Tag: tabletop (page 12 of 12)

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.

Everything’s Cooler in Space: Brainstorming in 15 Minutes

Jupiter & Callisto

Since I missed the opportunity during my actual lunch break, and have some time between assignments, I’m going to take 15 minutes and follow some of the advice from David Hill‘s fantastic RPG-making panel last evening. This entry isn’t to be confused with the singularly brilliant work of Cleolinda. Anyway, let’s start the clock.

14:05

Let’s talk about what I’m doing here. I want to create an RPG based on these stories I’ve written. The premise is, humanity’s expanded into the solar system as far as the moons of Jupiter. After getting established on and under the rather inhospitable surfaces of those planetoids, the colonies on the Jovian moons have sued for independence. After a brief skirmish or three, the Earth government capitulated. Some time has gone by, and there’s now a good measure of tension between the Earth government (Terrans) and the colonists (Jovians).

14:08

So we have some backstory. But what are we doing NOW? As players, what will people be trying to accomplish. Well, the Terrans have yet to actually say the Jovians are a fully independent nation. They need the resources of the Jovian moons to keep prices of things like rocket fuel and metals from going berserk. Both sides now have corporations & a military branch. Some corporations are likely to want war in order to make a profit, both governments have agendas of their own to further through force of arms, the military exists to fight, and the people outside these three areas – freelancers – can make some money fighting for either side. Peace, on the other hand, could also be profitable for corporations excepting ones like arms manufacturers. The military can recruit and train without the political pressures of wartime and the governments can work together at things like price control and information gathering, while freelancers can still make money by breaking the law, or perhaps enforcing it.

14:15

I’m starting to run short on time on this today, but players in an RPG always want to do something cool. They want to be cool for different reasons and in different ways. So far I’ve envisioned 4 different classes of characters and 4 different employers, making 16 different professions. The mechanics will all be the same, and the idea is to make sure the characters are invested in whatever’s going on. Rather than different rolls for attacks, skill checks and the vehicle/spacecraft sections, the foundation of the system will start with the characters. The system shouldn’t dominate the gameplay.

14:20

More to come on this, but for now my time is up.

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