Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Monday, March 18, 2019

That's Gameable hatched on Twitter!

 Well it looks like we made the big time! That's Gameable has become a tag on Twitter! I'm blushing with surprise and pride that it's made it made it's way onto a more public-facing site! As famed chaos mathmatician Ian Malcolm once said ...


It looks like the first post was by OSRer, Follow Me, And Die! 


Three years ago!!! HAVE I BEEN DOING THIS THIS LONG, ALREADY?!

Man, I need to catch up with the times. I need to start posting more stuff on Twitter, I guess! 

Anyway, you can look for more TG content via Twitter--once I get my act together--using #thatsgameable (with hashtag). This makes my heart swell, especially since G+ is on its way out [saddest of emojis]. At least the slimy tendril of That's Gameable has made a dash to safety!

Shout out to FMAD for being the first poster. Gotta keep it going now!

Wednesday, March 21, 2018

Bedtime Battles: Part Two

In my previous post, I mentioned that my daughter and I have been playing Star Wars or super hero themed skirmish games. These are very rules light, d20 roll-offs with (sometimes) a bit of story to them. But often they're just quick excuses to pick out cool minis and roll dice back and forth.

Earlier this evening however, I thought I'd try (or retry, to be accurate) running an actual mission with a goal. 

She played the heroes (Rebels) and I played the bad guys (Imperials). We kept the rules super streamlined, using a d20 for most things, and a d12 for special circumstances. 

Mission 1: Rebel Retreat!


My daughter chose five rebel-esque minis from my collection, including a stand-in for her favorite Star Wars character "Princa' Leia" and two well-known droids. I tossed a few Paizo Gamemastery map tiles down (Ambush Sites pack) with a bridge and told her it was her job to get the droids safely across a stone bridge over a fast-moving river. 

Imperials cut off the Rebels' only escape!

As the Imperial commander, it was my job to capture the droids before they got away aboard the Millennium Falcon on the other side of the bridge.

A giant, mini-chomping monster lurks behind our heroes!

I started with four Imperials on the board with three more in reserve. She started with all five of her characters. The droids didn't have weapons and had to be protected, so they essentially were non-combat characters.

Victory conditions: 
Rebels win by crossing the bridge to the Falcon. Imperials win by capturing the droids. Eliminating all your enemy's forces is an automatic win.

Here are the basic rules:



Activate 2 characters per round (d20)
Each player could move and fire (a single action) with two separate characters per turn. So two characters got to something for each team. The reason for this is simple--we were nearing bedtime so it kept things moving! 

Minis could only move 3 squares at a time. 

Weapon types determine your attacks
Any mini with a blaster could shoot from a distance. Minis with a weapon in hand had to be right next to their target to attack. A Jedi with a lightsaber could deflect blaster fire. 

To hit roll results and critical fails/successes

  • 1 is a miss and player misses next turn 
  • 2-9 is a miss
  • 10+ is a hit
  • 20 is a double hit (choose a second target to take out)

We never had either type of crit. In retrospect, having so few characters on the board would have been devastating to have 2 taken out with one hit. So maybe a 20 should be a hit and the attacker gets to move again (but not shoot). And maybe the 1 means you get to move but not shoot next turn (weapon malfunction, etc.). 

What happens when your character is hit?
They go to "jail" which is the other player's area on the board. Rebels are captured and can be rescued. Imperials are taken out and can be replaced with fresh recruits. (See below on both.)

Refresh your faction (d12)
Once per round, in place of an action, a player could rescue a captured comrade (Rebels roll 11+) or call for reinforcements (Imperials roll 8+. A refreshed character respawns back on their team's side of the board.

Using the Force (d12)
Any side with a Jedi or Sith (basically a character with a lightsaber) could use one of their two actions to use Force Push (8+) to take out an opponent. 

When attacked by blasterfire, a Jedi could immediately defend themselves by rolling a 4+ or higher. This was way too easy, so I'd suggest making it at least a 6 for future games. Alternatively, it'd be fun to use whatever the blaster bolt roll was as a roll under target. So the higher your opponent rolled to hit you (10 or higher), the better chance you have to defend!

How'd it go?

Victory dance!

She won! Handily, I might add. It's no small feat either as the game was weighted in favor of the Imperials since they had more combat-capable characters (just like in the movies!). Then again, I never chose a force-wielding character, so she got to use the Force powers (at least in the first game). 

Turned out having a Jedi was a boon, though I captured "Obee Kenobee" before the game ended. She had great rolls though and the Force was ultimately on her side.

Mission Two: Starship Takeover!

Whomever designed the innards of this vessel should be expelled from the Academy!
This was a pretty standard capture the flag mission, with each side starting out on separate sides of the "ship" (Paizo's Starship Corridors maps). Here, I was looking to see how well she could move around the board--esp. one that didn't have a straight forward layout, like the bridge. Results were mixed, owing to what I'll chalk up to a confusing layout and a increasingly weary toddler.

Moments before this stormie went airborne...
One new element with the corridors was the idea of line-of-sight when shooting. We've toyed with that before (quite literally--shooting around Star Wars toys as terrain) but this was a little harder to grasp because everything is on the map, so the corridor pathways were less discernible to her. There were no three-dimensional items to work with.

We also tossed in a new rule for movement. That if you had one character left on your side, you could move twice. Again, this sped things up, especially when you're hopping through long, convoluted corridors--and by the end of the game we both only had one character left.

She won again, but not nearly as easily. She opted not to use a Jedi and her forces were picked off over time. One of her three "Chewbaccas" was the sole survivor for quite a while. But she eventually wiped out the Imperial forces. Her last  hero made it fairly deep into Imperial territory as well--so she could have won that way too, had she not mopped up every guy on my squad!

Oh, and I couldn't resist another new rule for the Wookiee clan: If they were in an adjacent square, they could roll a d12 and have the chance to pick up an hurl a bad guy (11+). And of course, she rolled a 12...


That's my girl!


Monday, June 19, 2017

Best Father's Day yet--DIY Star Wars WITH DICE!


Last week I mailed my nephew's birthday present (he turned 11) which was a care package filled with Star Wars treats, including the Star Wars West End Game RPG rules, plus a few Micro Machine minis and dice.

While I was (gleefully!) packing the box, my daughter (nearly 4 years old) took notice and inquired as to what I was doing. She and I had just sat down the day before to watch her second viewing of Star Wars (ep. 4), which she LOVES. To her, the entire story is about Princess Leia and Darth Vader. She's not wrong--as much as Luke figures into the film, Leia is the one leading the Rebels (as far as she knows, anyway!). 


Her favorite scene is when Luke, Leia, Han, and Chewie are trapped in he garbage compactor. I get a million questions every time that plays. "ARE THEY IN THE GARBAGE? WHY DID THEY GO IN THERE? WHAT'S THAT EYE DOING? WHERE DID IT GO?"

She seems to feed off the tension of will-they-or-won't-they make it out. By far, her favorite line--which she quoted to me a day later: "WILL SOMEONE GET THIS WALKING CARPET OUT OF MY WAY?" Yes, of course, your worshipfullness!

Anyway, I should have seen it coming, but she totally surprised me yesterday (Father's Day) by asking if we could "Play that Star Wars game of yours..." meaning the one I packed up for my nephew. 

Seriously, what greater gift can you give a nerd dad than to ask to play a tabletop game of his favorite franchise? ON. FATHER'S. DAY.

So I grabbed a case of Star Wars minis and some dice. Only, she's still learning her numbers. She can read them quite well, but I wanted something that I thought she could identify at a glance, so we went with Fate Dice (+, -, 0) for her first crack at tabletop gaming. I thought we'd run it as a Make Believe session and use the dice to figure out "who wins" an encounter.

A skirmish game!


Throughout our play session, I am, of course, crafting all these (pared-down) rules in my head. Doing my best to go slow and explain things simply and in as short a manner as possible, so as to satisfy the feverish temperament of a toddler's attention span. She seemed to "get it" just fine, but I wasn't sure she was having fun. 


Eventually, we just let the rules fall to the wayside. She laughed uproariously when our minis chased each other around the floor, pretending the the characters were in a back-and-forth game of tag. Soon it was bed time and she (naturally!) was not happy we had to put them away for the night. 

She asked to play again tonight before dinner. I told her "sure" but we can dispense with the dice--believing myself to be freeing her of unnecessary rules that might hamper imagination.  

"No Dad! WE NEED THE DICE!"

Apparently she really liked using them. Even if she didn't get all my crazy rules--to her they added to part of the mystery of the game, and (I'm guessing wildly here) maybe even part of its magic. To be honest, it doesn't matter to me that she likes Star Wars. Or anything that I like. But I'm ecstatic to see her using her imagination. We could play games in whatever world she wants and I'll be happy either way. 

Sooner or later, she'll get those rules down...whatever they end up being. But for now, I think we're both just thrilled to be zooming around the room galaxy!


Thursday, July 14, 2016

Rad Astra in playtest

It's been a while since I gave an update here, but things are humming along with Rad Astra. I'm working on a revised draft of the rules, which (at this point) are no longer just an X-plorers-based setting. It will be it's own game. Though, I will do an X-plorers version and I'm talking to a few interested parties in converting for other systems as well.

In truth, I've been testing various rules over the course of the last 6 years or so. I've messed with enough of under the hood that I began rewriting the underlying mechanics. Once that started, it was hard to stop. I will say that having all of those house rules in one document--and easily accessible just for my own sake--makes me just a wee bit giddy.
 
Next week, my regular gaming group (made up of almost all game masters) will dip toes in to some of the classes and basic mechanics, such as how abilities and skills will operate. There's more over at the official development site if that stuff interests you. To be honest, I'm more a fan of setting than I am of rules--unless the two can be combined in some interesting way...

Stay tuned for more Radness!

Wednesday, February 3, 2016

Space Magic in Rad Astra

First, a confession...

This is one of those posts that I initially dread writing. Mainly because I over think it. I've been mulling over ideas for space magic for a loooong time. Problem is I'd read spellcasting rules for other games as inspiration and that would just end up as an exercise in disappointment once I realized it wouldn't work in a rules-light game like X-plorers (the ruleset I'm currently using for Rad Astra) or other similar systems.

I'd decided a long while back on how I wanted the character class to work, but that didn't give me much of a clue about how to structure the underlying system. Until I decided to just let go and use X-plorers as my divining rod and snip off ideas from other sources without (hopefully) borrowing from them whole-cloth. Either way, this stuff still needs to be playtested.

This is a long winded way of saying, I'm not entirely sure this will work, but it's a start. I had originally planned to run a new spells system and space warlock/wizard class at Con of the North in 2015 but I was still hashing out details. So maybe consider this the first in a series, with this first post explaining how magic works (in a broad, rambling sense!), and an upcoming post will outline how the new class works.

This is all to say, it's going to take me a few tries to get this right. All right, let's begin...

How Magic Works in Rad Astra

In the beginning of spacetime, before the birth of the old gods and the plucking of the universal filaments to create the vibrations that would give way to the multiverse, there was only... the Krackle. The original source of all things that cracked, sputtered, spit, and hissed with raw power. Pure and potent, it's energies were first discovered by the eternal titans of the cosmos. Not only did they weave eternal geometries it into galaxies, star clusters, and nebulae, but likewise did they pour its essence into the "reverse" of spacetime fabric: hyperspace, astrality, and the dark dimensions. Hence, its application is unlimited. It can be pooled or tapped and called forth, fueling cosmic and arcane might. But those gifted mortals who seek to tame the blood of the universe are cursed to crave it evermore!