Thursday, October 29, 2020
Tuesday, October 27, 2020
Hey folks. For the last few months it has been a struggle to properly document and record my projects on this blog... so here's an attempt to do so!
-Over the course of the quarantine I ran a weird scifi westmarches game over Discord (with some absolutely wonderful folks) called Interdimensional Voyages, which was partially automated via a Discord Bot. We've finished what I'm calling "Season 1", and "Season 2" will ideally start back up when I have more time and energy. More posts on this to follow.
-Max Cantor of Weird and Wonderful Worlds recently interviewed me! We cover topics like emerging trends in RPGs, automation of games, and ADD and mental health! (On this topic, I am considering writing posts on how my ADD and mental health has affected my participation in the TTRPG scene.)
-I'm working on a new project whose size and scope are swiftly ballooning, for better or for worse. Here's the mind map of the current rendition:
It's a multiplayer cooperative game about founding a settlement in a dark fantasy/horror world (then going on adventures to keep it alive), with high (dwarf fortress-esque) levels of procedural generation, that will be fully automated through a discord bot.
That's about everything for now, more detailed posts on individual topics to follow.
Wishing you all the best,
Wednesday, May 20, 2020
This system is about grabbing a handful of d6s, rolling them, separating them into horizontal rows, and having each of those rows represent a monster. A row of d6s tells us everything we need to know to run a monster, we just have to find uses for all the pieces of information the d6s provide to us.
The key to making an efficient system means recognizing when a resource can serve multiple functions. In this case, the d6s are going to serve as both a measure of enemy health (hit dice come to mind) and as an "attack pattern".
INITIATIVE: If you're rolling up multiple enemies, just use the top-down order of their stat rows as their initiative.
EXTRA NUMBER: Open real estate. Use this how you wish, or don't use it at all. When I tested my zombie game, I use this as the "headshot number": if a player rolls exactly this much damage against a zombie, it dies instantly. In a different test, this number instead represents enemy soldiers' primary weapons, consulting a d6 table. You could also create a rudimentary d6 monster AI table and use the "extra number" to determine which PC it attacks, etc.
DOUBLES: Special attacks, abilities, statuses, etc. This one is optional. I like to have a d6 table on hand so I can make enemies with doubles into something special. This kobold has two 1s in a row? It's a shaman! This zombie has two 4s in a row? It has a mutated bile-spit attack! This supersoldier has two 2s? It's a demolitions specialist! And so forth. This can be used as an easy way to distinguish an enemy from the pack.
Sunday, May 10, 2020
|time to leave reality behind for a little bit|
Thinking back to our Thermal Engine example, let's not have it specifically require a Combustion Core and an Engine Block. Thinking on the gameworld logic of the crafting recipe, let's say that it instead needs (something very hot) and (some kind of machinery).
So instead of:
[Thermal Engine = Combustion Core + Engine Block]
[Thermal Engine = HEAT + MACHINE]
Here we've broken the individual ingredients down into intrinsic, thematic concepts. This allows us to turn a piece of information that would have to be formulaically memorized/recorded into a piece of information that is simple enough to intuitively make sense. It also gives the players a lot more freedom to craft what they need using the things they find. Now players could use such wild and wacky things as a canister of lava, a fire elemental heart, or a tiny baby sun instead of a combustion core to fulfill the [HEAT] requirement.
-A Thermal Engine would salvage into [HEAT + MACHINE].
-For example, a scifi game about building machinery and robots might boil down to:
[ENERGY, COMBUSTION, FORCE, AI, CHASSIS, LOCOMOTION, WEAPON]
and a recipe for a Heat Beam might be [ENERGY+COMBUSTION+WEAPON].
-A game about frankenstein-esque biomancy might boil down to:
[BLOOD, HEART, BRAIN, ARM, EYE, LEG]
and a recipe for a Mobile Cranial ObServitor might be [BRAIN+EYE+LEG].
-A game about building arcane spells might boil down to:
[SUN, MOON, STAR, EYE, BLOOD, HOLY, CURSED]
and a recipe for the ritual of Beckoning Blessed Celestial Intelligences might be [STAR+BRAIN+HOLY].
This will likely be part 1 of a series expanding on this base system.