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As I was working on Espers (the Mage stand in in Derelict Delvers), I realized I'd left something out--beyond the skill based healing of a Medic r cleric stand in) that the Medics need their own "specials.." which came about as a combination of Pulp books and Star Trek...so bear with me The ESPER has access to a Psi boosting crystal computer, implanted in his skull. The device leaves only a think metallic and crystal band visable across the forehead. This device can be programmed to attune to Psychic wavelengths, since it can only utilize so much computational power and so much crystalline alignment, each ESPER has a number of slots they can apply to a power. They start with a single slot. As they improve in skill and knowledge they can reprogram this device on the fly and use less energy and space to augment their abilities. Meaning as they develop their psychic talents they can slot more powers, or slot more powerful versions of their powers. Esper Abilities
Empathic Bequilement Sense Kirlian Field Levitate Objects Seal Acess Psychokinetic Glow Mind Bullet Dissonance
Decipher Deflection Shield Somnabalism Precognative Warning Psychic Invisability Psi Key
Telepathic Scan Presence Sense Levitate Self Telelocation Multiplicity Telepathic Illusion Telekinetic Hold Now these abilities vary in how many slots they take up (and what skill level you can start using them.) The Medic doesn't have Esper abilities but he does have access to a Medipath Scanner/Dispensery. A Medic's abilities are more limited, but still work to help those poor souls who delve into the long silent ships on the edge of known space. Detect Bioforms (or Lifesigns) Sense Kirlian Field Dissonance Field Purification Bioilluminate Adreniline Rush Thermal Adaption The Medipath dispensers can hold only so many medicince, chemicals and sensory devices so it too is limited to a number of slots it can hold in special use materials.
I have the base "classes" for Derelict Delver, I'd like some idea on special abilities, while I've inserted my initial ideas, there may be better ideas to use. (Balance is not a goal, this is a bit old school.) Professions: Espers Hacker Medics Pilots Scouts Soldiers A note on professions. Each professions has a set of things they are good at, and a set of things they are average at. Each Profession will list a category of skills as Good, or Fair. IF a skill is not listed it is assumed to be nonexistent for that class, meaning they only get their raw attribute plus a die roll to add to any attempts of using that skill. A Good Skill adds +1 for every class level the character possesses, they also receive the normal bonus for their character level. Meaning for every level a hero advanced he receives +2 modifier to any Good skill. A Fair skill is one they only receive the +1 bonus for their character level, and nothing more. So its value will always equal their class level, modified only by gear and attributes as normal. Espers: Class Features: Good Small Arms Skill Good Data Skill Good Computers Skill Good Esper Sense Skill Fair Security Systems Fair Space Vehicles Espers Receive 1d4 as Heroism Dice. Class Special abilities: Level 1: Esper Powers The hero gains a implanted crystal-lattice computer matrix. This devices allows them to magnify their inborn psychic ability and shape the nature of the power they access. More information is covered in the Esper Powers Chapter Level 5: Power Reset The Esper hero may spend a heroism point and double the effectiveness of a single power use. This is treated as if the power had been slotted twice. Level 9: Power Up The hero may spend a single Hero Point and recharge all their psychic power slots for the day. This may only be done once between rest periods. Hackers Class Features: Good Computers Skill Good Security Skill Good Small Arms Skill Good Stealth Skill Fair Vehicles Skill Fair Repair Skill Hackers d6 Heroism Dice Special Abilities: 1st Level: System Penetration Hacker may use Security Skill once to access any computer, electronic door, or other system tied to a single network. Rather than making a Security skill check for each level of Security. 5th Level: Confuse Sensors A Hacker may spend a Heroism Point, and give himself a bonus +4 to Stealth against all electronic sensors in the area. This requires the use of a Megatool and a P-comm. 9th Level: System Bomb The Hacker can reroute systems with impunity and even turn any sophisticated device into an explosive device. (Damage is equal to the difficulty hacking it +1d6 for every level the Hacker possesses. Medic Class Features: Good Small Arms Skill Good Medic Skill Good Light Armor Skill Good Heavy Armor skill Fair Computer Skill Fair Heavy Arms Skill Medics Receive d8 Heroism Dice. Special Abilities: 1st Level: Protected Status Medics are protected by their sign (Crimson Star) they may roll their Medic skill versus robots, and computers to get them to ignore the Medic as long as he takes no violent actions. 5th Level: Not Dead Yet The Medic can spend a heroism point and make a recheck on any medical test. This includes checks to revive recently (less than an hour) characters. 9th Level: Command Authority The medic may spend a heroism point, utilizing their Medic skill and their sign to claim full control over systems via Medical privilege this allows them to act as a full commander over a computer, robot, or other system (starships), allowing them complete ranks necessary to perform any actions, including self destruct the system and its peripherals. Pilots Good Pilot Vehicles Skill Good Repair Skill Good Small Arms Skill Good Social Skill Fair Computer Skill Fair Light Armor Skill Pilots Receive d8 Heroism Dice Special Abilities: 1st Level: Cut it Close The Pilot may interrupt an opponents action once per turn for a movement or defense while operating a vehicle, this is an additional action on top of any others he has taken during the round. 5th Level: Sailing the Stars The Pilot gains his own ship. It may not be much to look at, but within due time it will be customized to suit the pilot. If the ship is destroyed the Pilot must perform some runs for Archive to earn another. The Pilot may also spend a hero point to define a small modification (less than 5000 credits) on the fly. It can only be used again if he spends another hero point, unless he spends actual credits to cement the modification. 9th Level: Wing and a Prayer A pilot may keep a ship operating when it hits 0 Durability. He must make a Pilot check spend a heroism point and the ship will continue to operate for a number of turns equal to the total check score. If it is not repaired before this time expires the ships drives will go critical and it will explode, killing all aboard. Scout Good Small Arms Skill Good Light Armor Skill Good Stealth Skill Good Survival Skill Fair Repair Skill Fair Heavy Arms Skill Scouts Receive D8 Heroism Dice 1st Level: Hardiness The Scout is adept at surviving in exotic environments and facing strange planetary conditions. He receives a +2 bonus to all saves in such locales. 5th Level: Survival The Scout can spend a heroism point and make a survival skill roll even in environments which wouldn't ordinarily allow it. (Vacuum, Advanced City complexes, Toxic Environments.) It is assumed that they can find sufficient equipment to protect themselves in the environment. 9th Level: Companion The scout find or discovers a strange alien animal that takes a liking to them. This animal will follow commands and can survive in the same environments as the scout. The exact specifications depend on the GM, but the animal should be of equal rank and ability to a 9th level character. Soldier Good Small Arms Good Heavy Arms Good Light Armor Good Heavy Armor Fair Survival Fair repair Soldiers receive D10 Heroism Dice Special Abilities 1st Level: Weapon Specialist The Soldier may choose one specific weapon, with that weapon he receives a +2 bonus to hit and damage. This bonus only works for that specific weapon type. 5th Level: Shake it Off The soldier may spend a heroism point and immediately negate any negative conditions that currently impair him. (Poisons, Fire, Unconscious or other similar event.) 9th Level: Deadly Strike The soldier may spend a heroism point to do max damage on an attack. They do not need to roll any dice simply take the maximum possible rolled result plus their bonuses.
Alright, I need some brainstorming. I am creating weapons for Derelict Delvers, and while I have quite a few, I'd like to add some more craziness (along the lines of ol' Gary's Polearm fascination), into this Sci Fi dungeoncrawler. So give me your arms of mass destruction on the personal scale! I've got some doozies of my own. The usual Lasers, flamers, shard guns, storm pikes, and Massmauls-- the more, however, the merrier
Derelict Delvers The galaxy has witnessed ages virtually unfathomable to the mortal minds that have shaped it. Yet, before this mute witness, numerous civilizations have grown and spread their wings across the spiraling splendor that it holds. As all things must even these great empires fell. Collapsing inward and falling into barbarism and savagery. In time, these civilizations lost recollection of what ancient glories they once held. Now, a new civilization has sprung forth eager and curious. A civilization willing to brave the decrepit derelicts, lost laboratories, forgotten remnants of ages past to recover ancient alien artifacts and data left long dormant. You are one of these delvers. Destined to glory or death and pursuing both with mad abandon. The ARCHIVE (Artifact Recovery Control and Historical Investigation Ventures), licenses you to to enter ancient archeological sites, and kill the deadly denizens within, and take those denizens stuff. Creating a Character: Choose an Alien Race. There are un-numbered races found across the galactic expanse. Most fall into a few very common categories, with enough biological similarities to be categorized together. Humanoids: Humanoids have few differences across a broad range. Some have different shaped ears, eyes, or more or less digits than the common familiar human. Humanoids vary in size although most range between 5'6 and 6'6" with a few members smaller or larger than this. Humanoids are flexible in their choice of professions, they are not more or less adept at any given one. Humanoids receive a +1 to Con, +1 Charisma Optional Humanoid Physical Features Disparity: A player may choose one of these for their character with GM Approval instead of rolling. Humanoids: 1-8 Strangely Hued Skin: --Flat White --Blue --Green --Red --Metallic 9-12 Strange Ear shape --Pointed --Animal-like --No obvious ears --Antennae 13-15 Unusual Head shape 16-18 Tail 19-20 Alternate Adaptations: --Glider Membranes (Patagaea): Character can glide downward at running speed --Amphibious Character can survive under water and swim at running speed. --Climbing Adaptation: Finger/Toe Suction Cups or Fingertip/Toetip Claws Regardless of the means character can move up walls or steep inclines at running speed. Felinoid: Felinoids* are similar to humanoid stock although their features are heavily feline. Felinoids are descended from loping or pounce predators approximately the same size as humankind, but with claws predatory teeth, and many have catlike tails. Felinoids are slightly smaller than standard humanoids ranging from 5'2" to 6'2" Felinoids are better suited for Soldiers, Espers, and Scouts. Felinoids receive +1 Dex, +1 Will Optional Felinoid Features Disparity 1-8 Oddly Hued Fur --Stark White --Blue --Green --Metallic 9-12 Plantigrade back limbs and feet. 13-15 Tusks or Horns: Can do +2 Damage with a strike using these natural weapons. 16-18 No Tail 19-20 Alternate Adaptations: -- Multiple Eyes: +1 to Perception -- Carapace or Quills: +2 Damage Resist or +2 Natural Weapons -- Variant Size (Larger +3d6" or Smaller -3d6") Insectoid: Basically a big bug, these are fairly humanoid in shape, possessing two to four useful ambulatory limbs and two manipulator limbs. Any additional limbs (or wings) are vestigial, and only useful for appearance or mating purposes. The basic structure is a manlike insect covered in chitin like carapace of armor. Although Insectoids are significantly smaller than humanoids due to the weight of their dual skeletal systems. They are still comparably as strong as the rest of the playable races. They range from 2' 6" to 4' and found equipment (notably armor) must be marked with an S (small size) for them to utilize the equipment. Insectoids are hyperactive and quick, they make excellent Medics, Hackers and Scouts. Insectoids receive +1 Dex, +1 Int Optional Insectoid Features Disparity: 1-8 Oddly Hued Carapace --Metallic --Opalescent or Iridescent --Blue --Purple 9-12 Additional Eyes: +1 Perception 13-15 Functional Terrestrial Limbs: +1 to Dex rolls where additional limb would be useful. +2 to Strength rolls when multiple limbs are applied. 16-18 Wall Crawling: May move at running speeds on any incline. 19-20 Functional Wings: May fly at running speeds. Reptiloids: Scaled humanoid reptiles, notable for their large eyes, tails, and the fact that despite being reptiles are warm blooded. Reptiloids are tough and strong with a fierce undeniable temperament that brooks little argument from anyone. Repiloids are somewhat larger than standard humanoids being over 6' for most of their group, with the largest being upwards of 8' Repiloids receive a +1 Str, +1 Con. Reptiloids are best suited to being Soldiers. Optional Reptiloid Features Disparity 1-8 Odd Scale Colors --Metallic --Orange --Iridescent --Purple 9-12 Neck frill 13-15 Bone spines or Spikes: +2 damage from natural weapons 16-18 Venomous Bite: Damage equal to Con from bite for 1d6 round 19-20 Chameleon Skin: +2 to Stealth Checks. *Humanoids and Felinoids may sometimes be fertile producing Half Felinoids. Half Felinoids receive +1 Dex, and +1 Cha. Humans find them exotic and interesting as do full Felinoids. Because of their uniqueness, they do not get alternate features of any form. Basic Attributes: Strength Dexterity Constitution Intelligence Will Charisma You roll 3d6 for each attribute. However to keep the numbers simple and easily added in play we add a bit of complication here. Each die is read separately. A single die of 1 equals -1, while a roll of 2-5 equals a +1 an a 6 equals +2 to a trait. So if someone rolls a 5, 2, and a 1 they achieve a +1, while if they roll 6, 6 and a 3, that's +5. Next choose a Profession. Professions: Espers Hacker Medics Pilots Scouts Soldiers I'm hoping the homage to old school, without being too clumsy will work. I've got the suitably arcane dice rolling for PC creation (I hope.) I probably need to change the variations into a percentile chart (since I expect a full list of dice rather than JUST a d20)
Derelict Delvers has begun forming more solidly in my mind. So I've decided to make base races in line with what we find in science fiction classics. The basic ones follow certain standard patterns, but are many and varied: Humanoid, Insectoid, Reptiloid, and Felinoid. I'll post more on specific for them later. For right now the basic idea is that the vast stellar landscape is teaming with life--most of it along fairly similar lines, either born from common stock that splintered across the growing and shrinking of empires, or just the environments needed to support intelligent lifeforms create a few common patterns. Each "group" may be varied. Humanoids might be different colore, or have environmental adaptions (like being amphibious) that common humans don't have--this easily fills the ranks of the humanlike-races found in Star Trek and Star Wars. While the less human usually fall into unique species, or another common grouping. This doesn't mean their might not be cephalopodic aliens on some distant world, no, it just means that such a life form is uncommon.
Tags: Game RPG Writing
I've decided I'm at an impasse with my GM's chapter. I know so many people know "all" of this stuff already, and then so many people don't. I mean at least if they know it, they aren't acting on it. The best advice I have to give is "talk to your players..." and 'play with friends." Simple, short, and exactly what I mean. I've got more to add, but I think I'm going to hire out for part of it. I've talked to a writer and think it will allow me more time to work on the things I know well, and don't feel like an BACK-SIDE for trying to convey the simplest of human ideas through a game. I don't want to talk down to people, but it is VERY clear in my personal gaming experience is that some people don't really focus on the "shared" fun enough, and only worry about the "my fun." I've numerous examples, I could wax lyrical on, but the examples are the ones I remember. So they are so heinously bad, that I hope its just aberrations and not everyone suffers through them.
Tags: RPG Writing Game
What makes a good Gming chapter? I know a lot of times I've skimmed over such chapters giving me advice, and so when I sit down to write another one, I keep thinking that I'm gilding the lily so to speak. In essence adding to much thought, or too much common sense. Yet, at the same time if I don't cover what a GM does in explicit detail, what will be left out? Where will a GM need support when things go wrong?
Tags: Fantasy RPG GMing




  

Degen and Low G Esper sketches from my project: Derelict Delvers Believe me I recognize I'm not a professional artist. This is just to help me create a visualization of what I describe.
Sometimes it feels like a never ending rock roll up the mountain to get writing done. I'll admit I'm probably one of the slowest game writers out there. Not all of it is my "health" which interrupts me and slows me down. Part of it is just the Sisyphusian task of getting it all done only to start back over again at another point. If I were one of those game designers who used the same system for everything, perhaps it be easier. Unfortunatly while I think some systems are able to stretch and bend well to do many things--none do any given genre they aim for well. Somewhere along the line their base assumptions get in the way. The good news is I've obtained a laptop (cheap, low end, one but still suitable) and I can now do some work while bouncing idea off my friends. What I need is a focus group for various genres. Mecha (Giant Robot/Powersuit) gaming. Western/Horror gaming Dungeon crawl in Space (with pulpy ray guns) gaming. At least to start. So I guess that will have to be my friends. It is nice that they are broad ranging gamers with a lot of different tastes.
Tags: Writing
Two sessions of Shadowrun are behind me. This is a good thing. I'm not the best at running such crunchy games, mostly because I don't like having to focus on the rules, rather than what's going on both through and around the PC's. Yet 4E SR isn't too bad for a crunchy game. I still would have liked some streamlining, especially when you consider that each protagnist is mostly interested in being good at their schtick, and less concerned about non-schtick events/outcomes. The hacker worries about hacking, not so much about shooring down his foes. I am a bit unusual,I take it. Skimming through other threads elsewhere on SR, I've found that most people offer a small amount of money and only slowly build rewards. Oh sure, I don't give a LOT of money, but I do provide chances at getting solid peices of gear, and or money to buy the stuff for their next run. (Yay "expensises') albeit I do watch that carefully. SR is a gear heavy game, gear makes a difference, yet you still have to give some tangible rewards (as tangible as fictional stuff in a fictional setting given to fictional people can be..:D) I'm enjoying SR, albeit I am running it a bit more morally black and white than others might. It's my common rule of gaming. I run "heroic" games, that doesn't mean people can't do something bad or wrong, just that redemption must be in the cards in the long run. I simply don't like playing or running games other ways. So far my players are enjoying it--even the one who doesn't like modern/sf games (exept zombie themed ones.) So we'll see where it goes from here.
Tags: Gaming Players
I've noticed a couple of people I've friended have gone missing, If you were my friend and happen to read this, and would like to stay in touch through some other means--please email me silverlion@gmail.com I can guess why you've left RPGbomb, and I'm sad to not have you as a friend here, but if you want to talk or whatever, right me. Otherwise, if you read this and don't wish to talk for whatever reason. Have a great life. Ill be here if you need anything.
High Valor is one of the games I've spent the most time working on. Mostly because unlike some people I didn't get it "right" at first, I spent a lot of time trying to create a FRPG that did what I wanted, worked for the world I'd envisioned, and yet still kept things simple. I didn't get it write the first few times in writing it, testing it, and rewriting it. It isn't at all the same game I started working on years ago, and it is far better for it than if I'd kept hammering on the same mechanics I'd first envisioned all this time. Here is an example character: Thiundael, the Thunder of the Shining Host Luminal Sidda
Will 3 Faith 2 Valor 3
Luminal (Lesser) Finder (Greater) Redeemer (Lesser) Mace wielder (Lesser) Uncorruptable (Lesser) Strong as a Bear (Lesser) Skysplitter (Lesser) Adept-Sorcery (Lesser) Mythic Countenance (Greater) Challenges: Dreaming Enigma Distant The numeric ratings are actually dice pools that get rolled whenever a situation would call on one of those three measures. While the traits are ranked numerically to match the words used. (Each rank is +2, so Lesser is +2, Greater is +4, if Thiundaael had been made to have fewer traits he might have had a Heroic +6 or even a Legendary +8) The system used is quite workable. Decide what measure is being tested (Will, Faith or Valor), come up with an in character use for that measure and roll. Keep the highest die of the dice rolled and add the two most relevent traits a character has to determine success. Oh there are of course a few more twists to the system. For example saying a prayer in character will let you borrow a die of Faith for a scene, gritting ones teeth and having your character say "they can do this" might let them borrow a die of Will temporarily in similar fashion. A few tests disallow this (calling on magic or miracles--Faith can't be used for magic, and Will can't be used for miraclres of faith, simply because self will and faithfulness to the High Lord are somewhat at odds.) After all if you TRULY had that kind of faith, you'd accept the outcome as the High Lords will. If you had so much self will, you probably are not going to let go and let things fall as they must in accordance with that greater, eventual, plan--whatever it may be, this is a conflict of the setting as much as system one. Now the game has a lot to it. Explaining how to create characters like the one above. Providing a decent sized list of sample traits,although a player can work up their own as well. Plus all the usual "how to handle magic, miracles, epic fantasy..e.tc.." that you'd expect to find. One thing it won't have is pictures of your traditional fantasy or dark age weapons. Do you need another set of those? I certainly don't. It also will not have a huge number of NPC personalities. There will be a bestiary, descriptions of the various peoples of the Free Kingdoms and the Fallen Empire, as well as advice on running memorable games. The aim of course is to make the game about YOUR characters and stories--not mine. Sure mine are great for me and my group. Your group will be different, and that is not only a GOOD thing it is a GREAT thing. Will it work? I don't know. I know it makes me happy, and I hope a few other people will pick it up and enjoy it.
Tags: FRPG Soon
Derelict Delvers, is a new project of mine I've been scratching out the old fashioned way. It's basically "dungeoncrawls in space"--a game set up around the party in a limited environment seeking out monsters, killing them, and taking their stuff. It's setting is an "Old Universe" where the spread of Empires across the stars comes and goes, and right now its the Dominion of Man, the current up and coming empire. However, this empire is a thing of corporations, of getting the leg up on everyone else. So ARCHIVE (Artifact Retrieval Control and Historical Investigations Venture Enterprise), licenses people to go to ancient ruins and claim their wonders (tech, data, etc) from the various vermin species, ancient warbots, and pirate bands operating within them. Now on its surface it is a silly premise, but it can be a quite fun and useful game for humor, excursion play and exploration, as well as player cunningly using their brains to disable traps, face down monsters, and otherwise just let the players have a ball. At the moment, I've decided to stick with the simple model early AD&D/Basic D&D--modified for the modern age. The basic stats are the same (Str, Dex, etc.) but I'm using 0 as average with the stats being the base modifiers for rolls. Currently I've got the following "subspecies" Heavies (High G Humans) Lifts (Low G Humans) Augs (Genetically Augmented Humans) Terts (Normal Terrestrial Humans) These map pretty closely to Elves, Dwarves, and Half Orcs, though it was only later in writing this up that I realized the similarities. The classes will be Pilots, Soldiers, Medics, Espers, Hackers, and Scouts each of these have basic skill expertise based on their training, as well as "special" abilities. For example the Pilot has Good Proficiency level with vehicles of all sorts, and at a certian level the Pilot will get his own ship as one of his "specials." That's about it so far. I've got notes for how proficiency levels advance (Good, Fair, None) as well as how the specials work (gained so far at 1st, 5th and 9th levels but I may fill in some more as game development goes on.) I've also got an idea on Esper powers (and how they take so long to recharge..much like D&D's spells. ) There are solid reasons for the design to encourage a similar "think outside the box" solutions to the limited resources of being delvers.
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FRPG
Posted On 05/06/2008 21:55:39
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My FRPG in works for some time is currently on hold. I'll continue to work on it as I can, but the frequent need to visit the hospital for my friend, means less writing time. This may not be a bad thing though, with the 400 lb gorilla of D&D 4 coming out soon, it makes sense to not directly compete. (Since there really isn't any competing with D&D and that's fine--its just not a game that works for me.)
Tags: Delays
Forgive the detour from gaming and game related things. It's tangentally related in that involves two gamers. Last thursday I spent the evening with one of my friends at the Emergency room. He's a gamer (and one of the few people who willingly GM's games for me, since I usually GM otherwise, and people seem intimidated by my experience.) From 1045 PM to 7ish AM. Most of it waiting. They finally cave him a CT scan and a shot for pain and sent him home. Saturday I was going to go to a Tae Kwon Do tournment (to watch my friends/class compete, I wasn't comfortabel enough with my skills to do so.) I ended up not going due to exhaustion from the all-nighter. At 3 pm I got a call and ended up going to take my friend BACK to the ER. Same process of testing, this time they said "infection", and ran the tests again. Gave him meds (pain and antibiotics), and rather than keeping him for observation (considering he was in terrible pain and had an infection that was impacting him so heavily--they sent him home again. Sunday, he had to be taken to the ER by ambulance , now he was incoherent, and had slept most of the day--his words were scrambled a bit--I understood him but his wife couldn't at all. He got out of critical care this morning at 11, and I visited shortly after. It took them this long to get him treated and the infection was close or IS possibly still able to shut down his kidneys. I have rarely in my life been angry enough to hurt someone. I'm just non-violent by nature, a pacifist for the most part by choice. (I don't like real world violence, games and gaming are different.) Yet I want to lash out, I want to make it right. Mostly I'm worried for this friend who is as close to me as a brother. This is an unacceptable state of the world. We must change it. We have to. Who else will?
Despite the (semi) failure of my Zombie game, I as usual keep gaming; recognizing that not everything goes the way I planned. My other group of regular players met after a birthday party for the other GM's youngest son. We spent most of the time hanging out and watching videos due to waiting for players to gather, get food, and so on. We finally began gaming in the late evening. This time I wanted to run something I was working on system wise and settled on my "Action Card Engine" (ACE); the basic idea is that I wanted a fast moving card powered game reminiscint of Marvel and Dragonlance SAGA that TSR published shortly before before WOTC bought them out. (Or somewhere near that point.) The Action Card Engine, is the result of that desire to create a card driven game engine, one that is flexible and fast--used specifically in this case for a mecha (giant robot) RPG. While I've only got a handful of notes on the rules, and maybe a dozen sketches for the primary setting, I still sat down and ran the game. It was a smash hit, it seems when I do my own interests things tend to flow better and more freely. The Vast Frontier setting is a bit unique for the giant robot genre, because rather than spaceplanes and samurai aspects, it is very much a gritty, dirty, and bloody "Old West" style setting. It shares many tropes with westerns--frontier exploration, law upheld at the end of the gun, dusty environments, trains (actually hyperspace cargo carryiing vehicle called "The Line"), and so on. One of the things I've tried to establish in the setting is the buracratic and distant, often unconnected nature of the "law" presented through Corporations (giving a back east, they don't know what's going on out here, feel.) as well as the juxtaposition of technology versus the primative and rough nature of the worlds the game takes place on. In our first playtest session as a group, our "cast", arrived off the shuttle from the nearest Line station, on the dusty and unnamed as of yet planet whose spaceport and primary town is New Jericho. They'd traveled here to seek out jobs bringing along their 'Slingers (Gunslinger, the mecha of the setting) since that is how they plan to do their job. Arriving they find the first person who applies for a job is made sherriff--just like that as random as can be, by the corporate edict sent down to the "Accounts, Recieving, and Dispensary" clerk in his walled up, bullet proof little office. They ignore the woman he sends off crying. After each getting sorted into their sudden shock of new duties, they find themselves needing to intervene in the life of a young boy and his sister. The sister is due to be married to "a man with the bad end of a horse for a face..", as a way of settling her down. This was arranged by her uncle, the man who raised both the girl and her brother. One player (nicknamed Preacher, for a good reason) and two new deputies go to see about this girl and see if they can work things out. Meanwhile the sherriff offers libations to the local Digitial reporter, who has a story to tell about the sherrif's predeccessor (in a wooden box, along with his 6 or so former deputies) The reporters story comes with a few shots of Jack Daniels, about how the former sherrif took a scattergun to the back at point blank range, outside his 'slinger. They found him in two peices out on the ridge. Elsewhere the preacher, and two deputies face down the girl, who is busily flinging the heaviest objects she can find at her uncle. While getting the story from the uncle, she flees to her room and slams the door behind her. The two deputies then proceed to get more involved--one runs off to find the sherriff, the other deputy along with the preacher goto the door to talk to the fiery spirited 16 year old. Who has appearently picked up a hand cannon, as they hear the hammer pulled back--the preacher pipes up "I'm on the left" (when he was on the right) hoping he doesn't get shot. She splits the difference and misses both of them but blows a fist sized whole through the door. The preacher and deputy draw their own weapons and try and talk her down. Eventually the preacher's silver tongue wags long enough to convince her that she won't have to marry the man that her uncle arranged for her, and instead will be sent to school with the Preacher's sister. ( despite his "baptist" style playing of the preacher, his sister went off to a nunnery "She went to a nunnery and turned it into a warzone.." says he.) Appearently sending the girl off to his sister is his idea of revenge--on the girl or his sister, I don't know yet. Things proceeded along at a pace. The girl is sent off, things are going smooth, when 'slinger fire gets their attention. It seems a squad of farm 'slinger with handmade weapons were threatening the accounts office. The cast suit up in their 'slinger, then ask over the radio (staticky, and bad reception) for the farmers to lay down their weapons and surrender. They get shot at for their trouble. Returning fire they blow a huge hole in one slinger and set it ablaze forcing the farm-boy to eject. Then another one (the eldest brother Jed) takes a lethal hit that blows through the mecha, the pilot and out the back side of the slinger. Due to a high card played by one of the deputies. More talking ensues and the other boys (without their eldest, Jed) surrender. One deputy goes of to find their "mama", who is indirectly why the boys were trying to "rob" the accounts office. The crying woman from before? That's her. She was trying to get back benefits for her now dead husband owed for going on three years to stave off losing their farm. Now her eldest son is dead. Angry, frustrated tears were why she was crying earlier. When she arrives it is revealed the boys were more afraid of HER, than of the sherriff and his deputies. She will be a re-occuring characte, I imagine...:D That's a short debrief on the game. Was fun, and I know what I need to work on for the system. General Notes: Gunslingers and Farm slingers all come from the same slang root--"Lineslingers" the smallish mecha units used to maintain the Line, in transit. Most suits in general use are decommissioned from the Line, and sold in secondary markets where a little retrofitting and they make good tools for farmers, miners, outlaws and so on. In the setting a slinger is part horse and part gun in terms of "use", The typical slinger is 4 meters tall, and weighs a couple of tons. They're small by mecha standards. Most of them use weapons modified from tools of the trades they're employed in--riveters turned to guns for example. The 'slingers also "dress" up, as well--wearing hats, scarves, vests, longcoats. Part of the reasoning behind this is it looks cool to have giant robots in western wear style attire. The other part is its cheaper to buy a 100 buck hat than to spent days retuning the optics of the mecha to deal with glare of a new planet. It's cheaper to buy a long coat than maintaining a exorbantly expensive cooling system for the entire unit, or to seal it against dust in its works. Yet, it does look cool..(Pardon the bad art...its just a concept peice.) 
Tags: Good Gaming Playtest
Eh. It didn't go as planned. It felt too rushed. I think part of it was my friends wanted to watch a fight (MMA or some such) as well, and so the game was somewhat hurried by the players to get their fix of that. It was good at first, but they seemed to be uninterested in being cautious. If I continue to run it (which I may not), I'll make sure they die from that non-cautious approach. Sure I don't want them being typical "gamer" responses. But I want them to at least explore more than the fastest route through the underground they've found themselves in.
I've been looking to do my own spin on "Galactic" superheroes. Those heroes who adventures are across the stars. I have some ideas, but a friend came to me with a good name and backstory, "The Lightbringers", who fulfill the role of DC's Green Lanterns in their own settting. Ssure I could run a GL game, but I can't write stuff, or publish stuff for Green Lanterns, I can however create a group--different, more "mine", with a major twists and turns that make them very different in many ways. Plus, I kept coming back to the old folklore/myth of "Champions Light", of Champions who are surrounded by light (divine, natural, whatever) in the heat of battle. The Source-no one knows what, or who, it truly is, grants heroies, champions who turn the tide (usually for good), with the ability to manifest their valor into light. Star faring cultures, know more than just the heroic champions granted light in great moments of challenge and sacrifice, they know the "Lightbringers" as beings who serve the Source, and their own convictions to do good across the galaxy. These champions have many enemies, who I'll consider at length. For now, I'll just give their battlecry. Wherever darkness spreads terror and fright Whenever innocents face dire plight. However sentients know evil's blight. We! Bring forth the light!
Between the candle and the star No matter where, near or far. Across the universe we shall fight We pledge to be justice's might
We! Bring forth the light!
Tags: Superhero Hearts & Souls Writing
I have a friend and member of my gaming group who LOVES zombies. They are his favorite antangonists for "horror", style games. My biggest problem is that while zombie movies can portray this well (sometimes), your average game will get boring after a handful of session. Simply because there are only so many ways to kill/face a single threat. In my attempt to run a longer game, I varied the zombies and situations, betrayal by seemingly good helpers, military black ops manipulating events for their own ends, as well as a varitety of distinct zombie breeds. Now that's one solution. It is imperfect at best, because if you vary the zombie "formula" too much, it isn't really a zombie game anymore. (This is arguable of course, but I'm trying to stick to my friends views on zombies.) Now I know the common themes: Isolation, fear of the unknown, imminent threat, mistrust, and so on. I'm going to try and make use of these but add some more ideas too it. The last zombie game I ran was basically, a nerve gas exposure that caused hallucinations (and the capture of the "heroes" for murdering innocents due to the exposure.) It worked well for a one shot. This time around I think I'm going to go a bit more the other way--less perception and more reality. I've seen too many zombie flicks thanks to my friend with poor explanations, and too many with "No one knows the truth", so I think I will have one firm truth behind the reason this is happenning. My plan is to place the players in an enclosed environment (subway and underground), and have them face the various travails, I have planned. In essense the game will include some common dungeoncrawl elements (dangerous environment, need for supplies), as well as a presiding threat, and scale elements. For example, one scene I plan is a sound like static, heavy and loud echoing from down the rail. It gets louder and louder--and a few bugs come scurrying out--roaches. Then as they watch, or run, or whatever--a wall of billions upon billions of roaches of all sizes, filling the tunnel, like a wave, comes rushing out their way. In essence, I'm going to make the zombies a matter of fact, scary aspect, but not the only frightful imagery. I've some ideas too about all the wierd things they may find deep under the city. Wish me luck. Since this is meant to be more than a oneshot. While this group is good, horror, is one of the settings they tend to have the hardest time just accepting the rules of; that they are mundane, everyday people--not badasses, not empowered people, not adventurers, just ordinary people, in extraordinary situations. Edit: Sadly my game was delayed. Will do it next weekend with luck.
Tags: Zombies
Alright, I didn't think there would be much interest and I wasn't planning on shilling here just babbling about general things. Since people asked: I've produced Hearts & Souls "Delve into the psychology of a super-heroes. Choose your heroes drive, use that drive with a powerful inner monologue to push against the odds and let it determine success and failure when the chips are down. Make the dice answer to your character's desires. Step on up be a hero. Make a difference in the world." I've also produced a setting "Tribes of Mother Night", for F20. It's currently unavailable while I slowly work on an improved version. I've also done setting work for Cartoon Action Hour (Warriors of Iconia) produced for Spectrum Games. In addition to that the martial arts special powers in Midway City (Spectrum Games), was primarily created by me, with adaptation to the updated system they used in the final draft. Heavy Metal Magic was done for the 24 hour games project in 2004. On top of that I produced some villains for U.S.E.R's Most Wanted, for the Godsend Agenda line. What I'm working on, currently, is High Valor; a fantasy role-playing game. I want a simple system that the players choices for resolving the situation impact play. I'm working on the final pre-edited draft now. In addition to that, I'm working on: ACE (Action Card Engine), which is supposed to be a mecha* centric card driven system. I plan to use it in a single stand alone game, called Vast Frontiers with an Old West meets Sci Fi Mecha theme. I'll probably produce a multiple setting version for general use. (Less setting than the Vast Frontiers game, but more options--including magic, special powers, all centered around mecha) *As in the giant robot usage of the word. Empire of Night (E.O.N), is a space opera with zombies and vampires, where humanity foolishly gave up their fear of the dark and allowed themselves to be seduced by the propoganda of vampires. Rebels however strive to free humanity from self-made hell. Creatures (play dragons, gryphons, and other creatures of the Mythic Land) Among many others. As I said I'm slow. I just don't want to leave something out or leave something under developed in the long run.
Tags: Game Design
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