Tag: Gaming (page 38 of 41)

Everything’s Cooler in Space: It Ain’t Rocket Science

Jupiter & Callisto

Okay, I lied. I mentioned last week I’d go over more skills and perks, but seriously, what good will it do me to expound upon those aspects of the game if nobody wants to play it? So the question I’m going to try and answer should be obvious: why would someone want to play it? Seems to be a somewhat straightforward question, and despite the subject matter, I shouldn’t need a degree in rocket science to figure it out.

It’s not a space opera.

The mood & themes of the game are somewhat operatic, since they’re born out of short stories that are inspired by Greek mythology, and the Greeks know their tragedies. Instead of the glitzy magic-fueled universe of Star Wars or the semi-utopian ideal envisioned by Gene Roddenberry for Star Trek, the solar system here has become something of an 1850s United States: fractured to the point of civil war due to divisive issues and a have/have-not atmosphere between the inner planets and Jupiter’s moons. It’s much more a space western than a space opera. If this were a space opera, you can expect it’d be scored by Wagner and most of the characters would be dead by the end. How does this appeal to players?

People like playing heroes & anti-heroes.

Role-playing is wish fulfillment. People want to feel important, heroic and/or badass. And here, much like in other RPGs, the player characters are there to make a difference. We’ve got two rival governments, one well-established and cloaked in propaganda (Terran) and one nascent and unrefined (Jovian), that are either going to find a way to coexist, ally or even merge, or go at each other like a couple of angry pit bulls. The player characters can tip the scales either way, or can even work to maintain the balance. The idea here is to give players who enjoy the sort of science fiction that’s been shown to be popular in forms like Firefly and Battlestar Galactica a somewhat familiar and somewhat feasible sandbox in which to play.

Science fiction doesn’t necessitate ray guns and warp drive.

There are plenty of games that feature high-energy weaponry and distant alien worlds if that’s what you’re after in a sci-fi fantasy. Rifts, Traveller and the aforementioned franchises all spring to mind. Even the grittier grimdark world of Dark Heresy and Rogue Trader have bumpy-headed aliens and guns that make people explode. This game goes more of the Serenity route with slower-than-light travel that’s still pretty fast by modern standards and a rich social-political setting with the added bonus of familiar place-names and well-documented and measurable distances. By removing some of the conventional sci-fi trappings, my hope is that more of the excitement will be generated by the characters rather than an alien disintegrator.

Grabbing a player’s attention.

So provided I can get this game past the concept stage and out into circulation, how will it be described? “A Storytelling Game of Personal Horror” tells you everything you need to know about Vampire: the Masquerade, outside of the title. All Flesh Must Be Eaten is exactly what it says on the tin. Traveller is described as “Science-Fiction Adventure in the Far Future”. So how do I describe this project of mine in a single, condensed sentence?

“Future Action, Intrigue and Exploration in our Solar System.”

Not sure how I feel about it, but it’s a start.

Jotting in the Margins: Do-Over

Writing

I picked up Dragon Age: Origins because I’m a sucker for both fantasy role-playing games and BioWare’s writing. Sure, they’ll dump extensive write-ups into your journal (or Codex in this case) at the slightest provocation and some of the conversations can be a little long-winded, but the writing is so good and the character stories so interesting that I take those things in stride. However, sometimes the game system can be a little weird. The first major hang-up I’ve encountered, however, is entirely my fault. It’s something of a case of Did Not Do The Research, but I’ve been building my mage character wrong. I’m 7 levels in, and some of the time I spent on the first attempt can get shaved since I know my way around the system a bit better. But the point of me bringing up this little bit of geekery is so I can discuss something we’ve all indulged in since childhood: the do-over.

You remember do-overs, right? Someone would throw the dodge ball incorrectly, or you’d forget to fill your water pistol before shooting at a sibling. “Do-over!” would be the cry. “Do-over!” The previous attempts would be wiped away in the nascent young minds and play would begin again as if the last block of time never happened. It’s something that’s found its way into gaming in general. If a title has “replay value,” you can basically leave one save-game alone and start over, making different choices and experiencing the game in a different way.

You can pull do-overs in your writing, as well. I’ve done it on more than one occasion, most notably with my first novel, and every time I’ve declared a do-over, the resulting writing has been a marked improvement. I’m not saying you should always wipe out what you’ve written if a better idea comes along. I’m merely suggesting that you should never feel restricted by your previous efforts. If you want to try something new, try it. Nothing’s stopping you.

And it goes beyond that, as well. I’m going to wax philosophical/religious for a minute, so if you’d rather not think about it you can jump ship now.

He's talking about faith!  AAAAHHHH!

Still with me? Fantastic.

A lot of people in authority, from conservative pundits to religious leaders to your boss, might tell you that everything in your past defines who you are now. You need to pick a career and stick with it, says the prevailing capitalist sentiment. It doesn’t matter how much pigeon crap is in the hole, this is where you belong. Credit scores and employment histories are just a couple of examples of how we like to track where people go in their lives to show that they don’t change.

But people are not generic, hot-swappable modules. The only thing all people in the world have in common is that they’re all different, and all of them are capable of change. You’ll be called a failure or a quitter if you try to change, but I only really see someone quitting if they either commit suicide or convince themselves that what they want in life is impossible to attain or not worth pursuing.

Guess what? You are the only You in existence. In all of Creation, only you can do the things you dream of doing. Your stories haven’t been told by others and they won’t get told if you don’t tell them. Sure, other people have climbed Everest or swam the English channel or split the atom. That doesn’t make what you want to do, what makes you passionate, what gets you out of bed in the morning and propels you through a generic hot-swappable day job any less unique than the things that do that for me. If you change jobs, or pursue a dream, people may think you’re a quitter. I tend to think you’re just the opposite – you’re starting something wonderful and you can’t really fail at it. You might fall short of the ultimate goal, but you made the attempt, and probably learned a few things about yourself and your place in this world along the way, which is more than a lot of people can say.

It’s one of the things that maintains my faith in Christ. Outside of the rhetoric of televangelists or the stoic zealotry of pro-life clinic bombers or the “God bless us and nobody else” isolationist tendencies of some congregations, the message of Christ is really pretty simple.

You weren’t meant to suffer. You shouldn’t have to bear the burdens of a daily life plagued by self-doubt and self-recrimination. And you don’t have to. I’m more than willing to help you with your struggles. All you have to do is ask. If you have the courage to admit that you can’t make it on your own, and the open-mindedness to appreciate this world and acknowledge that there’s more to it than what you can see, I’ll let you in on a secret. Your entire life is a do-over. Pick up the dreams you thought were shattered. Mend the heart you felt was broken. I can’t guarantee you’ll get everything you desire, but in following Me, you might just find something you were seeking without ever knowing you needed it.

I know, I know. I’m a dew-eyed optimist and the cynicism of the world is going to try and grind me into a fine powder for an unfeeling corporate master to snort off a hooker’s cleavage while sitting in traffic contained in a luxury car on his way to a meeting on the greatness of his company.

But until that day, I’ll keep believing and keep writing. Even if I have to call a do-over now and again.

Everything’s Cooler in Space: Character Creation

Jupiter & Callisto

I’m actually not going to spend much time on this today – I have a lot to do at the day job. So I’ll just put some of the notes I have on character creation for the sci-fi RPG here and see if anybody has any feedback.


Attributes

Body: Strength, Agility, Endurance

Mind: Perception, Intelligence, Charisma

Scale of 1 to 9, starting at 5 each. One score can be reduced by 1, to add 1 to another. Then add 1 point to a single attribute which was not reduced in both Body and Mind.

Skills & Knowledges

Generated by taking basic score (25) and adding either double associated stat or combination of stats.

Body Skills: Acrobatics (Agi x2), Athletics (Str x2), Melee Combat (Str + Agi), Stamina (End x2), Unarmed Combat (Str + End).

Mind Skills: Deception (Per + Cha), Deduction (Int x2), Discussion (Cha x2), Negotiation (Int + Cha), Observation (Per x2).

Combined Skills: Dodge (Per + Agi), Intimidation (Str + Cha), Survival (End + Int), Small Arms (Per + Agi), Sneak (Per + Agi).

All Knowledges start at 50.

Origins

Terran: Add 1 point to any Mind attribute. Starting Knowledges: Academics, Terran History, Science

Jovian: Add 1 point to any Body attribute. Starting Knowledges: Astrogation, Jovian History, Tactics

Terra: Gain Medicine knowledge, bonus to Deduction skill, Urbanite Perk. No Freelance professions.

Luna: Gain Tactics knowledge, bonus to Small Arms skill, Discipline Perk. No Corporate professions.

Mars: Gain Tactics knowledge, bonus to Unarmed Combat skill, Martial Arts Perk. No Freelance or Corporate professions.

Ceres: Gain Astrogation knowledge, bonus to Survival skill, Lucky B____ Perk. No Government or Military professions.

Callisto: Gain Academics knowledge, bonus to Observation skill, Stargazer Perk. No Government professions.

Io: Gain Science knowledge, bonus to Melee Combat skill, Hard Knocks Perk. No Corporate or Government professions.

Ganymede: Gain Science knowledge, bonus to Survival skill, Historian Perk. No Freelance or Military professions.

Europa: Gain Medicine knowledge, bonus to Negotiation skill, Humorless B_____ Perk. No Corporate or Freelance professions.

Professions

Corporate Jobs

Brawler: Enforcer. Gain Interrogation knowledge, bonus to Intimidation & Unarmed Combat skills, Protector Perk.

Shooter: Assassin. Gain Bare Hands knowledge, bonus to Melee Combat & Sneak skills, Infiltrator Perk.

Thinker: Scientist. Gain High Technology knowledge, bonus to Deduction & Discussion skills, Bookworm Perk.

Speaker: Salesman. Gain Finance knowledge, bonus to Deception & Negotiation skills, Silver Tongue Perk.

Government Jobs

Brawler: Bodyguard. Gain Politics knowledge, bonus to Observation & Unarmed Combat skills, Protector Perk.

Shooter: Operative. Gain Bare Hands knowledge, bonus to Deception & Small Arms skills, Infiltrator Perk.

Thinker: Arbiter. Gain Legal knowledge, bonus to Deduction & Intimidation skills, Authority Perk.

Speaker: Politician. Gain Politics knowledge, bonus to Discussion & Negotiation skills, Vox Populi Perk.

Military Jobs

Brawler: Infantryman. Gain Bare Hands knowledge, bonus to Survival & Small Arms skills, Heavy Weapons Perk.

Shooter: Pilot. Gain Piloting knowledge, bonus to Dodge & Small Arms skills, Quicksilver Perk.

Thinker: Engineer. Gain High Technology knowledge, bonus to Deduction & Small Arms skills, Bookworm Perk.

Speaker: Officer. Gain Interrogation knowledge, bonus to Discussion & Intimidation skills, Vox Populi Perk.

Freelance Jobs

Brawler: Bruiser. Gain Bare Hands knowledge, bonus to Stamina & Unarmed Combat skills, On Your Feet Perk.

Shooter: Gunslinger. Gain Gunplay knowledge, bonus to Dodge & Small Arms skills, Quicksilver Perk.

Thinker: Hacker. Gain High Technology knowledge, bonus to Deduction & Dodge skills, Infiltrator Perk.

Speaker: Con Artist. Gain Finance knowledge, bonus to Intimidation & Deception skills, Silver Tongue Perk.


More on Perks and Skills next week.

Round the Table: D&D For All

Dice

When Dungeons & Dragons 4th Edition was announced in 2007, the reaction was somewhat mixed. Much of the community had found 3rd Edition to be a little cumbersome, though less so than the THAC0 days of AD&D. While my memories of lunchtime dungeon crawls in junior high are no less fond these days, albeit somewhat faded due to the passage of time, simplification has never struck me as a bad idea. Fewer tables that need to be consulted and less math required to engineer the result of an action means faster, more immersive gameplay. However, the end result of 4th Edition created an even more mixed reaction than its announcement. A lot of cries went up from players of previous editions, many of them lamentations that the game to which they had devoted so much time and attention had now been destroyed thanks to generalization and appealing to the lowest common denominator. D&D, in their minds, had become the Madden of role-playing games, with new books coming out every so often to keep the Wizards of the Coast money machine churning instead of doing anything innovative or keeping with the traditions of the previous iterations of the game.

But just because someone’s loud doesn’t mean they’re right.

Similar criticism has been levelled against the 2009 film Star Trek. While in terms of storytelling and effects it was outshone by District 9, released in the same summer, Star Trek was not quite as dumb as some claim. It didn’t have the true dramatic punch as some of the better series episode – TNG’s “Tapestry” and DS9’s “In the Pale Moonlight” spring to mind – but neither was it a completely meatheaded beer-swilling interpretation of the story. Doing something different with an established franchise is not always the worst thing that could happen to it, and just because someone changed it doesn’t automatically mean it sucks. Dungeons & Dragons is no exception. Rather than simply addressing the various arguments against 4th Edition, which might be seen as a bitter & opinionated assault (on the Internet? GASP!), I’d like to discuss the various merits & drawbacks of each extant version of D&D, including the indy child of 3.5 – Pathfinder.

D&D 3.5 – “We fixed it. Kinda.”

3rd Edition, as I’ve mentioned, had its share of growing pains. The first iteration of the d20 system could be a little confusing, and the classes were anything but balanced. With sorcerers & wizards vying for the position on the party as the finger-wiggler, fighters & barbarians arm wrestling and rogues picking locks, nobody played bards. In higher-level encounters, provided the cleric or magic-user in the party has looked up all the rules, errata & Ask the Sage articles for a spell of doom, the fighter’s job basically becomes that of a big, clunky distraction – and people say 4th Edition plays like an MMO. The distribution of skill points and limitations on class skills also tended to have the fighter wondering where the bad guy was up until the point said bad guy was stabbing them in the kidneys.

3.5 addressed some of these issues, and the amount of prestige classes available let players aim their characters in a certain direction that would help to keep them interested. For all its faults, 3.5 is a relatively solid system, geared towards the heroic endeavors of high fantasy. If you’re okay with the problems I’ve pointed out, and can get your head around the frankly embarrassing amount of rules involved or have a DM who’s fine with winging it through 90% of a campaign, there’s nothing wrong with playing 3.5 Dungeons & Dragons.

Pathfinder: D&D 3.75

Before I talk about 4th Edition, I want to touch on Pathfinder. While I have yet to play in a campaign myself (a friend has one in the works), a cursory glance at the SRD indicates that Pathfinder is a well-organized branch of the 3.5 tree, with classes more balanced, rules that make more sense and slightly less laborious class progression. Taking a feat every other level instead of every 3rd means your character is going to be more versatile more quickly. I’ll talk more about Pathfinder when I’ve had a chance to really play it, but it seems promising on the outset.

D&D 4th Edition: “It’s not World of Dungeons & Dragons. Honest.”

Let me get the obvious out of the way first. Yes, all of the classes have powers that define what they can do in combat, divided between at-will, encounter and daily use – “cooldowns” in the lexicon of people familiar with MMOs. And yes, the classes are divided among four main categories: Leader, Defender, Striker & Controller. If at this point you think 4th edition is turning D&D into an MMO on your tabletop, go ahead and start writing your hate mail now.

Go on. I’ll wait.

All done with the flaming? Fantastic. Now here’s why you’re wrong.

Two big problems with previous editions of D&D were in the laborious write-ups for the pages and pages of spells available to spell-casters, and the power gap that grew between spell-casters and melee classes as character levels rose. In 4th edition, no matter what class you’ve chosen, there’s something you can do every turn to help the party that goes beyond whacking away at a monster with a stick. And you have a few options to choose from at 1st level. A party of starting characters in D&D can take on an entire dungeon of opponents without having to worry too much about a TPK, whereas in 3.5 a wizard has more than a couple reasons to fear the wrath of a couple stray kittens.

The classes in 4th are balanced, if somewhat homogenized. Within the categories, there are a few things that set one class apart from another, but in the broad strokes, Defenders act as tanks, Leaders benefit the party, Controllers penalize the opponents and Strikers deal slightly more damage than the other types. I can hear more people raging at the idea of MMO mentalities creeping into their D&D, but in my experience, it’s a “you got your chocolate in my peanut butter” situation. Some of these changes might have been inspired by the likes of EverQuest or World of Warcraft, but if the changes are for the better, does it really matter where they came from? No party member is dead weight, combat runs more smoothly and with a faster pace, non-combat encounters are geared to be every bit as important and rewarding as combat and the system is every bit as flexible as previous iterations, allowing a crafty DM to create their own world and wing it if they so desire. It’s got something for everybody, isn’t shrouded in obfuscatory rules and is very easy for new players to pick up & play. Some people might see that as a betrayal of the old ways of Dungeons & Dragons, but in my humble opinion they’re provably wrong.

I can only say so much to try and convince people that the arguments against why 4th edition is a step in the right direction are unfounded and composed mostly of the kind of neophobia that keeps people from enjoying the new Star Trek film or entertaining the idea of socialized health care. Some people have the courage to try something new and then admit they prefer things the way they were, and that’s fine. At least you gave it a chance. If you haven’t tried 4th Edition yet, you really should. You can grab quick-start rules, pre-gen characters and an introductory adventure, all for free. What have you got to lose, other than some misinformed opinions and another source of high blood pressure?

Everything’s Cooler In Space: Rolling The Dice

Jupiter & Callisto

I know a lot of you folks are running around doing the Nanowrimo thing. You have my deepest respect and best wishes. If you want some really good advice that will make milk shoot out of your nose, go here. You’ll need to be drinking milk for it to shoot out, of course, milk won’t spontaneously appear in your sinuses.

Anyway, last week I tackled some of the background for this game I’m working on, and today I wanted to do a similar brain-dump as related to the system.

15:10

People do things in their lives. A lot of the things they do require training. It’s a very rare person that can shoot a gun, drive a car or hold an intense negotiation without having some schooling, and even then the natural talents a person might have won’t quite compare to a long life of expertise. So skills should be taken into consideration first.

15:13

Skills, however, also require natural ability. Train someone all you like in the use of a firearm, the art of forensic medicine or holding a conversation with a member of the opposite sex, they might still fail if their natural attributes – agility, perception, etc – are sub-par. The amount of aptitude one has in an area of their body or mind backs up or augments their training, so in my mind, attributes should be factored in after skills.

15:16

On top of skills and attributes, some folks have perks that add to the outcome of an endeavor. Specialized snipers are going to have an easier time picking off a target at range than your average thug. Likewise, there are penalties that sometimes need to be applied, say for example the fact that the target is moving. After skills and attributes come perks & penalties.

15:19

Skills, attributes and perks & penalties = SAP. Take the amount you have in a skill out of a possible 99, add the amount of the associated attribute (scale of 1 to 9) and factor in any appropriate perks or penalties. Once SAP is completed for a particular task, the player rolls percentile dice to determine success. 1 is an astounding success, and double 0 is a complete failure. There will be a chart for this to determine degrees of success or failure. But for the most part, the player should be able to determine everything they need from their character sheet without having to look anything up.

15:21

This system can be used for both combat and non-combat. However, combat can be a bit more complex, and some additional math might be involved. Basically, you begin with your weapon, whatever type of Munition you’re using. Factor against that the Armor (if any) of the target. Consider the Range, then apply SAP. Munition, Armor, Range & SAP = MARS.

15:24

I hope this made sense and if you have any feedback about it, let me know. I’ll cover some character creation tidbits next time. My notion is to make all this number-crunching as smooth as possible, and keep combat and non-combat encounters from feeling disjointed or disparate. A kind word, after all, can alter a situation just as much as a gun.

Older posts Newer posts

© 2024 Blue Ink Alchemy

Theme by Anders NorenUp ↑