Showing posts with label RPG Design. Show all posts
Showing posts with label RPG Design. Show all posts

Thursday, February 12, 2015

Gold & Glory, take 2. Start from scratch (sort of).

This time, we have a different starting point: this one!
I really like the name and the feel it carries, so I'll stick with it.

So we're starting with a certain damage system, one that has a cinematic feel but isn't too abstract. Seeing as many fantasy games feature combat, to varying degrees, I'll start from what is going to be the most mechanics heavy part of the game. If I can't get a minimum viable product out of it, back to the drawing board.

Rolling Dice
With some exceptions, many systems employ dice and G&G isn't about to be any different. Currently I'm leaning towards 3d6, roll under a composite of attribute and skill (and any modifiers). Attributes will likely go up to 12 and skills up to 6, meaning a master, with a maxed attribute, performing something well under his skill is nearly always promised success.

Attacks
An attack is a clean, transparent roll: take your combat skill and roll under it. If you want to pull off anything flashy or more complex, the GM will apply modifiers as they see fit. Both players and opponents roll attacks.

Defenses
When being attacked, defenses are the same - both sides may roll them and defending means you have ignored all damage the attack might deal. The might is there for a reason - defending is a choice with a price. When defending, the defender takes 1 damage and must state they are defending before an attack roll is made. Even if the attack misses, that damage is taken as the character primes for a defense, expending energy. If the attack connects, a successful defense occurs when you roll below or equal the attacker (for players) or just below them (for opponents). Modifiers might apply based on the attack.

Damage
Damage also uses d6s. All weapons deal d6 damage, with bonuses for exceptionally damaging ones. Certain circumstances or attacks might have more dice.

Armor
Makes the same assumptions as the linked post - armor is a massive asset which might turn a combatant into a nearly unstoppable thing, depending on circumstances. In general, using armor means combat fatigue between fights and ongoing damage during fights. But, it also means you can much more easily get up close, personal and stabby with opponents.

Magic
Is nowhere to be found yet. I'm not sure what I will do about it. Just saying this now.

Magical Equipment
Unlike magic, it is to be found, but it has one important assumption: it's rare, unique and not at all mundane. No simple clean bonuses as magic, nor simple clean effects. Normally used at cost, normally conveying a clearly unfair advantage.

Like before, this is raw, but deals more with the general idea and concepts.
Anyone wants to give this a quick playtest when I get more concrete things done? 

Thursday, February 5, 2015

A particular damage tracking system

While in the shower, an idea about damage tracking began to form in my mind, so I'm gonna put down the beginnings on paper... or blog, I suppose.

As I tend to start with, several assumptions:
  • Most damage is small numbers, rarely higher than 6, very rarely double digits.
  • In accordance, the damage you can soak is not a lot, but it can be relatively exceptional.
  • High damage is indicative of a terrible foe, one who can kill you with considerable ease, if they just put their minds to it. Fighting something with a high damage is not something done directly.
  • Armor assumes this concept. The heavier you go, you trade your long term mobility and relative efficiency for short term survivability against harsh combat conditions.
Now that we have our assumptions, I'll go on.

Combat Fatigue or Avoiding Deadly Blows
To my knowledge, following some research, combat is more about avoiding any blow, as any blow can prove to be fatal. Even more so when weapons are involved. To go with that, the majority that any character in combat is doing is to avoid deadly blow - by way of dodging or armoring up. Whichever it is, it means that they are tiring themselves out as they do it. Dodging is extraneous and armor is heavy.
Taking inspiration from Fate, mostly, I envision a grid 5 cells wide and several lines long. This grid acts similarly to stress in Fate but assumes a somewhat greater level of potential hardiness. Characters would start with one or two lines. When they take damage, it first goes into here, filling into no more than a single line. If the line fills out completely, you have avoided the blow entirely. If it did not, it spills into-

Hit Points or Your Own Token Variation
If something hit hard enough to take any chunk of hit points away, things are not good. Taking actual damage should leave scarring and is going to take a while to bounce back from. This damage, even small, would indicate an actual wound, as opposed to the cuts, scrapes and bruises that are included in combat fatigue.

Heavy Armor
Any armor would do, really, to avoid terrible fates. Even padded clothing could save you from some blunt trauma. In general, going up to having a chain shirt would be within the definition of wearing light enough armor to not really feel it. Glossing over how realistically a chain shirt would be defensive, you get what could be the light side of the medium class of armors in many games. The rule is that the heavier your armor, the more protective you can expect it to be.
But once you hit heavy armor, you are met with a ticking clock - the armor, by virtue of being really quite heavy, will be chipping away at your combat fatigue. When going about with such a heavy armor, your options end up being haste between fights, several fights in a row or well earned rests whenever possible. Whichever option you choose, it won't make adventuring any easier. In some cases, heavy armor may even restrict certain activities which might require finesse or manual dexterity.

Surviving Longer
This system would favor athletic characters - whichever way is chosen to reflect that. Fate does provide more Physical Stress for higher levels of the Physique skill. D&D models this by giving the fighting classes better hit dice. Mind that this system is not suitable as a replacement in most cases, since it would take a lot of tweaking on its end or on the other end.
Whenever the milestone for more combat fatigue is hit, another line should be made available for the character. In other cases, maybe another cell on each line might open up. The idea is that more combat fatigue unlocking could be another blow deflected, maybe even two. However it is done, it will probably save the character's life in combat.

Final Thoughts
The system makes several assumptions which I don't recall finding in sufficient force in games I know. Some assumptions, on their own might exist, but not in this particular mix.
And this system is still just an idea put on paper, so I'm not quite there yet with what to do with it.

Saturday, January 24, 2015

Gold & Glory part 1

To my great surprise, there is no D&D-styled game called Gold & Glory. There is just the one Forgotten Realms supplement about mercenary groups, but that's it/

From the last post, the name I'm going with for the RPG With Some Combat as an Obstacle is Gold & Glory. Behind it are several concepts:
  1. The party are adventurers, front and center, first and foremost. Their goals align with one of two things, sometimes both: Gold and Glory. Progression will be based on character and party goals, both of which must provide Gold, Glory or both when completed.
  2. In that vein, the party receives 3 kinds of awards - Gold, which is used to buy stuff; Glory, which is used to improve your character; Things, which can be anything from a title, to loot to a statue in the center of town. When taking up a goal, there should be absolute clarity on what is awarded.
  3. Characters are relatively simple constructs, created freeform. There are 5 attributes, ranked 0 to 8, and 11 skills, ranked 0 to 4. More is better. To make skills more in-depth, each has abilities which may be learned, called moves, and specializations which may be picked up.
  4. Rolling is done via a d6 dice pool. The amount is decided by attributes, an amount of dice you roll equal to its rank, and a skill decides how low still counts as a success. Succeeding in a task requires a certain number of successes. Rolling all or none is criticals.
  5. Equipment is general and provides clean and easy to parse bonuses or advantages. Weapon choice has bearing as far as category goes, armor choice has bearing according to weight.
  6. HP is Endurance, Mana is used to limit spell use. The prior is how close a character becomes to being taken out by the next attack, when 0 is "right there". The latter relies on open choice magic with limited daily supply.
  7. Glory is used as XP to improve your character, purchasing skill levels, new moves & specializations and even improved attributes.
  8. Gaining Glory is done strictly through goals and carousing. Defeat of opponents, in that regard, is not considered inherently glorious. Similarly, a goal must in itself be glory-worthy. Kobolds are rarely glorious. Any fodder is rarely glorious.
  9. Combat is done in one of two ways - actual fighting, bloody and hectic, and obstacle combat, which is a quick roll against a set difficulty. When doing the latter, the stuff form the previous post comes up.
 I've already started putting things down on paper. Wish me luck.

Thursday, January 22, 2015

An RPG system with combat as an obstacle (when fighting simple encounters)

Some time ago, when I was still messing about with creating an RPG system, a friend put an idea on the table to relegate combat to a simulation, if I find combat itself too bothersome. His intention was to have a diceless game where combat is resolved by making assumptions in a simulation and declaring the result narratively.

Sometime in the past month I remember reading a blog post where "combat as an obstacle" was mentioned. Can't recall where it was, though, and searches didn't really pan out. Anyway, there the idea was to treat simple encounters with mooks and fodder as a DC obstacle rather than actual combat, to cut the time it takes to go through combat in a session and leave more room for roleplay and exploration.

Between the two, I'm now openly considering building a system around this mechanic, since its consistency and fun-factor might prove to be integral to making combat work. As combat remains a sometimes-major part of RPGs, I think it makes for a logical base to start at.

Conservation of Resources
As I understand it, combat isn't so much about surpassing a hostile force as it is doing so while conserving resources. To me, this should lead the design concepts - even when combat isn't fully run, it should consume resources and there should be a consistent and clear way to adjudicate this. The blog post I had read did say that resources should be consumed, but it was a guideline.
Assuming a game that isn't centered almost singularly around combat (modern D&D, though 5e less, as well as its derivatives, comes to mind), there are 3 resources that may run out in combat: HP, Magic and Consumables.
  •  HP is loading bar until the character dies. It doesn't really matter if you use it to illustrate injury or combat fatigue, since it all means that the closer you are to 0, the likelier it is for the next attack to kill you. Since in combat HP loss tends to be inevitable, this resource most likely will be lost at every fight, barring a good obstacle-passing roll.
  • Magic is however the system handles spellcasting. Vancian obviously gives a tangible resource, while another tangible resource is something like MP. In general, unless clearly intended, magic is a resource that may be conserved reliably. Some games even provide free magic, in the form of at-will spells to any degree, which provides spellcasters with consistent conservation (that is to say that you can rely on the spellcaster to consistently produce damage without spending resources, much in the same way a fighter can).
  • Consumables are everyone's magic. Anyone can use them and they act as standins for magic when that isn't available. In a similar way, they can be reliably conserved.
 But there remains an issue with the latter two - it's hard to decide, post-combat, just how much is spent from them. In particular, there isn't a surefire way to decide whether or not they even factored in, except in detailed simulations. But I have a proposition for a solution: either before or after the obstacle roll, either may be used to confer a bonus or affect post-roll results.
For instance, were we to play D&D this way, a fireball is a major advantage. If the fight was a borderline affair, the wizard might opt to use it up and give that as a bonus to the roll. If it were after the roll, the more lenient option, the wizard might take a look at his spells and decide to improve the roll or mitigate negative results. This works similarly for potions as mitigators and scrolls or wands.

The construction of the DC
Now comes the hard part - how hard is a fight? Opponents contain all sorts of variables and indicators of difficulty, so it's hard to say. In essence, these DCs are nearly always rulings based on good judgment. Luckily, not all is truly lost - some games provide clearer indicators or even guidelines for fight difficulty based on opponent choice. If there are guidelines, it's easiest to draw a line from them to obstacle tables. If there aren't, assumptions must be made and there isn't an obvious way to find out the perfect difficulty.
But now we get to the most important question: PC contribution - how much and what does it affect? PCs could lower the DC as much as they could gain bonuses to the roll. Depending on what you use to roll, one or the other makes more sense. In a d20 game, sticking to a pure roll against a variable DC seems wiser, since it gives an intuitively clear result.

Modus Operandi
There is, what I feel to be, a critical part that needs to be included: how the party approaches the fight. Clearly, neither side wants to be wiped out, barring special circumstances, so how the party wants to fight could and should affect the DC and even the results of both success and failure. Way I see it, there are several ways to approach combat:
  • Extermination - the party wants to wipe out the other side. This means chasing fleeing opponents and being brutal. DC remains averaged since the party is not holding back from making all their free hits and spells count but is also chasing the enemy. An abundance of ranged attacks could lower the DC/give bonuses for obvious reasons.
  • Dispersal - the party wishes to make the enemy go away by means of violence. Fleeing opponents are disregarded and the party hits anyone else hard. This is the easiest to do, since it's short and not at all subtle.
  • Blitzkrieg - the party intends to end the enemy as quickly and as ruthlessly as possible. This might mean expenditure of magic and consumables as sometimes numbers are an issue. It should be difficult, made more possible by using resources. It assumes the enemies don't reach the point where they try to escape.
  • Capture - the party wants to capture any number of opponents alive. This is probably the hardest option, since it means that they need to avoid killing their opponents and also avoid being an easy target while doing so.
  • Assassination - the party does not want the following deaths to be immediately known. Normally reserved for small numbers of weak opponents when sneaking around. Some games innately support this option, but the idea is that it might not work and escalate into an issue. It's harder than the other options, except Capture, primarily due to the limited approaches possible.
HP loss and resource consumption
When fighting, as I stated before, HP loss is nearly always inevitable. Something or someone will pull off an attack, maybe more than once, and there go the HP. It's important to state that this roll should never automatically cause a TPK - it's meant when fighting otherwise easy fights. Such fights might go extraordinarily wrong, the byproduct being a TPK, but it should never be automatic.
So how much HP is lost is an important question. The easiest approach is to squeeze attacks and health indicators together. In D&D, this could be based on HD. An example in D&D, assuming a pure d20 roll: a critical success means no HP loss; a success means the party needs to split a total loss equal to the combined opponent HD; a failure means each opponent has dealt an amount of hits equal to his HD, split among the party; a critical failure would mean max damage per HD. That last outcome is a fight going extraordinarily wrong, which might mean a TPK.

Since HP is your main resource, any other resources consumed should do something about that. Most resources are capable of doing either of two effects: make the roll easier or make the outcome less harsh. For instance, a fireball might be "go in magic blazing, hitting the entire other side hard" for an easier roll or "if the tide of battle doesn't go well (a failure or critical failure), this is a last resort" for a less harsh outcome. A spell might also negate combat completely (sleep, anyone?). One way or another, that resource has been expended. In this regard, too, it might be smarter to say that there are 3 ways to expend resources: intention, declaration and hindsight. The first would be to simply say it would be used, never mind how the fight actually goes. The second is circumstantial, meant to mitigate failure. The third is to do either post-fight, changing the outcome to taste.

Memorable fights
The single most important thing to remember here is that fights are memorable. In this context, a fight is combat that the party actually ran through, rather than rolled as an obstacle. This also means that fights are as befitting the party. Those 3 slingshot-using kobolds are an obstacle, while the chief, his shaman and the 4 leather-armored spear-bearing kobolds are a fight. But it can also go the other way: a pair of level 1 characters running into 2 orcs could also be a fight, despite being a random encounter that isn't too dangerous, by virtue of being dangerous and interesting enough.
But a memorable fight has another meaning: critically failing or succeeding at a combat obstacle should be a narrative thing - let the players concoct some tasty fiction to go with their great success or horrible defeat.

Player agency
One thing I feel stands out the most here, as a final observation, is player agency. This system presents the players with many choices and options, under the assumption that they are entering combat. They choose how to deal with it and what the fight is worth to them. In certain cases, the roll itself might end up being memorable.
What I have not explicitly touched is ad hoc agency: players figuring out the environment or non-obvious resources for valuable resources. I have not touched it because that's a table thing - the GM already awards you for these, if he does, and would readily treat them as resources since they are simply affecting a roll as they would normally would.

Final takeaway
This system is still raw and untested, and isn't at all concrete, but it offers a framework that would deal with the small, least interesting, combat with a single, clear roll. To me, this can save entire sessions by removing the clutter that fights might pose. I'm about to try it in as many games as I can.

(A note: this entire thing assumes the party is not being surprised. An ambush is always a fight, since it's not the party choosing to approach. If the party ambushes, they got a bonus.)

Thursday, January 15, 2015

More on heavy armors

The original G+ post is here, which I'm going to develop on.

Heavy armors are, well, heavy. This is a trait that comes up mostly in combat, but also outside it. I've been thinking how to enhance armor choice in games with a heavier emphasis on logistics (that is to say that the happy-go-lucky adventuring of modern D&D, or more narrative games, are not as well suited to what I have in mind for heavy armors).

First, a few assumptions:
  • Heavy armor is an investment. The heavier the armor, particularly when plates start being involved, the price tends to drastically jump. Buying heavy armor needs to be relatively difficult and pricey.
  • Heavy armor is protective. As long as you can maintain mobility and focus, the heavier armors should be able to keep you alive against most human foes and plenty of monstrous ones.
  • Heavy armor is a choice. For fighters in modern D&D, heavy armor is a must the moment they can get their hands on it. The assumption is that taking heavy armor means giving things up.
The concepts will be split into 2 parts, out of combat and inside it.

Part 1: Out of combat
Out of combat, armor is a tiring affair for the long haul. Mainly speaking - walking around in heavy armor is walking around with many tens of kilograms on your body. They might be spread out, but they normally mean adding a third of your body weight to lug around, sometimes even more than that.
To simulate this, without becoming too technical, I propose the following: every certain amount of time units of exploration (say, turns of 10 minutes) you receive a fatigue token. The amount of tokens you have have 2 impacts: the first is changing the max HP of the character by reducing it at a 1:1 ratio. The second is that when the amount of tokens surpasses the character's CON score, they must rest or lose consciousness for 1 time unit. After they wake up, they lose 1 token and should rest properly.
When a character rests, they lose up to 10 tokens. Resting takes 1 time unit.
If the system or GM allow, the game is advised have a method of reducing just how tiring armor is to a character.

Part 2: Inside combat
Inside combat, the concept changes a bit. Characters are suddenly pumping with adrenaline and renewed strength. The first thing that changes is that they stop gaining fatigue tokens.
Every round (or several rounds) in combat, the character wearing heavy armor, instead of gaining fatigue tokens, will now start to lose HP at the a certain rate. The heavier the armor, the quicker the loss. This might seem counter-intuitive, but remember the assumption about protection: if armors negate hits, they should help negate most of them. If they negate damage, they should negate most of it. Heavy armor is a sacrifice of long combats in favor of survivability

Appendix: Wearing armor
Putting armor on or taking or taking it off is, well, time consuming. Normally, heavier armor would require a second person to actually get all the armor on. During an adventure, it might take an entire time unit to put it on with the help of another, more without. But this kind of stuff starts falling into a niche I call "too much nitpicking to care about". I'm all for some level of logistics, but this feels a bit excessive.

This still feels a bit raw to me, but it's still being developed and I am liking it so far, even more than the initial idea.

Tuesday, September 9, 2014

Thoughts and discussions about classes in RPGs

Last night I was in the shower, after having spent some of my day thinking about my RPG, Stuff of Legends, I had a thought. To intro with some background, I've decided to design Stuff of Legends without classes or character levels from the get go, letting skills and their levels describe the character.

So I had a thought, and it was following playing both Numenera and D&D 5th edition lately. In either game, there are classes present, subtly in the prior, overtly in the latter. The way the games function, and how the characters act out based on and despite of their class, got me thinking on why classes were retained as a feature, despite moving away from the wargaming roots.

Thougths
My thoughts about classes are mixed for all kinds of reasons, but now I find a warmer spot for them in my heart. The complexity of the 3rd and 4th editions of D&D had turned me off them, but D&D's 5th edition had given me a chance to rethink why exactly I had issues.
I've found out that I do not actually have issues with the concept of classes. The idea that a character had spent their formative years learning a specific trade or, in this case, class, is more than OK - it makes sense. In this regard, I find classes logical, since they provide a lens on the character and their life before being generated.
But I still have issues with classes, despite it. For starters, in some games, a wealth of information and in-game-world choices are present. If a game were to be set in modern times, it would make very little sense to me to rely on classes. If the game is fantastic, or medieval, a different issue rises: multiclassing. I honestly multiclassing has no room in fantasy gaming, unless it is handled like older D&D did it - once you pick up a new class, you can't return to an old one*.
So the train of thought continued and brought me back to my game: why do I not have classes in my game? The answer feels half-hearted: because it restricts the move from concept to on-page character. Restrictions apply due to setting, so you won't find Earthbenders from Avatar in Steampunk England, nor would you find a wuxia hero in a pre-historical hunter-gatherer style game.
But when you look beyond the restrictions of setting, classes seem to restrict in less-ideal ways. Let's use D&D 5th edition for some examples, since it's the most essentially flexible of the bunch. Let's take the Eldritch Knights path for the Fighter. This path talks about wizard-mixed fighters with strictly abjuration or evocation spells - defense and offense. Spells only up to 4th level and a limited amount of them. Assuming we define within the spell levels allowed, you cannot have an Eldritch Knights with Alter Self, See Invisibility and Dimension Door, for a type of spy-counterspy Knight. If you wanted this, you would have to houserule or multiclass. If the GM has chosen to not do the first and not allow the second, the player has a concept that they cannot realize and that chafes for me.
I think that, in the bottom line, I am torn - classes give a very clear outline of who the character sees themselves to be. As far as I know, the vast majority of people in the past several thousand years required a very good reason to change how they were going about their lives. In the context of fantasy RPGs, for a wizard to dip into fighter there would need to be a very major event in their lives, as would the other way around. But in the same time, classes are restrictive in their nature and even the most flexible systems leave things to be desired.

Discussions
The term discussions serves two purposes for me: the first is to open the floor for discussions, while the second is to point at a subject as something I am not sure about. Below I have a few such discussions for which I would like comments, replies and actual discussion to come up. My thoughts are laid out, in part, above and, while they may change, will direct what direction I want to take with the discussions.
Additionally, before the discussions, are some relevant mechanics from my game, as it is the primary subject of the discussions:
  • Currently, characters receive some definition by spreading points between 3 pillars: warrior, specialist and arcanist, which describe the 3 primary types of characters: combat, non-combat and esoteric. Besides providing advantages, these pillars have no other mechanical use as of yet.
  • The number of skills which describe character roles and capabilities stands at 17, though this number will change. These are grouped under attributes and are as general as I was able to get them, with skills like Combat and Knowledge.
  • Nearly everything comes in 4 levels which map to beginner through master.
Discussions are kept in a numbered list for convenience of reference.
  1. The issue with which way to take, classes or classless, stands strong for me now. So does multiclass - or picking up new skills out of the blue. I prefer to remain classless, but then a skill system needs boundaries as to what skills may be picked up and I'm not sure how to work this out.
  2. If restricting multiclassing, the question of when the restriction lifts is a big one. As this is restriction, rather than banning, when does the restriction lift, how and where does the limit for lifting stands? If for skills, how to even model that?
  3. The pillars currently serve a small but relatively significant role, providing an image of the character which could be filed under multiclassing from the get go. This fails, though, to help map out progression, which is where multiclassing fails for me. I'm not sure if to rely on the pillars for a solution at all.
That's pretty much all I have right now, though more might crop up. I'm not entirely sure what kind of comments and replies I'm looking for, but if I had to define: new views or examples from existing games - things to broaden my scope.

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*I recall this from Baldur's Gate, so I suppose the right older D&D is AD&D.

Tuesday, August 26, 2014

Another Valoria, WIP and Stuff of Legends draft 3

(click to embiggen)
Above is the map I've chosen to place Another Valoria on, its use gracefully allowed by Herwin Wielink. Thank you, Herwin :)

The current state of Valoria is such:
  • It's populated strictly by humans, although precursor races exist and those are not dwarves, elves or any other sundry race.
  • The humans are centered around several locations and the majority of the continent is wilderness. There are no mechanical differences based on where a character originates from.
  • Magic is uncommon but viewed with careful acceptance.
  • A crystalline element, called Varinium, is relatively plentiful and can be worked into a form that produces thrust. The use of Varinium acts as a scientific catalyst which jump-started advanced locomotion - airships are rare but functional, ships can travel more reliably and hovering vehicles are uncommon but in wide-spread use.
  • The cosmology of Another Valoria places the prime material plane in the center of 7 layers of planes. 
    • At the top is the Essence layer, from which all is made and where the creator god resides. 
    • Below Essence is Light.
    • Between Light and the prime material plane, Fire and Air share a layer.
    • At the bottom is Void, where things cease to exist.
    • Above Void is Darkness.
    • Between Darkness and the prime material plane, Earth and Water share a layer.
    • It is believed that the further up you ascend, the closer you get to Essence. In the same vein, if you descend into the earth you move closer towards Void.
It's not much, but it's progress.

-

I am also working on Stuff of Legends draft 3. Slowly I write my way through character creation. When I have enough to share, I will.

Monday, August 18, 2014

Another Valoria, take 2

I was writing the third draft of Stuff of Legends, to work with the Another Valoria concept (third draft in chronological order. The second one has not been abandoned... I think). I got to writing about races and I noticed something: I couldn't figure out how to account for 2 entire races being completely wiped out - moreso by a war.
I mean, extinguishing a localized people is relatively simple, given you have the correct tools and methods. But an entire, continent-spanning race? I cannot begin to imagine how one such entire race is wiped out, deliberately, by another race, much less how two wipe each other out.

So the question I'm faced with now: what changes to enact in order to fix this lapse in the setting's narrative. Which bits do I compromise on and which do I hold onto?

Point 1: dwarves and elves evoke certain imagery and concepts, whether present as a race or as history.
Having either or both allows me to evoke certain images and concepts in players and GMs, without having to resort to sprawling descriptions and in depth analyses. This is double-edged, as it provides a familiar foundation, but it also takes away from the wonder in the world, as it sets it firmly in the well known.
Point 1 Verdict: they are both useful, but they aren't necessary. Compromise seems safe. Other races in their place?

Point 2: massive war definitely has immense casualty, but it rarely ends with complete genocide.
To push the part about not being able to imagine just how two races manage to completely wipe each other out. It takes an incredible coincidence to have 2 sides lose to the same degree. In the same vein, some force could intervene and tip the odds. Either the casualty is greater or this just doesn't work.
Point 2 Verdict: this makes little to no sense, except being "cool". Definite compromise. Exterior forces attacking? Shifting of how it ends?

Point 3: avoidance of elves and dwarves as PC races helps avoid reliance on the safest tropes.
Back to point 1: even if they aren't actively around, they still affect the world. Their general presence is a safe bet in design, which I suspect is harming the setting as a whole.
Point 3 Verdict: also back to point 1: other races as a compromise?

Point 4: the state of the continent is supposed to be bad. Disarray and massive swaths of land changed after the Event. Where kingdoms and maybe empires had been, now are city-states at most.
Points of Light is the bread and butter of many D&D-esque games. Adventure is found away from civilization and there is less civilization than there is wilderness. This is compounded by the rarity of safe wilderness, due to beasts and monsters. I want the taste of adventure.
Point 4 Verdict: if I want to achieve that, I need any kind of Event. To continue from point 2, it doesn't have to be a war, although those tend to do it.

Conclusions: It looks like compromise is the way to go here, after I give an honest look over at the original concepts. But it's not yet clear how to proceed - do I nix the elves and dwarves completely? Do I keep them but lose the war? Do I drop the war and find some other Event? Perhaps, is the Event still going on?

Going Forward
I don't really want people to see dwarves and elves in the list and say "Ah, of course!" and take some trope or other. While they are fully in the right of doing so, it feels lazy and plain to me. If I had to cobble together something right now, that takes into account all the compromises:
The Event is likely still going on and is an invasion of some sort - extraplanar or from another planet. There are ways and things. If there are elves and/or dwarves, they aren't recent. Theirs are the grand ruins where the greatest treasure lies. Maybe humans are gone too, since humans tend to be boring. Heck, maybe it's a big like Numenera, where the world now is much different than the world of a long time ago.

Heck, I might do just that.

Thursday, August 14, 2014

Another Valoria

While in the shower, and shortly before it, I was thinking about Stuff of Legends - the RPG I'm writing. I've hit a rut both in the system itself and in the development of its setting, Valoria. So while in the shower, I thought about what I could do differently, or at least what bothers me so much that I'm stuck, and it hit me that I still have a pretty ordinary fantasy world, except with some palettes switched out for different ones. It took me very little to picture a different Valoria.

Base assumptions
Valoria was thought up with some certain base assumptions: there were elves and dwarves and now there weren't, there was mighty magic and now it's harder to access, there are dragons and they aren't uniformly evil nor good across certain spectrums and finally - there's little actual and true evil anywhere to be seen.
I wanted to get rid of elves and dwarves since they were becoming less interesting for me alive. Their ruins are exploitable, but actual characters are... boring to some degree. Magic has a price, as can be seen in one previous post. Dragons are more of a united race. There are no demons.

Valoria v1
Saying it's the first version is misleading. It went through a bunch of iterations, but it's the first solid version. There are 5 races, after the elves and dwarves had gone, that all stem from humans - warped in one way or another. There are conflicting political superpowers. There are mysterious things to still come to know. But overall, when I write it out like this, doesn't it seem... kitchen-sinky? Not a bad thing to be, but I suddenly find myself boring.

The rut
I've been stuck for ages on other races. A full fledged five! One did this certain type of character well, another did that other type well. In trying to sidestep a trope, I walked right into one. I feel ashamed of myself, in a way. The same goes towards the political superpowers - the same old lady but with different clothes. Their precise creeds, forms of government and cultural quirks do little to make them truly interesting. And then there's the whammy, which hit me hard - what game am I trying to make again? Why do I care so much about political superpowers spanning half a continent? I felt like I lost sight of what I was going for.

Imitation and intentions
An advice that comes up often is to try and avoid building games from scratch, not because it's hard, but because it can be redundant. It follows with trying to see which game best fits the style you're going for and hacking or imitating it to a worthwhile degree.
And so I gave that some thought: I want adventures and adventurers, but I don't want classes. I want combat but I want it to matter. I don't want social interactions to be a heavy system. I don't want spell slots. There are numerous games out there in the fantasy genre and many fall into any number of these wants and don't wants, but I haven't yet run into one which answers everything. Hacking or imitation sounds about right, though.
So what is my game supposed to be about? It's supposed to be about going out on adventures and delving into dungeons, about exploring the wilderness and the unknown, about attaining power. This sounds like D&D, but some of my don't wants stand out. So do I hack or imitate? Remains to be a question.

And what this post is really about
But I went on a really long, winding path to get to my point. This post is about another Valoria, not necessarily Stuff of Legends as much as the setting that I wish to tie the game into.
In this other Valoria, some things are different but share a common base assumption:
  • The elves and dwarves did die, just not sequentially and quite recently. All out war brought the continent to its knees and the setting takes place during recovery.
  • From 5 races remain 3, and they get a bigger spotlight. Instead of covering bases, I want to make choosing a race an interesting choice. More than giving you general guidelines, I want the process to give you a feel for who your character is just from the racial choice process. I'm playing favorites and nixing races that felt too out of place and redundant.
  •  A multitude of disparate factions in favor of a few unified ones. Gone is the empire and other such superpowers. Spared are those who were far from the war. Points of Light all the way.
  • The elves and dwarves dying out took with them more than just cultures and history - inherent parts of the world became weakened.
  • The Not-Demons can be allowed to be more... unseemly.
These points still fall into many tropes, but out of them I see my vision as more fun to attain. I see a game closer to what I want to do and how I want to portray it, though this setting.

So there's a second Valoria. It isn't the new one, or the better one, just another one.

Friday, August 8, 2014

Late D&D 5e impression, schools of magic and play experiences in other countries

So this post is coming in really really late.

D&D 5e Impressions
So, sure, I've seen the Basic rules like a long while ago - about a month. Before I went to London, anyway. So I'm late to the impressions party. But still.
My biggest impression is thus, seeing as I didn't _really_ play before 3.x: this new edition is a fabulous thing. It's back to roleplaying goodness after how 4e had been more of a miniatures tactical simulation with RPG elements, rather than an RPG with major combat elements.
Now to be more precise - I like how...
  • ...classes are less boring, compared to 3.x, most notably spellcasters, which stopped having just the one schtick of spellcasting.
  • ...character sheets are less packed and offer better visibility to different aspects of a character. Also that they aren't the one that won that one contest.
  • ...that they removed a lot of modifiers, making things simpler and DCs adhere to a stricter scale.
  • ...how wizards have been given a middle ground that feels fair about spell prep.
I'm sure there are more things I have to say about the game, but this is the gist of it. I was excited by virtue of reentering the roleplaying hobby to play D&D 3.x, but 5e has me genuinely excited about the game.


Schools of Magic
So I'm still working on my RPG, Stuff of Legend, and recently really looked into how I want magic to work in my game and setting. After one iteration which didn't prove solid enough, I've stolen the magic schools of D&D 3.x and mixed them up a bit to get a better spread.
There are a total of 8 magic schools, divided into 3 tiers:
  • At the lowest tier are the essentially standard magic: illusion, conjuration, abjuration and evocation. These are scary in their own right, but they are predictable and direct.
  • Above them are more versatile and potentially dangerous schools: divination and transmutation. One can supply information about many things, the chief of which being the Enumeration spell. They are scary because the supply power that's harder to fight against.
  • At the top are the most dangerous ones, capable of the most harm: vitamancy and cerebremancy. The prior has the power to snuff out life indiscriminately with a flick of the wrist. The latter allows the wizard to read minds and cause massive brain damage with as much effort as vitamancer expend into killing. These are so considerably hard to defend against that they are the most scary and most regulated.
Players may choose the lowest or middle tiers when they create spellcasting characters. The schools are intended to speak for themselves, in regards to expected effects and I think I've done a good job.


Gaming in other countries
About a month ago I've been to London, for my sister's graduation from City University London (house of Gryffindor). Before I flew in, I sought out activities with people from the internet that I'm familiar with. James Young answered that call with an invite to their weekly game night he was GMing. The experience was fab.
To start with, it was my first time playing outside of my physical comfort zone - somewhere public that isn't directly tied to RPGs. Cons don't count, for that matter, is what I mean.
I had a beer sometime in the middle, which also counts for points.
My character, which started with the name Arlen but ended up with the name Frog*, lived through the session (well, there was no combat, although other characters had nearly died) and even contributed a bunch by defeating a ghost at Jenga.
We gamed for 3.5 hours, but they were a total blast. All players got as much spotlight as they were seeking and everyone was pretty much really grand.


Sorry that the posts aren't coming in very often, but I'm struggling to leave my social comfort zone of being a lurker. So here, have a late post about things.

*There are two good reasons for this switch in names: 1) the only remaining miniature to represent a character was a plastic frog, and 2) Frog had 4 charisma, which makes the name, at least as a nickname, sound pretty fair I think.

Thursday, June 19, 2014

611 views and Stuff of Legends progress report

I did not expect this. Somehow, since the last time I checked my statistics, this blog had a sudden influx of views. Allegedly, a third of my total of 611 views are from January, but a full sixth is from the last month. I am pleasantly shocked.

So I have some news to report, particularly on the Stuff of Legends front:

First Playtest
I ran a first playtest for a friend, solo session, last week. He rolled up two character and the process proved to be several things:
  • Quick. In under 20 minutes, one player rolled up both characters. Random attribute generation works well (roll 3d6, take middle) and the skills are clear enough as to make putting points into them a simple task.
  • Clear. During that time, I needed to explain fairly little, as the mechanical bits were clear and self-explanatory. Those mechanical bits grew a little in size since, but more on that in a moment.
  • Missing things. Mainly those I've yet to write. You can create complete characters, but there's nothing particularly definite about the entire thing.
The player had some experience with RPGs, so that contributed to the overall speed, so something to consider that, if not for the following entry...

 Not-Really-A-Playtest (Second Playtest)
I had gone to visit a friend of mine who's in the hospital for a little while. I had suggested that maybe I could run a solo session for her and she was psyched. Two birds with one stone! Her prior experience was a single session of Warrior, Rogue & Mage (by +Michael Wolf , aka Stargazer) with a pregenerated character and then a session of BareBones Fantasy (by +DwD Studios / DWD Studios) with a character she made herself, although inexpertly. In short, this playtest didn't test the system's finer points as much as how friendly it was to newbies.
The findings:
  • Viscerally fun. The game now relies on rolling a dice pool that can reach 9 to 10 dice easily for starting characters. Despite what might turn out to be a bit heavy, she found the mechanic fun and satisfying. Also, adequately suspenseful when her thief was getting attacked by guards.
  • Needs a rule reference. I kept slipping up some rules that are somewhat important. I need a rules reference printed out for the next playtests.
  • Clear character creation. The volume of skills had increased ever so slightly between one playtest and the next, from 12 to 16, and their dynamic shifted a bit. Despite the fact, I had to explain very little and a character was created quickly and easily even by someone with less experience. Due respect for this questionnaire for providing a viscerally fun time in figuring out what kind of character she should make.
A fun time was had by both of us and the lessons from the first playtest remained while other were added, as can be seen.

I must say that I'm pleased with the game I have now. It's interesting, fun, viscerally satisfying (rolling many d6s always is) and most of all - simple and intuitive. I have other playtests with other players lined up, although lacking dates, and a distinct want to test out group play before Aethercon III and the session I'm planning on running (Rite of the Black Keep, there).

An Open Invitation
My schedule is clearing up soon and with all this free time I will need some way to occupy myself.
So I would like for you, the reader, to do one of two things:
  1. Find me on Google+, or contact by Hangouts if you already know me, and ask about playtesting via Hangouts.
  2. Spread the word about the first thing, so might be that you are not interested, but another person may be.
Either of these being done would be greatly appreciated, as I really want to run this game some more and work out the kinks.

Saturday, May 3, 2014

Valoria d20-like - Character Creation, Classes and Advancement

So I said I'd post some thing about Valoria d20-like, so here comes some of it.
After I thought about what to retain from d20 games and what to ditch, I believe I have something solid now.

Character Creation
Among the things I've chosen to retain are the 6 attributes. They are not good, in my opinion, but they serve and they are familiar enough to get things moving quickly. Also retaining levels, HD and a relatively rigid class structure.
When creating characters, you first need attributes which range from -3 to 3 for humans. This is done in one of several ways:
  • Rolling 3dF is the best method, as it tends towards the center and provides a very easy way to generate a simple -3 to 3. Simulating 3dF with d6s is passable but not as good.
  • Rolling 3d6 for a point pool to assign from. Start from 0 and change as wanted, until all points are spent. Negative attributes give back 1 point per negative point (0 to -1 is 1 points, -1 to -2 is another point and -2 to -3 is a third point). Positive attributes require as many points as the score you're going into (1 requires 1 point, 2 requires 2 points and 3 requires 3 points).
  • A 12 point pool to assign from. Static and fine.
  • A standard spread, very likely 2, 1, 1, 0, 0, -1.
Notably, the low numbers on attributes have a very meaningful impact on rolling - much more than the 3 to 18 scale of standard d20 - but that I will cover in a later post.
After you have your attributes, apply any modifiers from racial choice, roll your HD based on race, choose your first class level and add anything the class gives you, like an HP bonus and advancement.

Classes
In Valoria d20-like, the choice of class is relatively definite and final. The class you choose at character creation defines the character very heavily and deviations become slight.
Unlike many other d20 games, classes in Valoria d20-like have a specific structure and interaction. The essential structure looks like a hexagon with a central vertex connected to all outside vertices. This structure defines who is neighbors with who and what type of multi-classing that class can do. In the center is the Jack (or Jane). The other six vertices act like a color wheel: primary colors are pure classes - warrior, spellcaster and rogue - while secondary colors are the complementary mixed classes to the pure ones - warrior-spellcaster, warrior-rogue and spellcaster-rogue.
The Jack is a unique class that has no attribute requirements. It's unlikely to ever become the core class of a character, but it is possible. Jacks advance in the smallest increments but do so much more quickly than the other classes.
The other classes require either double or triple the EXP than the Jack does, advance in larger increments and have attribute requirements.
Outside the structure there is a final type of class, tied to the "color" classes: specializations. Pure classes can specialize in only their own specializations and taking these specialty classes increases EXP requirements. Mixed classes may pick from their own special selection or from either of their pure neighbors. Jacks are unable to specialize, but may take more multi-class levels.

Advancement
Advancement in Valoria d20-like is very simple: as you gain EXP, you invest it into a valid class (core class, multi-class or specialization). That EXP is taken from you and the cost of all valid classes goes up by 1 increment (2^[next level]*[base cost]).
Character receive their first advancement with their first level, so right off the bat. Each advancement provides Advancement Points, which may be spent on Primary Features, Secondary Features or Special Features. Primary and secondary cost 1 point each and special features cost 2 points, with the exception of the Jack.
Jacks receive 2 points, pure classes 3 points and mixed classes 4 points. Every specialization taken gives another point per level after it had been taken. Specialization levels don't provide points but rather give their special feature at the basest level.
There is no limit on how much of which features you take each level, except that you can't take the same feature twice in a level.
On the matter of multi-classing, you simply gain that level normally for that class, with all perks associated. The restriction is that you may not take more than a single multi-class level in any neighbor. Jacks may take 3 multi-class levels total while the other classes may only take 2. Humans receive another multi-class level to take.

I don't think I have anything else meaningful to share for now, so any comments and critique on what I have thus far will be very appreciated. Feel free to message me on Hangouts with any questions about the game.

Sunday, April 20, 2014

Valoria RPG - d20-like

So I've decided to take a break from Stuff of Legends (whether it stays diceless or again returns to dice, or both) and find a less confusing RPG creation sanctuary. I tend to go a bit crazy when I don't have a project to think about on demand, and Stuff of Legends has become a bit of a minefield.

So the new project is just Valoria. Despite the mechanical baggage in Stuff of Legends, I still really like the intended setting and plan on using it for this side-project too.

I've chosen to tread familiar lands and concepts and take on creating a d20-like RPG. I say "-like" since I have no intention of every touching any die aside from a d6 here. I don't like other polyhedral dice nearly enough to use them.

There are already things I'm fairly sure I'll be doing: limited amount of levels, magic points instead of daily spell slots, somewhat customizable advancement and a different class paradigm. Nothing particularly distant, but definitely away from d20-based games.

I'll keep posting about it, as things shape up.

Saturday, February 8, 2014

Stuff of Legends - More About Dice Mechanics

Apparently I still have a lot to say about dice mechanics that I didn't cover in the last post.

Effects and the Effect Ladder
How I failed to mention this, I do not know.
The effect in a roll is wide concept - it is damage, it is the amount of targets, it is a type of margin of success and essentially ties into most rolls. Below, there will also be a redux on contests, now that I remembered to mention effects.
The effect of a roll is always determined by an effect die, with one special case of the effect simply being 1 - 1 damage, 1 target, a margin of 1. This is where the ladder comes in, since there are ways to affect your effect. The effect ladder has two special notations - high die, or HD, and low die, or LD:

1 > LD > HD > HD+2

After you reach HD+2, each additional increment simply adds another +2. This does mean that you can go into an infinitely large result, but it is unlikely. There are also some special cases where you might regard several effects for the same roll. In that case, you never count the same die twice. If you have 2HD, you count to highest and then second highest.
An effect might also move backwards on the ladder. If an effect goes backwards from 1, it is Shut Down and does not go into effect, normally defeating the purpose of a roll. No effect may move backwards from being Shut Down.

Criticals, Boosts and Drops
Like in many RPGs, Stuff of Legends also has a notion of a critical success or failure.
Criticals happen when you roll the same result on several of your dice, the more of them meaning the greater the critical. A critical success (under the threshold) produces Boosts. A critical failure (above the threshold) produces Drops.
When a critical occurs, the player tallies the amount of identical dice as Boosts or Drops. If he has more than one identical set, he tallies that set separately. Each set may only be applied to one effect in the roll. If there is only 1 effect, only the set with the most tallies applies. For some titles, and in some specific cases, boosts and drops become "free" and may be applied freely. If multiple criticals are rolled for one effect and they are "free", all apply.
A boost moves the effect forwards by 1 step per boost. A drop does the opposite, moving the effect backwards. By the nature of getting criticals, a critical would always produce at least 2 boosts or 2 drops, causing any critical to be at least spectacular.

Contests, revised
I made contests needlessly complex in the last post. At least in hindsight.
New rules!
A contest happens any time two characters are certain goals, normally as opposing parties for the same one. Races, holding a door closed and other activities apply.
A contest has a length, measured in the amount of victories that are needed by one of the parties to succeed over the other. The more victories needed, the harder the goal should be to attain - a race from one end of the room to another is not a 5 victory affair, while a race across the city is unlikely to require just the 1 victory.
Each round in a contest assures a single victor for that round. Every round each participant, normally only 2 of them, rolls the respective skill. The victor is whoever rolled higher under his threshold. In ties, whoever has a higher effect wins. Effect is determined in advance, starting from LD. Certain traits may change the effect for certain skills. In the unlikely case that both roll and effect are tied, all tied score a victory. In the contest had a length of 1 victory, this will usually lead to another contest.

Now I'm fairly certain I've left nothing out.

Monday, February 3, 2014

Stuff of Legends - Magic Part 1

This post could be considered out of order in a way, given that I had said I would have a post dedicated to magic and I think this is a bit early for it. Won't be letting that stop me, though.

From the start, Stuff of Legends was designed with a specific setting in mind. While the rules have a toolbox nature, they are meant for use with the one setting. With that in mind, I looked at justifying some mechanical logic fluff wise. Most of the post below is fluff, with some pointers at mechanical implications.

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The most basic thing to establish about magic in the setting is that it is very much a science. Mana, the fuel for magic, is an environmental resource that is used by way of spells and enchantments. Much in the same way the tools that humanity developed as it evolved, the tools the science of magic provides are coherent and predictable. In the same way language can be read and be understood, so can magic.

Magic was first introduced to the mortal races by the immortal First Wizard, shortly after the Dragon Empire had come to an end and with it humanity's subjugation. The First Wizard sent out his disciples and they taught magic to any who would listen. That said, other prominent cultures, notably to the south of the Empire, had already developed their own magics, although those magics saw infrequent use due to the rarity of those who practiced them.

The magic that the First Wizard gave unto the mortals is called Scripted Magic, in that it uses magical script as spells and enchantments. Spells are inscribed onto magically charged vessels, most normally the bodies of wizards, and then tapped into using mana in order to create predesignated effects. Spells inscribed so can be removed, but remain for as long as they are not disrupted. However, that is not to say there aren't limits: there is only so much space to inscribe on and mortals have a certain, inner tolerance to magic - any more strain than they can take, both magically and mentally, is dangerous.
Mechanical Pointer: spells inscribed are limited by 2 things - how much physical space is on the wizard's body, which is their race's size, and how tolerant they are, a number achieved by multiplying ESS with INT. The resulting tolerance is the upper limit of total spell weight that isn't dangerous. Spell weight is the amount of strain a spell has on the wizard.

The method of inscription was the first thing introduced by the First Wizard to his disciples and it has two methods - the first is a "spell-free" spell, it is the simpler of the two, but requires to have mana to spare in advance; the second is physical inscribing with magical reagents, which create a temporary tattoo. In either case, something that does look like a temporary tattoo appears on the skin of the wizard and glows when that spell is cast. Wizards are known to inscribe their arms, as that's the place easiest to reach and look at, and cover their arms well so that others may not know too quickly what spells they cast. The glow from a spell will always be a dead giveaway, since it can shine through clothing.
Mechanical Pointer: in the same way it's described, there are two ways for wizards to "prepare" spells in Stuff of Legends - they either cast a spell or use the Inscription skill. Those competent in either method act quicker and do a better job. High quality inscriptions have advantages, like making casting easier or less costly.

To ease the introduction of magic to the general populace, in particular to those aspiring to be wizards themselves, the First Wizard established what is now known as the Wizardly Academium. The largest school is at the place where the First Wizard resides, and many additional schools that belong to the Academium have been built since. The fast track to becoming a wizard is by studying, for a small fee, at the Academium. Beside the Academium, there are other, smaller schools that teach Scripted Magic of their own designs. The Academium itself has 6 avenues of studies: Fire Magery, Water Magery, Wind Magery, Earth Magery, Force Magery and Practical Magery. Each avenue has dedicated parts of each school.
Mechanical Pointer: nearly every single character that starts with a magic title is bound to belong to one of the Academium's avenues of magic. The graduate will receive a title that derives from that avenue - Fire Mage, Water Mage, Wind Mage, Earth Mage, Force Mage or Practical Mage. The first five focus on those specific magics, which are the most prevalent, while the last one focuses on casting a mix of the previous five in a way that relates to practical use. Practical Mages have an easy time finding jobs.

With the prevalence of magic, and its ease of acquiry, it has supplanted technology in many places and fast-forwarded advancement. Houses are warmed with special enchantments, decorations created with magic simple enough to be used by commoners and other such basic human needs made simple. The mages of the Academium sell their services as enchanters and inscribers and the general population benefits in many ways. Commerce, travel and everyday life have all been affected. The single most outstanding effect magic has had on everyday life is that nearly every commoners carries around at least a spell or two with them at all time, normally one to soothe pain and another that fits the season. The spells used by commoners expire after a time, by design, giving the profession of inscription a place in the economy. Learning to cast a spell is easier than to learn how to inscribe it, both of which wizards normally learn. Commoners find it adequate to not bother to learn how inscribe, even it means a regular money sink.
Mechanical Pointer: nearly every single character the players will play will have at least a spell or two, likely inscribed permanently (that is to say that they do not expire).

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I don't recall what else I had to say about magic, so this ends part 1. Part 2 is likely to be a lot more about mechanics.

C&C welcome, as always.

Saturday, January 25, 2014

Stuff of Legends - Dice Rolling Mechanics

I've probably should've started with this post, on some level. The dice rolling mechanics are usually one of the first things mentioned about any RPG in its back, from my experience.
Well, better late than never.

I'll start off with what I hear relatively frequently - rolling dice is meant for interesting actions. To define an interesting action: any action in which failure will produce a result with consequences for the characters. For the matter, let us take a door. Many things can be done with a door, but only certain things warrant a roll. If it is locked and between the characters and something they want, a roll would make sense. If there's nothing that the characters would actively want on the other side, no roll and probably no lock are needed. In another instance, the door is unlocked but there someone on the other side who wants to open it and it swings to his direction. If the characters wish to avoid allowing him to open the door, they're gonna want to grab that door handle and quick. This would definitely warrant a roll, since the order of who gets to the handle first is important.
Short and simple, as I opened with: if failure has consequences, a roll would make sense.
The second thing to address is additional attempts after a failure. The characters are assumed ambitious yet competent, and with that competence comes a certain awareness of when you fail and why. With that assumption in mind, a character that has failed a roll has no reason to believe that any additional attempts at his current skill level will yield different results. So, a failed roll cannot be reattempted by that same character until he has gained a rank in the relevant skill.

The Dice
In Stuff of Legends, the only dice that are used are six-sided ones, henceforth d6(s).  It is recommended that you have an amount of d6s in the double digits at the table, and at least 4 per player, including the judge. It is recommended that you have 3-4 green dice and 3-4 red dice, as they serve as advantage and disadvantage dice.
The advantage dice are added to the ones the player would normally roll and after the roll the player removes dice until he is left with the amount he would have rolled with the advantage dice. This allows a greater freedom in results and increases chances for doubles or more by a large percentage.
The disadvantage dice are similar to advantage dice, but are different in one way: instead of removing any dice they choose, the player instead removes the lowest dice until he is left with his normal amount. This doesn't guarantee an increased failure chance, but it takes a lot of freedom from the player.

There are 3 types of rolls in Stuff of Legends, corresponding to different situations: skill rolls, reaction rolls and contests.

Skill Rolls
The basic type of roll the players will make is a skill roll. They take their own skill rank and match it against the skill opposition. If their own rank is above the opposition, they have some flexibility in the amount of dice they roll. If their own rank is under the opposition, they must roll as many dice as the opposition.
Example: an archer aims her bow at a monster. The archer's Ranged skill is at rank 3 and the monster's Reflexes and Acrobatics are both at rank 2. The archer may choose to roll as few as 2 dice or as many as 3. In another case, a different monster has Reflexes and Acrobatics at rank 4, forcing the archer to roll 4 dice, despite only having a rank 3 Ranged Skill.

Reaction Rolls
In many cases, after an opposing party has made a skill roll, a reaction roll may be done. Reaction rolls are used when defending, for instance. After a skill roll was successful, the judge will usually ask if the target of the skill roll is interested in reacting. When reacting, the skill roll result acts as a type of minimum threshold: the reacting party tries to roll under their own threshold, but above the opposing skill roll result.
If the skill roll result is above the reacting party's threshold, no reaction can be made.
Example: the archer from before has hit her target with the rank 2 skills. The monster, attempting to avoid the arrow, reacts with its Acrobatics. The archer's Ranged result was 12 and the monster's Threshold is 15. If the monster hopes to avoid the arrow, it can't roll less than 13 or more than 15. Had the archer hit with a result of 16, the monster would have had no hope of avoiding the attack.

Contests
Contests are relatively short rolling contests between two parties, each aiming for a certain goal before the other. Normally, the goal is the same, like racing to the end of the street, climbing the cliff face first or reaching for a certain door handle before someone else.
In contests, the rolls are made differently than in skill and reaction rolls. First and foremost, contests have a predefined length, measured in victories, and predefined round ending conditions, measured in margin of loss. Both are predefined in advance of each contest by the judge.
The length, or victories, is how many times one party needs to win against the other. Winning can be achieved in two ways - either your succeed in a contest round and the other party does not or the other party's margin of loss is too big. A length of 1 or 2 is common, while 3 or more are exceptional.
The margin of loss is how many success ties can be had. If both parties succeed, the one with the lower result takes a disadvantage on their next roll. The margin of loss is how many disadvantages may be taken before the round is over. If the round is over by having too many disadvantages, the other party wins. A margin of loss of 1 is very common, 2 relatively common and 3 or more extremely rare.
A contest with a length of 1 and a margin of loss of 1 is called a quick contest. All other contests are simply contests.

I believe that these 3 mechanics cover every type of action that might come up - active, reactive and opposing.

As normal, critiques and comments are welcomed.

Monday, January 20, 2014

Stuff of Legends - Character Basics: Skills, Titles and Traits

I know I implied this post would be up a couple of day ago. So sue me for being busy.

A quick glossary for terms below:
  • Threshold - the number the player needs to roll under to succeed in a roll. Composite of attribute, confidence and skill rank.
  • Skill Opposition - every skill, when rolled, has an opposition. Sometimes it's a static number and other times it's another skill or attribute. This opposition is the minimum number of dice that may be rolled when using the skill being opposed.
    An opposition that is higher than the opposed means you must roll the opposition number. (A skill of 3 versus an opposition of 5 requires 5 dice, despite the slim chances.)
    An opposition that is lower than the opposed means that you may roll a number of dice between the opposition and your skill rank. (That same skill of 3 versus an opposition of 2 means you may roll either 2 or 3 dice.)
 
I've covered the attributes and confidence in the previous post. This time I would like to cover those things that accentuate characters and define them better - Skills, Titles and Traits.
  • Skills are the bread-and-butter of performing actions. Any  action that can be done in Stuff of Legends is tied to a skill. All skills are used in conjunction with one attribute, so a character with a high attribute would benefit from skills that are frequently used with that attribute.
  • Titles are a bit like classes in other fantasy games. Where they differ is that by themselves they aren't much. Just having a title doesn't make the character considerably more powerful or special in any way. Every title has Traits, below.
  • Traits are a sort of improvement for characters that titles can provide. Traits, as a whole, accentuate the use of a certain skills in a certain way. Every title has a nested list of traits that improve it.
Skills
In Stuff of Legends, skills are the majority of what defines a character - his ability to fight, to pick locks, to cast spells or to express themselves in a certain way. Skills have ranks and each rank contributes 3 points to the threshold of the skill when rolling it and raises the maximum of 6-sided dice that may be rolled with that skill.
Example: a character with a rank 3 Melee skill adds 9 to his threshold. He may also roll up to 3d6 when using the Melee skill, if the skill opposition allows.
The list of skills in Stuff of Legends is relatively sparse and separated into several categories. The category separation is meant to make the skill choice simpler and offer hints at what attribute would be more relevant for skills within. The categories are: physical, mental, professional, social, magery and combat.
A short excerpt from the skill list, sans any explanations, to offer an image:
  • The physical category includes: Acrobatics, Athletics, Reflexes, Riding, Stealth and Vigor.
  • The combat category includes: Light Melee, Melee, Ranged, Shields, Thrown and Unarmed.
Notably, the combat skills are considerably generalized. This is to offer a basic level of specialization and to better define the character's combat skills. Titles are what offer the more in depth choices and differences.
Finally, skills are the only thing that define the character's tier, their "level": the lowest skill level of among the five highest level skills is the character's tier. It serves to suggest a relative power. GMs are encouraged to provide the tier of a certain character if asked for it.

Titles
Titles are what fills the shoes of character classes. Each title implies several things and accentuates what the character is. Titles are usually relatively general and each one belongs to one of 4 groups: combat, expertise, magic and unique.
  • Combat titles are warriors, monks, archers, knights and anything that engages in regular combat. Having a combat title allows the character to learn combat stances (which will be covered in a later post).
  • Expertise titles are thiefs, assassins, merchants, rangers, priests and anything that would otherwise have a practiced trade. Having an expertise title allows the character to learn skill secrets (which will also be covered in a later post).
  • Magic titles are wizards, blood mages, healers, druids, necromancers and anything that uses magic on a regular basis. Having a magic title allows the character to learn magic more potent than cantrips and on a larger scale. Magic will have its own extensive post.
  • Unique titles are titles that don't readily fit into the other titles and serve to give characters a special definition. A paladin in other games is a type of holy warrior. The holy part isn't implied as a combat thing and so won't fit into the combat group. The warrior part, if defined as warrior, prevents it from being an expertise or magic title. To fill this niche, paladins will have a secondary, unique title which will unlock holy powers. In the same way this could turn an expertise priest into the more well-known cleric.
Most characters will gain 2 or 3 titles over the courses of their career, having started with one. Edge cases and some humans will reach as high as 4 or 5. When several titles are used in conjunction, it's usually recommended to come up with a word that would mix them. A wizard and warrior might become a warmage or a spellblade on the singular title level.
An example of several titles from the game, from all groups in no particular order: warlord, wizard, assassin, alchemist, champion, knight, arcanist and elementalist.
Every title is constructed out of 3 parts - the core feature, the core trait and traits:
  • The core feature always provides a channel to earn Legend Points by way of a certain skill, sometimes in conjunction with a combat stance, skill secret or spells.
  • The core trait always accents the core feature in a way. It may add an advantage when using a certain combat stance, skill secret or spells and in the case of unique titles might provide an new option altogether.
  • Traits will be expanded upon below.
A final important thing to note about titles, specifically unique titles: characters may only start with a non-unique title. Humans begin the game with 2 titles and may choose a unique title along their non-unique one. Unique titles also have a special caveat - they might be fickle or offer special restrictions. Become a vampire is a unique title. Gaining the favor of a god is a unique title. Anyone with the vampire title will die in sunlight. The favor of a god may be lost. In the first case, you die. In the second case the title may be lost. Every unique title, in this respect, requires a certain type of maintenance.

Traits
Traits are the thing that would make any two character with the same title different. Between 2 monks one might favor becoming an agile killing machine while the other might aim for a body that can take a beating and dish out powerful, unique attacks. This is done by choosing traits.
Each title has several traits and there are general traits which aren't under any title. I won't talk about general traits at all this time.
Title traits, as in those traits under titles, come in 3 varieties - core, unnested and nested:
  • The core trait, as mentioned above, is the single most defining trait in a title. It affects nearly every single roll performed under that trait. To continue the monk example, the core trait increases unarmed damage.
  • Unnested traits are standalone. They might or might not have traits nested below them. these traits normally accentuate a single aspect related to the title. A monk might have a natural armor trait or improved dodging trait that are unnested.
  • Nested traits can only be taken after taking their parent trait. A nested trait will always improve on the parent trait in some way. The monk with improved dodging might have a nested trait below it that allows a free retaliation to attacks if they do get hit. Nested traits might have another trait nested below them.

I feel like I haven't covered all I could, so if there are any massive holes I could patch up, please say so.
Comments and critiques welcome as always.

Saturday, January 18, 2014

Stuff of Legends - Character Basics: Attributes and Confidence

Full disclosure - since the last post about Stuff of Legends, the game and design had undergone some streamlining and restructuring. I'd like to believe the current iteration of the below is better than what I had presented last time.

Characters in Stuff of Legends are similar to the ones in D&D. There, that's on the table now. The full concept and original intention behind Stuff of Legends is a type of OSR game with a very different approach to characters ad progress, very similar to what BareBones Fantasy did, I think.

Every PC in Stuff of Legends has several important bits: attributes, confidence, skills, titles, traits and derivative stats. On top of all those stands the "level", called tier. The tier does not really matter.


Today's I'd like to cover attributes and confidence.

Attributes in Stuff of Legends are half of the core of characters, next to skills. There are a total of 5 attributes and they have a natural range of 0 to 5 although racial modifiers may bring an attribute as low as -1 or as high as 7. Each attribute, when it is high enough, gives an attribute bonus which is usually applied to certain rolls but also sometimes apply elsewhere. Attributes at 0 or -1 impose restrictions on characters.
The five attributes are Strength (STR), Health (HLT), Dexterity (DEX), Intellect (INT) and Essence (ESS):
  • Strength - STR is the measure of raw physical power a character has, as well as the primary attribute for most combat types. It's the basis for many physical skill rolls and the bonus from strength is applied to the damage of most attacks.
    A strength of 0 means the character cannot help others in strength rolls or wield a weapon larger than medium.
    A strength of -1 means the character cannot make strength rolls at all, nor aid others in strength rolls. They also cannot wield a weapon larger than light.
  • Health - HLT is the measure of the overall physical condition of a character and an important attribute for all characters. A character's Endurance is derived from their health.
    A health of 0 means the character
  • Dexterity - DEX is the measure of a character's overall speed and coordination and an important attribute of all combat types and some expertise types. Nearly all attack rolls rely on dexterity and the bonus from dexterity aids ranged damage.
    A dexterity of 0 means the character cannot aid others in dexterity rolls or take aim.
    A dexterity of -1 means the character cannot make dexterity rolls at all, nor aid others in dexterity rolls.
  • Intellect - INT is the measure of a character's overall intelligence, cognitive abilities and focus and the primary attribute for magic types and some expertise types. Intellect applies to many skills and its bonus aids in spellcasting and mental skills.
    An intellect of 0 means the character cannot aid others in intellect rolls or learn or cast magic.
    An intellect of -1 means the character cannot make any intellect rolls or aid others in intellect rolls. They also cannot learn or cast magic nor can they magical implements or devices.
  • Essence - ESS is the measure of a character's magical potential and it is important strictly for spell casters. It affects the amount of Mana a character has and the potential power of their spells.
    An essence of 0 means the character is magically impotent and cannot cast magic.
    An essence of -1 does not naturally occur. If a character does have an essence of -1, they become a type of magical vacuum and the GM is suggested to interpret this as they see fit.
Along these five fairly fixed attributes, there's also Confidence. Confidence is an ever-changing attribute that applies any time a character makes a skill roll. By default every character has 3 confidence, but this serves as a base number when characters begin a new adventure. Some races have a higher or lower base and traits (below) may change a character's base confidence.
Confidence goes up or down in certain situations:
  • When a character rolls a successful double or higher, they gain 1 confidence.
  • When a character wins a contest, they gain 1 confidence.
  • Whenever a character would receive a Legend Points from their Title's core feature, they may instead gain 1 confidence.
  • When a character rolls a failed double or higher, they lose 1 confidence.
  • When a character loses a contest, they lose 1 confidence.
*Note: I would like some input on more opportunities to increase or decrease confidence.*

That's what I got for this post. Another may go up today about skills, titles and traits.
As usual, any comments and critiques are welcome. Granted, I would like to discuss any critique you might have, so that I may learn.

Sunday, January 5, 2014

1/1000 - Species Profile: Humans

Following this post and starting with it, I will present profiles of each species in 1/1000. Each will have a list of what is going for them, what are the problems they face and how their situation might look a year, 10 years and 100 years after the bomb hit.

To start us off: humans.

Wednesday, January 1, 2014

1/1000 - First Thoughts and Concepts

So 2 of my friends at school had their first RPG experience a week ago, at our relatively new FLGS by way of a one shot. The theme was zombies. They enjoyed themselves immensely.
Wanting to bank on this, I decided to do 3 things:
  1. Offer myself as a GM so they could get drawn into the hobby.
  2. Expand out of my High Fantasy zone of comfort by planning to run something with similar themes as to what they played.
  3. Allow them to choose what precise theme they would like to play in and then make that one interesting.
So they picked zombies, after my other offerings didn't pan out as far as complexity went. And there I was, then, trying to figure out how to make a zombie scenario interesting. After a day or so of thought, I now have the beginnings of the setting, which I'm naming "1/1000" (as in one thousandth).

1/1000 is a game about a horrible situation. I have taken the zombies theme as "humanity stopped being that, for the most part" and ran with it to other places. Normal zombies are fine, but the drama in the situation will just probably rehash The Walking Dead so I preferred to find my own spin.

One bright day (wherever the campaign takes place it was a bright day) the Change happened. All at once, all of humankind found itself convulsing on the ground and only 1/1000 of the population remained themselves afterwards. The rest? They turned into something near enough to a zombie - they lost most their intelligence and their bodies and senses became stronger and sharper. The Changed, as they are called, are stronger, quicker and harder to kill than any human ever was. Anything that would instantly kill a person before would do so for them too, but short of that, they just keep going. The Changed are cannibals and predators, eating any meat they can chew through.

The remaining humans are stuck in a really bad place - across the globe, they number around 7 million, including those who had died in the first few weeks after the Change. Actual number of the living? Closer to 4 million. Some of the remaining know this, others do not. To complicate lives further, elevation entails an unlocking of unique qualities and capabilities. In humans, it unlocked functional superpowers. Elemental manifestation, psionic powers and other more and less odd powers slowly started activating across the survivors. Every human that hasn't Changed has become a type of superhero, essentially.

So how did this happen? All an act of good will, or so it was intended. A quality humans could not quantify had reached sufficient levels to get on alien radars. Wanting to elevate a whole race to the galactic arena, one alien species made their way to Earth and dropped a bomb that would elevate those who have a sufficient quality and kill off the rest. Progress comes from hardship. Unsurprisingly, as with all things concerning humans, the entire thing was a bad idea. The bomb wasn't meant for humans and where it killed elsewhere, it merely short-circuited the majority and gave a considerably smaller boost then planned to the remainder. The aliens went from elevating a race to doing damage control.

While the Aliens, now with a capital A to signify them as a faction, started on that, 2 other aliens species arrived on Earth after the news of an odd elevation event spread around. One were the Angels, intent on subjugating, with good conditions, the peculiar human race. The other was the Shadows, a gelatinous, amorphous species of hyper-engineered beings. They see humans as an illness and a danger and are intent on our annihilation. Conflicting with the plans of the Aliens and the Angels, the alien species war it out and only a few of them ever come in contact with humans. When they do, the results are interesting.

The optimal way to play in 1/1000 is around your home, after the Change. You know the layout and the area and anything that could be used to some degree. Ideally, everyone playing will stick to a character that shares a likeness to the player and allow for maximum immersion.

Those are my thoughts and concepts behind this. I'm still hammering out some kinks, as well as optimal times since the event in the setting that play is probably the most interesting.

As usual, accepting comments and critiques.