where it's less settled.

This would make implementing new character races a lot of trouble. However, I have some tricks in mind to keep enemies less complex. More to come... I think I've got about 2-3 more posts just from this one.

Thursday, September 2, 2010

On Economy

Inspired by my ever present desire to create my own system for a role playing game, I've taken some baby steps forwards towards developing an economic system.

This is being done in parallel with a more creative than mathematical system of developing the core character and ability system which is kicking my ass.

A bit of history first I guess for the sake of first postiness.

I'm a young guy, in my early teens I was introduced to the wonderful world of pen and paper role playing games. Immediately afterwards I set out to develop my own and play it with my friends. Obviously having only seen six and twenty sided dice at this point, I was ill equipped to say the least. A few years later I discovered DnD 3.5. This was my first system, and inevitably the version of the DnD series I cling to. Still however, I spent much time adapting and rewriting the rules to other simple systems.

A few years later I took it further and started to expand my collection of systems, learning and trying to develop my repertoire of rules, systems and ideas. I've collected realism and rules heavy systems like GURPS, and even very simplified versions like Savage Worlds, and have even saved systems friends of mine have created/adapted for inspiration. And now I'm taking my steps forwards to create something from scratch with a very specific goal. More on that later, right now I'm talking about Economy.

Not going so far as to build an advanced economy as some I've read about, I'm searching for a generic system that can serve as a strong backbone for a simplified system. Currently it breaks down all goods into 9 core types. Once the demand and supply for each type is established, each object would be assigned a value according to those types in resource units with non-resource currency being relative by resource unit.

As of this moment, I've established some basic formulas establishing; population-> consumption and production rates, terrain, average skill, and faculities -> production modifiers, production modifiers + consumption -> supply/demand, supply/demand to cost modifiers and city production -> region demand. I'm thinking that regional demand rates will have a reverse effect on city value rates. This would represent the scarcity of a good in a region causing all prices in the region to go up as well as scarcity in a city causing prices to go up. Whether or not this will go to a global scale I am unsure.

The importance of this economy system is hopefully going to be great once all is said and done. This is because I expect players to have a strong effect from mid to high levels on the economy. Possibly further posts in the future to elaborate. As of now it's not all pinned down.