Showing posts with label musings. Show all posts
Showing posts with label musings. Show all posts

Sunday, February 23, 2014

Blogger contest: 30 posts to create a campaign setting in 60 days!

So I was reading up on the 24 RPG project which seems like a really cool endeavor that I totally don't have time for.* I do hope to someday write one of my own, but realistically that's a ways off. But what I can do is whip up a blog (as I'm wont to do with side projects from time to time) and basically come up with a campaign setting or my own version of how I'd play an established game with house rules, etc.
Put on your thinking cap, kids!
Throw in there the idea that the OSR loves light rules. Bloggers love to talk about how the early games gave you a pencil, a piece of paper and some funny dice and away you went. It seems there's something to be said for brevity and starting with just bare bones inspiration.

Then it got me thinking... (I know, dangerous!) What if there was a similar festival/contest/whatever for game bloggers? 24 hours seems nearly impossible for a decently rounded out campaign blog, but what about limiting the posts? Keep the paramenters centered on worldbuilding and gameplay of something you'd actually kinda' want to play.

Got me thinking about all settings I've started, but never finished......

SO HERE'S AN IDEA...

  1. Pick a game--any old rules will do. Stick to one set though.
  2. Dream up a campaign setting--it can't be anything you've previously posted, published, or talked about before. It doesn't have to be "new" per se, just new to the rest of us.
  3. Create a new blog--yes a new URL and everything, but use your current account so we can tell it's still yours. Name if after your campaign settting.
  4. Write 30 posts in 60 days. (C'mon, that's less than 1 a day!) You have just that long to outline the major key elements (setting, monsters, rule modifications, classes, races, etc.). This is straight-up worldbuilding using elements you'd normally talk about on your home blog. But here, you've got economize and decide what the most important elements are. Here's some general guidelines:

30 POSTS TOTAL

  • 13 on monsters or villains, one type or one specific individual per post (so "hobgoblins" is one, a "kaiju" is another, "Vader's granny" another, etc.)
  • 4 on special treasure, a lost artifact, weapons, vehicles, etc., however you choose to parse. 
  • 3 on setting, this is all aesthetic so you'll want to focus on places, maps, NPCs, the way magic works, how the local ruling space authority, uh...rules the galaxy, etc.
  • 3 on classes with each dedicated to a separate player class.
  • 2 on house rules, specifically how your campaign either strays, modifies, or embellishes on your chosen rule set (posts can be as detailed as you like); carousing rules, etc. all apply here
  • 3 on any topics you like, these help you round out the rough edges and could be additional classes, races, setting, etc.
  • 1 intro post to set up your premise for your campaign (e.g., , declare your ruleset and acknowlege participation in the contest
  • 1 report of actual play, which should include at least one picture, be it from the campaign or actual play; you can make this your final post with a big sign off or you can use it as a playtest, but you gotta play it at least once and record it for posterity

That's it! That's all you get!

Why be so limiting?

Well, limits help push you to problem solve, be creative and force you to make decisions. Why 30? Well seems like you need at least 20 or so to establish the world and make it feel like there's enough of it to explore. 10 more to round it out. "But we should do 40 or 50 or..." Yeah,  we could. But we're NOT. It's gotta feel like a doable, participatory event with a clear finish line.

What happens after the contest/thingy?

Well, you abandon the blog. At least, you no longer post to that blog address. It's done. Finito. You can/should link to it on your regular blog and you're totally able to take it further on there. But on the newly created blog--you only get 30 posts.

Then, hopefully, we all get a chance to maybe play our games? Talk about sharpened skills and broken pencils, etc. Enjoy some laughs and return to our civilian lives, changed but better human beings.

...or not. But at least you'd have a cool contest entry and maybe that would spark some ideas.

So is there a winner?

Dunno yet. Maybe I could come up with some prizes and/or get others to pitch in. But I'm not comfortable being the only judge. So maybe we all vote? Maybe there's a jury that recuses themselves from the contest? Maybe it's just a cool thing we attempt like those Lego builder "contests" and NaNoMiRoWhatever. But one thing is for sure YOU ONLY GET 30 POSTS!

So, is anyone interested in something like this?

I tried to parse out the blog post requirements along the lines of something I generally see on home blogs. Maybe that needs to be modified. But then again, I don't think anyone wants to read 20 posts on house rules, 10 on play testing, and only 10 for worldbuilding. Of course, I could have missed something major so be sure to let me know.

If enough people are interested. When should we start? After the one-page dungeon contest? Gives you a few weeks to read up on rules or daydream at work about your new setting. What's the contest called?

30 FOR 60
RPG World-Building Blogging Challenge!
(If I could do art, this is where that cool custom logo would go.)

Okay, questions? Suggestions? Let's hear 'em!



*I'd also nitpick the thing to death after the fact and I just know I'd never be satisfied with the outcome.

Monday, January 20, 2014

Disney's Star Wars is shaping up to be very different from Lucas'

Sharpen your no. 2 pencils kids, there will be a test after!
Much has been made of the recent revelation that Disney intends to trim the ever-burgeoning Star Wars expanded universe (EU), in recent weeks. Some even welcome the imminent slaughter, which will no doubt cast much of the existing EU from the summit of Space Mountain like fleas off a wookie's backside. But this all raises a much more interesting series of questions, beginning with....

What sort of expanded universe will Disney create for Star Wars?

First, a not-so-quick recap. We'd heard last year that, beginning in 2015, there would be a Star Wars sequels, taking place after the original trilogy. These would seem to invalidate--at least partially--the canon status of a good chunk of the (very popular) novels, games, and Dark Horse Comics-era comics that also take place in that time period. We hear rumors of Skywalker-Solo children, and even the return of the big baddie himself, Emperor Palpatine--but not as a clone as the EU had resurrected him.

Cutting the Cord to the EU

It started a while back we when we heard of some "spin-off" films that would be produced in the Star Wars universe, but focusing on on a single character. A different points, Yoda, Han Solo, and Boba Fett were mentioned. Another red flag: early reports pegged them as origin stories calling into question the backstories of popular characters in the saga--not a good sign for EU-established story arcs.

Then a few weeks ago confirmation (everyone knew it was coming) that Dark Horse would relinquish Star Wars. The license, in 2015, will revert back to Marvel, which is now Disney's in-house comics publisher.

Dark Horse has had hits and misses, but their Dark Empire series really brought the Jedi angst.

The Purge Begins

Meanwhile, Disney went on a project killing spree, pulling the plug on the phenomenal-looking Star Wars 1313 video game and--shockingly--the ardently watched and highly rated Clone Wars TV series. This seemed like a pre-emptive strike to take out any current or future competing content from what is essentially a wide stream of "official" Star Wars storytellers.


Shoulda' been a slamdunk success, like shooting a dianooga in a holding tank.
Inevitably, word finally came last week: Disney will be paring down the EU, getting Star Wars ready to fit into a new Disney mold. This purge is likely to ignore the nearly decades-long efforts to flesh out that far-far away galaxy in greater, grander detail. Arguably, the most well-received and ubiquitous EU tales came out of Dark Horse. Not all agree. These stories would likely see the trash compactor (NOTE: Consider snapping up what you can from booksellers now, seeing as how those stories will likely never see print again.)


A New Hope Backstory 

This week, another revelation: Boba Fett solo film scribe Lawrence Kasdan (yes, THAT, Larry Kasdan) says he's looking at rebooting Fett from the origin up. Like most of us, he wasn't won over by Lucas' attempt at an origin story, so he's come up with an idea to kill the clone and make off with the mask. This is essentially another nail in the EU, since most of Boba Fett's escapades between films (and much more after) all weigh rather heavily on non-film storylines.
 
Soon to appear in "Spaceballs the Sequel: The Search for More Money"
It's been stated that this won't affect the established canon of Star Wars--but in a way it already has. The mere mention that the clone origin wasn't solvent enough to make an impression is essentially rewriting the Star Wars saga in what Lucas has looooooooooong said is the ONLY storyline that matters: the movies. Of course, that too is about as clear as mud.


To make things more the powers that be are now denying the spin-offs are set up from a single character's point of view--seen as hint by some that the films will focus on totally new characters. When she's not completely confusing the fanbase, Star Wars head honcho Kathleen Kennedy tries to reassure folks that the real story is the Skywalkers. So then why even make these other stories if they're not "really" part of the Star Wars canon? ("Money," yes, of course is the answer....)

Where will the EU get most of it's material?

So how will Disney's Marvel handle the EU? Will they be forced to ignore the earlier storylines by Marvel--the ones that saved their bacon in the 1970s? Will Marvel be expected to retain any of the Dark Horse content or will they straight-up reinvent the saga, starting from 5 minutes after Return of the Jedi. And what about the Star Wars of "thousands of years" a.k.a., Knights of the Old Republic? How much are EU are we talking about?

Before sequels, there was Howard Chaykin and Carmine Infantino.
Probably the biggest question though is, who is the torch-bearer for the EU? Currently, it's Dark Horse--most of the stories germinate or pass through that keyhole. So will Marvel take up that role? Or will Disney double-down on their videogame success and put the focus there?

One answer has cropped up in all the reports, it seems that the new EU will be canon:
"A primary goal" was to ensure that there was no hierarchy between the movies and spin-off material, but instead one cohesive canon across the entire franchise, adding that "more so than ever, the canon field will serve us internally simply for classification rather than setting hierarchy."
From that standpoint, the re-canon-ing everything into a single, meshed storyline seems like a great idea. I'm sure fans who revel in the wild and briar-like threads on Wookiepedia and are wont to disagree.


How will Disney owning the property affect other licensors?

You know, a year ago, I was more than a little reticent to support Fantasy Flight Games' snagging Star Wars for miniature and RPG games. Wizards of the Coast (Hasbro) let the rights expire. I was worried they wouldn't be able to fill Wizard's shoes.

Boy was I wrong. They have a verifiable hit with Star Wars X-wing, miniature game of starfighter dogfights. It's by all accounts fantastic and growing quite an exuberant audience.


Look at all those funny dice!
 The Star Wars RPG likewise looks fantastic and is getting great reviews. I've not played it yet (mostly because my house is overrun with RPGs--more on that and the spousal embargo later) but again, another win for FFG. Honestly, I couldn't be prouder. Fantasy Flight is located here in the Twin Cities and it's sort of awesome to have a local company be an integral part of the Star Wars family.

Will these changes from Disney--a family-oriented media company--end up undoing the work and achievements that FFG has so deftly accomplished? I was maybe too harsh on Fantasy Flight in that previous post. I'd feel gutted now if they lost the license due to some Disney legal dickery.

In my original post, I'd indicated doubts about Fantasy Flight being too adult-oriented. I don't think Disney would or could do better when it comes to RPGs or mini games. Quite the contrary, my fear is that they would do the opposite--kill them entirely in favor of very kid-oriented fare.

Disney Infinity, a mini-to-online adventure video game (patterened after the mega hit Skylanders) is being lauded a huge success for the Mouse. Is there room at the Magic Kingdom for two kinds of game audiences? Or will they decide to foreclose on FFG's aged gamers in favor of a younger, more online-synced audience?


So is Goofy-bacca canon or what?


Other unanswered questions:

If Star Wars were ever to be sold to another studio, would it undergo another purge?

Could this ever happen again? Hopefully I'll long be one with The Force before that happens, but I can only imagine the disastrophy that would ensue from redoing another entirely new take on Star Wars. Perhaps by then the whole thing will be public domain anyway? (One can dream!)

Will other big franchise transfers be handled similarly?

Say that Paramount were to lose the mess that is the Star Trek license, and be bought by another studio (let's say Dreamworks). Does the Disney hitting the reset button on Star Wars set the tone for how other studios might rework a previously-established license with decades of EU history? Other companies may be watching closely to see how the biggest media reboot in history pans out.


BUT THE BIG QUESTION IS:

How the hell am I supposed to explain Star Wars EU to my kid? Seriously, she's not even a year old. All of this will have come and gone by the time she's old enough to see the original movie.
ME: So here's a really cool Star Wars comic, it takes place after Return of the Jedi!

KID: Cool! Is it before or after Episode 7?

ME: Neither, it doesn't fit with that movie. It's about Luke turning to the darkside and the emperor coming back as a clone.

KID: The emperor is a CLONE??!

ME: No, uh, not really....See it's part of the EXPANDED UNIVERSE.

KID: The spin-off movies?

ME: No.

KID: The Marvel comics?

ME: No, this is when Dark Horse did the EU.

KID: So how does it fit in now?

ME: It doesn't.

KID: So why am I reading this?

ME: It's like an alternative take--like Star Wars Infinities!

KID: Infinities?

ME: Nevermind.
All I'm saying is, it's a LOT of franchise baggage to be lugging around.
 
Okay enough whining--to the comments!

Wednesday, September 18, 2013

What are Hit Points?

In video games, Hit Points (HP) are a pretty static concept. They equal "health" and are an indicator of biological vitality. It's well-accepted that when a character's HP drop to zero, that persona is dead (or possibly comatose until revived via extra lives or a "continue"). But for sake of argument, that character is gone. Game Over.

 It could also mean "energy" though. Whether that's a metabolic quantifier or some other esoteric measure. When the character runs out, HP needs a recharge! Then it's back into the fray. So does that mean HP should be decreasing over time in traditional RPG--like when we need sleep?

 In pen and pencil games, HP can get--let's just say--squishy. It can represent a few things or a combination of things. Some games go for the straight-up health stat, while others make it a loose representation of "life" and uh--how do I put this--resistance to being hit. Yeah, like "something" gets in the way of that well-aimed laser and our hero is hit, but for some reason a blast only does 2d6 damage and our guy has a crazy amount of hit points. How did did get those points anyway? Did he have armor? Of course!

But that was taken into account with armor class (AC). Was it his dexterity/agility that allowed him to dodge? Well if it was--then he'd have escaped being hit--and at least in this example, he took the hit. His constitution/physique? Again, those scores are already taken into account.

Wouldn't make sense to have both HP and constitution (even though in many games HP is determined by constitution or some similar stat)? What's the point of representing a stat made up of other stats? (Don't answer that one--not yet!) In some games (and sometimes its just the GM's preference) rely on XP to be the "x" factor.

The more experience under your belt, the greater your HP to protect yourself. Makes sense in a way, right? Your character has managed to live this long--a little extra "fortitude" (whatever that means) is a reward to help protect yourself as you advance onto tougher challenges and meaner foes. Except that's the exact opposite of how real life--and combat--works. If anything, more injuries will add up over time. And the aging process guarantees greater frailty.

  So what are Hit Points? How are you using them? As proclaimed in "the rules"? Do you let players trade them in order to accomplish difficult or impossible tasks, otherwise beyond their reach? To the comments!

Monday, April 8, 2013

Classes, skills, and a thought experiment...

YES, I'm still working on classes for the Rad Astra. It's taking longer than I expected because, well, I keep having "ideas" about stuff. And I put that word in quotes partly because it feels more like a curse that leads to me never finishing!

Hey, I'm only partially to blame. I mean, part of it is Matt's fault (from Land of Nod) for coming up with cool "ideas" that spread like a bad cold I can't shake. I'm sure what you're about to read has been considered (with more brain power than mine) by somebody before, but here's my thought process:

DIY Classes
I really like the idea of players making up their own "class" (using Matt's definition of just a way of categorizing skills, attributes, etc.). But then I thought--what if everyone was the same class to start out and then they grew their skills gradually (I'll get to that in a minute) and that eventually led them to a class/vocation.

So the steps would be:

STEP 1: Class: Adventurer - every PC is the same class and rolls up their attributes, 3d6, etc. etc.
STEP 2: Assign per your or your GM's preferences.
STEP 3: Pick skills based on attributes and then follow this handy chart for each attribute:
  • 9-12 pick one skill
  • 13-15 pick two skills
  • 16-18 pick three skills
STEP 4:  Start adventuring! Start earning XP and keep good records.

Now right about here is where the first idea I had starts to break down. I wanted to give players a chance to be more mindful of what skills they acquire--sort of like deciding you want to learn welding, even though you're a piano player. You WANT to learn a different skill despite what your natural talent might be. So the next step was going to be:

  • Gain 1 skill when you reach level 1 (oh, should clarify, everybody starts at level 0)
  • Gain 2 skills when you reach level 2
  • At level 3 - let's make it a Class! Can you categorize your skills? Great! Because by now I'd have made some funky chart that says you should be a space wizard if you have lots of intuition skills, or a space spy if you're really good at hacking computers and crawling through Jeffries tubes holding a sonic dagger between your teeth.

And if your skills are just too varied? No worries: "Professional Adventurer" it is! I'd cap it all off with some kooky rule like:

  • PCs who take up a class get XP discounts when they want to earn more skills, level up; or
  • Adventurers can keep accumulating skills, but they can never sub-specialize (so you can keep racking up skills--like say you take "Space Mechanic", but you can't get into being an expert in space bikes because you're supposed to be a jack-of-all-trades, blah, blah, B.S., B.S.)

But then, I had another IDEA. 
[Sigh.] Actually, something kinda' bugged me. I never liked the idea that classes just "had" skills. Like, when I went to college, I had to learn skills and eventually I adopted a vocation--but it didn't work the other way around. I didn't say "I'm a fireman!" And then, instantly, like in the Matrix--did I get knowledge of how to put out fires. (Yes, I'm aware that Neo never learned to put out fires.)

YES, I know not all games work like this. But rules light games, like X-plorers, tend to simplify things. So if you've got Slight-of-Hand as a skill, you're basically just "learning to get better" as you advance in your class (by levels). You get better by bonuses. It never really feels like you're achieving anything in the way of growing your vocation. Well, okay, that's a bit much--but your PC doesn't get to say she or he is refining those skills. Just racking up bonuses.

Essentially, XP = experience, but not really.  Not XP from practicing that skill.

WAIT. BACK UP. I HAVE AN IDEA.
Go back up to steps 1 and 2 up top. Then instead of step 3 --which now occurs during game play-- tell your GM you want to try to do something. Like, say hack an automatic door (pick a lock).

You roll, and you record your attempt as one.

Then (maybe immediately, maybe later), you try it again. You roll and record your attempt as the second try.

You are awarded XP for each attempt of the skill. The XP you gain from your attempts ends up purchasing you that skill.

Now to make this work, you'll need some things, like a list of skills and how much XP they cost. Also, it helps to have a GM who's willing to work with you on skills that may come up during game play.

In a recent game, our heroes rode a zipline over a 200 foot drop into an alien jungle. Now "riding a zipline" is pretty lame-o skill. But if a player asked to put the attempt towards, say--an Acrobatics skill--that would be worthwhile.

Okay, QUESTIONS:
So how much XP for which skills? Do certain skill types cost more than others? What about their rolls? Does rolling a 1 have an impact on skill cost or if you can purchase the skill? Does rolling a 20 mean you nailed it and you're a natural?

I came up with a 1-2-3 rule (again, in the interest of trying to keep things simple).

  • 1st Attempt = 25% XP
  • 2nd Attempt = 25% XP
  • 3rd Attempt = 50% XP

So in 3 tries, you'd have 100% of the XP you need to purchase that skill. Why 50% on the back end? Because, you've tried it twice before. And let's wrap this shit up already. You want the skill, you've tried it 3 times, it's yours.

What about training? Couldn't I take a lightsaber fencing class at the nearest psionic swamp academy to get better? YES!

In which case, the chart is reversed:

  • 1st Attempt = 50% XP, earned upon payment and attendance
  • 2nd Attempt = 25% XP, earned outside class 
  • 3rd Attempt = 25% XP, earned outside class

So 50% is yours, BOOM. Here's your diploma. You paid up front to take the course, you probably saw the syllabus, pestered the teacher before class. So you get 50% first. Yes, it seems like you could just buy your way to a skill. To which I'd reply--AND?

It's called college. If you've got $ you get to take a class. But real world experience still counts for something. BUT you've still got to earn the other two attempts in game play. You have my permission to say "Oh, I know this one--I totally learned this IN CLASS LAST WEEK," when you roll your attempt.

How much do skills cost?
Ha! See, that's what I'm wondering too. Seems like something like brain surgery should cost a lot. Whereas, riding a giant space lizard, maybe not as much? Yeah, still working out the details on that. "Wouldn't brain surgery require more attempts than just 3?!" Yeah, probably. "What about in a class--wouldn't it cost more to learn that skill?" Yeah, that too. See what I'm up against? I still like 1-2-3 attempts better, but not having a sliding-scale solution causes problems. Tune in next time on that one kids.

What does "getting" a skill get you?
Not sure yet. Maybe you still get bonuses? So when you level up, your effectiveness still increases. Once you adopt a class, the cost for skills gets cheaper and you can therefore afford to get more of them.

Let me just caution you--the answer to all of these questions is: I don't now yet. I'm sure someone has figured that out in some RPG, but for X-plorers I'll likely playtest al this jazz and see what works best. 

So what about those rolls?
Ah, see I DO have this one figured out. At least I think so. If you fail all 3 times, it doesn't matter. Because failure = you get the skill anyway. Why? Ask anyone who's ever tried anything and didn't give up. Eventually they figured it out by trial and error. Shouldn't you be awarded for succeeding? Sure, why not.

But I'm not going to write that rule. Not today.

Actually I already did a whole chart and everything. But it doesn't matter. You could use this:

  • 1 = no XP
  • 2-19 = XP per that attempt's award
  • 20 = full XP, no more attempts needed

But that's bogus, see. In life, (ha!) you can fail and learn by failing. You can also succeed--but that doesn't mean you nailed it. If anything, it was probably beginners' luck and you have no idea WHY you nailed it.

Real skill is refined through practice. Which is why the roll doesn't matter. I mean it does matter in the context of the game. Surely you'll be happier when you roll a natural 20 trying to blast an angry Klingon in the eye with a laser rifle (Sniper skill). That's great--the roll is still relevant.

But if it's your first attempt...well...you better keep practicing!

P.S. If none of this makes sense, just remember--most of these thoughts come to me late at night when I have only a tenuous grasp on consciousness. So pardon my sandman dust while rules are under construction!