Thursday, October 29, 2020
Interdimensional Voyages Character Generator
Tuesday, October 27, 2020
October Update
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,
-Saker
Wednesday, May 20, 2020
Dice are Statblocks
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.
SHORTHAND:
Sunday, May 10, 2020
Crafting with Concepts
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| 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]
We get:
[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.
Thursday, April 30, 2020
The UVG Digital DM Screen
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| I may have made a thing |
It's just about finished. You can find it here.
This post is... a very big thing for me. I didn't realize how difficult it is to actually finish a project that's been this important to me for so long. My copy of the UVG arrived and holding it in my hands was the tipping point, irrefutable evidence that this is a real thing.
On the UVG
The UVG was the project that gave me the first glimpse of what science fiction was capable of in the world of TTRPGs, and it continued to push the limits, moving the goalposts over and over again. Onboard the Stratometaship, I got to witness the UVG evolve every step of the way, until it became what it is today. And now, with this, I have an opportunity to bring my own little piece of science fiction to the landscape of TTRPGs.
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| my ancient foe returns in material form |
Some other takeaways:
-It is truly fascinating to work on developing a digital tool for a project as it evolves. There were some sections that were, for lack of a better term, a real pain in the ass to deal with (here's looking at you, The Near Moon) that I now see in their final, illustrated form and cannot help but be astounded.
-An immense thank you to Luka for giving a relatively unknown newbie a chance. (also- if you have the chance to work with Luka Rejec on any sort of project, take it. He's an absolute joy to work with.) Thank you to ExaltedFuneral for believing in this project enough to support it!
-This project ends just as it began - as an expression of appreciation for a setting that captured my imagination when I was very new to this community, and continues to hold it.
My Soapbox on Digital Tools
And now, an aside on digital tools. I see discussions every so often debating their merits, or whether they are truly necessary. I hear people say that face-to-face, pen-and-paper is the best way to run a game, and I cannot help but agree, but-not everyone has a house or apartment where they can run a game. Not everyone has their friends close enough geographically to show up to a game in person. Not everyone has the space to spread out a sheaf of papers. Sometimes your friends are busy. Sometimes you're busy. Sometimes the only way you'll get that game in is to run it off your phone at a crowded Denny's.
That's what digital tools are for.
They break down the barriers between the idea of running an awesome game, and actually running it. They make more games happen.
I'm not an economist, I can't tell you if having a digital tool made for your game is a good financial decision, or whether it will actually make you money. I know I'm shooting myself in the foot by saying that. But what I can tell you is that it will allow more people to enjoy your game. People who otherwise wouldn't. People like me.
There's a reason why I have a passion for digital tools, after all. I found them at a time when the local game stores were closing down one by one, when my prep time slipped away, when schedules drifted apart. That bit about running a game at a crowded Denny's is true. I ran it off a digital tool I had made the weekend previous, it was a blast, and it wouldn't have happened otherwise.
Monday, April 27, 2020
A Return to the Blog
It's been a while.
After (possessed by the unlimited and characteristic hubris of humankind) I tried to create my own website with blog functionality, I have decided to return here. Although the attempt to make the custom site have all the same functionalities of this site was a useful learning experience, it was taking a lot of time and energy that could have been used to make ridiculous rpg stuff, which was the kind of thing that inspired me to make this blog in the first place.
So, to here I have returned.
And now, this place shall be filled, once again, with life.
New posts are being constructed, old unfinished posts are being dusted off, and the spores of late capitalism (spam bot comments) have been excised from these tarnished halls, that our works may begin anew.
It's been a while since I've been part of the blogosphere, so if there are active blogs and folks that I have missed, please let me know! Tell me about the exciting things you are doing!
More posts will follow,
-Saker
Tuesday, July 2, 2019
New Website!
Sorry I haven't been posting, have been adjusting to a new job and dealing with personal things. Now I get to show you one of the things I've been working on under the hood: I've made a website from scratch. It provides many different functionalities that Blogger cannot (like a navbar) and is currently missing some things that Blogger provides (like a Blogroll [I'm going to be working on an entire web page that will function like a Blogroll and showcase other people's blogs.])
Here it is, in its current version. I will continue to tinker with it until the end of time, most likely.
https://www.tarsostheorem.com/
If you see any weird visual bugs, or have suggestions for improvement, send me a PM or an email. Contact info is under the About page!






