A blog about roleplaying games, from a roleplayer's perspective. Includes peeks sometimes into other geeky things.
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Showing posts with label core mechanic. Show all posts
Showing posts with label core mechanic. Show all posts
Saturday, February 16, 2013
Hollowpoint: a Dice Bag of Bullets
You know, Hollowpoint is really not a game that I thought I'd consider to be interesting. I'm not generally one for its motif of ultraviolence and devastation. On the other hand, I thought that The Boondock Saints was interesting for the way it portrayed characters who were driven to such extremes, and I can't deny the appeal of an action flick. Oh, and then there's the fact that I've thoroughly enjoyed Bee Train's anime Noir and Madlax, which were totally about people who killed other people (and how they dealt with that). Enter Hollowpoint, the game which gives you a splendid framework to build all sorts of stuff around, if you like.
Labels:
action,
core mechanic,
creativity,
death,
independent,
review
Saturday, December 8, 2012
The Design of Everyday Gaming: Feedback
Admit it: you are completely confused as to why there's a teapot on my blog, particularly such a strange teapot. It is, in fact, the "masochist's teapot", as borrowed by Donald Norman for his book The Design of Everyday Things, which I'm currently in the middle of reading. As to why I brought him up? Well, let's just say that I found the book highly enlightening so far, and it's spurred some thoughts on game design...
Labels:
core mechanic,
game design
Saturday, November 3, 2012
Generic Games: So Mainstream
Okay, I admit that I was just trying to get your attention with that title. And that picture was the best one I found when searching "hipster elf". So, I tried. In this post, I'm going to be talking about the benefits and drawbacks of both generic and more story-specific games.
Labels:
core mechanic,
gaming,
storytelling
Tuesday, September 25, 2012
Game On!
(You can't resist reading this article. It has a picture of Felicia Day!)
Sorry I haven't been posting much as of late. I will say that I have an excuse: I've been gaming! It's true; a local con and then weekend gaming at the FLGS occupied Saturdays, and it was glorious. I've also wound up playing in a group on Sundays, as well, and it's fantastic. And all of this gaming, it brought me to a sudden, fresh perspective.
Labels:
core mechanic,
gaming,
roleplaying,
storytelling
Tuesday, June 26, 2012
Roll for Funky Tableware
Let's say your character's facing down a truly formidable adversary: the breakfast table. No, I'm not kidding. Playing through a game of A Wanderer's Romance, I posed my friend's character the following dilemma: there's a bunch of people who you're eating breakfast with. They have these weird half-spoon eating utensils with pointy tips. Roll for etiquette.
It was one of my more enlightening moments in my brief career of GMing.
It was one of my more enlightening moments in my brief career of GMing.
Labels:
action,
core mechanic,
storytelling
Saturday, April 21, 2012
Paper Empires: Actions
There's one last little detail before the basic framework of Paper Empires is complete, and that's Actions. After that, I'm going to start delving into the nuances of the game, fleshing out details and explaining how things work. Theoretically, with the details you have here, you could almost hack together a very basic game. I'm about to add more game elements, though, including an explanation of how the tech tree actually works. Oh, and a concept of a world map.
Labels:
action,
core mechanic,
free,
paper empires cortex
Saturday, March 31, 2012
Paper Empires: Provinces
The second main part of my revitalized Paper Empires project is the provinces, those little bits of territory that make up your empire. Dynasties are defined by characteristics, and by the knowledge possessed by the Dynasty. Provinces, in contrast, are primarily defined by the resources and goods they produce. They can be invaded, infiltrated, built up, and settled. Your Dynasty may be your empire's heart and soul, but your Provinces are its hands and feet.
Labels:
core mechanic,
free,
paper empires cortex
Saturday, March 24, 2012
Paper Empires: Building a Dynasty
Okay! This is the first post in my rebuild of Paper Empires, and I'm going to do two things. First, I'm going to explain (to the newcomers) exactly how Cortex+ works. Then, I'm going to outline how the concept of Dynasties will apply to this game, because Dynasties are a core component of this new edition, which I'm still trying to figure out a good name for. At the moment, Paper Empires+, Paper Empires 2E, and some totally unrelated title are my best options. Any input there?
Labels:
core mechanic,
free,
paper empires cortex,
worldbuilding
Friday, February 10, 2012
Saying Yes: Dynamic Tests
And I'm finally back to a post about Burning Wheel! I seriously can't get enough of this system... Before I break into some sort of rant, let's have a little summary of the topic to be covered today. It's a rather simple principle that Luke Crane has instilled into Burning Wheel, actually taking the concept from Vincent Baker's Dogs in the Vineyard. It's a strong way to make every die roll meaningful: "Just say 'Yes'."
Labels:
action,
burning wheel,
core mechanic,
dice,
storytelling,
suspense
Saturday, January 21, 2012
All Outta Bubblegum: A Brief Review and Design Thoughts
Link -- All Outta Bubblegum
Today, you're getting a look at something that, until about a week ago (shout-out to my friend Christopher for pointing its existence out to me), I was totally unaware existed. It's also possibly one of the most brilliantly simple game designs I've ever seen. It's ultimate balance, in a nutshell. Go, read it, and come back. There's really not a whole lot to read. This is literally the shortest RPG I've ever seen, and character creation is even shorter.
Labels:
action,
core mechanic,
creativity,
dice,
limits,
review
Tuesday, May 24, 2011
A Familiar Face
So, anecdote time! (This post will be really short, for a change.) I was going through some of my old stuff, when I spied a playmat for the "MLB Showdown 2003" card game that I used to play with my little brother. I remembered that it was made by Wizards of the Coast, and that it used a d20, so I had a look at it. Well, I found the rules looking slightly familiar. Let me go through them, and see what you think...
The Pitch
In the first step of the turn, the pitcher throws the ball. That player rolls a d20, and adds a bonus equal to his Control number, which might be +3, +4, or even +6. Then, you compare the result to the batter's "On-Base" number. If it's higher, the pitcher has the "advantage"; otherwise, the batter has the "advantage".
The Swing
In the second step of the turn, the batter swings at the ball. That player rolls a d20, and then...you check the appropriate "Swing Chart". The batter has one, and the pitcher has one, and you consult the chart of whomever had the advantage. Lower results are worse, such as a strikeout or a ground-out, Higher results are better, such as a home run (sometimes needing an additional boost to even be possible). So, you check the result against the table, and that's what happens, whether it be a fly ball out, a walk, a double, and so forth.
Strategy Cards
This is the part of the game where each player gets cards to "mix up" play, allowing for freak occurrences and a "CCG" element to enter the game. Sometimes, they can boost the result of the Swing, or perhaps let the defense clamp down on a runner trying to get a double.
I'm guessing that the lightbulb went on for most of you when I mentioned that the Control number was a "+X". It's the familiar old system of "d20 + Modifier vs. DC" that D&D and other RPGs use. Hardly surprising when you consider that Wizards of the Coast was behind this game. I thought it was interesting that, instead of a standard "damage roll", the game implemented a system that is far better suited to baseball: a table of different outcomes.
Anyhow, I thought it was cool to find a familiar face in a strange place. How about you, readers? Has playing in RPGs changed your outlook on an old game that you played beforehand?
The Pitch
In the first step of the turn, the pitcher throws the ball. That player rolls a d20, and adds a bonus equal to his Control number, which might be +3, +4, or even +6. Then, you compare the result to the batter's "On-Base" number. If it's higher, the pitcher has the "advantage"; otherwise, the batter has the "advantage".
The Swing
In the second step of the turn, the batter swings at the ball. That player rolls a d20, and then...you check the appropriate "Swing Chart". The batter has one, and the pitcher has one, and you consult the chart of whomever had the advantage. Lower results are worse, such as a strikeout or a ground-out, Higher results are better, such as a home run (sometimes needing an additional boost to even be possible). So, you check the result against the table, and that's what happens, whether it be a fly ball out, a walk, a double, and so forth.
Strategy Cards
This is the part of the game where each player gets cards to "mix up" play, allowing for freak occurrences and a "CCG" element to enter the game. Sometimes, they can boost the result of the Swing, or perhaps let the defense clamp down on a runner trying to get a double.
I'm guessing that the lightbulb went on for most of you when I mentioned that the Control number was a "+X". It's the familiar old system of "d20 + Modifier vs. DC" that D&D and other RPGs use. Hardly surprising when you consider that Wizards of the Coast was behind this game. I thought it was interesting that, instead of a standard "damage roll", the game implemented a system that is far better suited to baseball: a table of different outcomes.
Anyhow, I thought it was cool to find a familiar face in a strange place. How about you, readers? Has playing in RPGs changed your outlook on an old game that you played beforehand?
Thursday, April 1, 2010
An Epiphany
The Article That Started It All (TATSIA)
You know, I'm surprised that I've been in roleplaying games for this long without realizing an important fact. I'd like to warn my readers that what I'm about to say may come as a bit of a shock. Hopefully, though, in the spirit of this Thursday, you can manage with it. Let me know if this upsets you at all, I'll do what I can to assuage your concerns. But it's still a pretty big paradigm shift.
I'm quitting RPGs.
See, up when I read TATSIA (see top of page), I found it to be really, really shocking. You know me: I'm a sucker for good story. I looked to RPGs as a source of interactive adventure and storytelling. I really, really liked the idea that you could have an interactive story that has an uncertain outcome, where players and a game master work together to make a cool story. TATSIA took that idea...well...
It kinda threw it for a major loop. I'd assumed that you could come up with a story outside of the game, where you didn't need to rely on rules for a cool story. In fact, part of the appeal of RPGs, to me, was that you can't really make a good story without human effort. That there's something there, something that can't be qualified by rules or dice or Wizards. It was really cool that, in an age of the machines, an age of the digital, an age of rules, restrictions, people telling you what to do...that the human spirit still clung to something greater. I believed in that something greater.
I believed in the power of love.
No longer. TATSIA has seen to that. What is love? I read this article, and I felt the love slipping away, out, trodden beneath a pale of caltrop-like d4s. There is no love. We are all slaves of the machine. Rules, regulations, these are the ways of TATSIA. I believed in a great world of roleplaying. I loved roleplaying. TATSIA has shattered my love...and I'm really just...
I need perspective. To get out, breathe.
I think I'm going to take about a three-month break and go to the mountains, kill a few bears, get out my emotions. Then I can return to this blog.
In the meantime, there will be an automated android taking my place and blogging, he tells me his name is Hal. I really don't care. Just expect a slightly different tone to my articles for some time. I need to go deal with TATSIA. Expect a normal schedule again, starting Tuesday.
You know, I'm surprised that I've been in roleplaying games for this long without realizing an important fact. I'd like to warn my readers that what I'm about to say may come as a bit of a shock. Hopefully, though, in the spirit of this Thursday, you can manage with it. Let me know if this upsets you at all, I'll do what I can to assuage your concerns. But it's still a pretty big paradigm shift.
I'm quitting RPGs.
See, up when I read TATSIA (see top of page), I found it to be really, really shocking. You know me: I'm a sucker for good story. I looked to RPGs as a source of interactive adventure and storytelling. I really, really liked the idea that you could have an interactive story that has an uncertain outcome, where players and a game master work together to make a cool story. TATSIA took that idea...well...
It kinda threw it for a major loop. I'd assumed that you could come up with a story outside of the game, where you didn't need to rely on rules for a cool story. In fact, part of the appeal of RPGs, to me, was that you can't really make a good story without human effort. That there's something there, something that can't be qualified by rules or dice or Wizards. It was really cool that, in an age of the machines, an age of the digital, an age of rules, restrictions, people telling you what to do...that the human spirit still clung to something greater. I believed in that something greater.
I believed in the power of love.
No longer. TATSIA has seen to that. What is love? I read this article, and I felt the love slipping away, out, trodden beneath a pale of caltrop-like d4s. There is no love. We are all slaves of the machine. Rules, regulations, these are the ways of TATSIA. I believed in a great world of roleplaying. I loved roleplaying. TATSIA has shattered my love...and I'm really just...
I need perspective. To get out, breathe.
I think I'm going to take about a three-month break and go to the mountains, kill a few bears, get out my emotions. Then I can return to this blog.
In the meantime, there will be an automated android taking my place and blogging, he tells me his name is Hal. I really don't care. Just expect a slightly different tone to my articles for some time. I need to go deal with TATSIA. Expect a normal schedule again, starting Tuesday.
Labels:
belief,
core mechanic,
creativity,
dice,
dnd,
gaming,
jellybeans,
roleplaying,
storytelling
Thursday, February 25, 2010
The Journey System: A Little Poll
So, for the first time in the history of this blog *drumroll*, I'm going to take a vaguely scientific approach to things, and give all of you a poll! So, here's the topic. I'm going to start covering attributes from the Journey System, doing a bit of a writeup on what each one means, in my mind, and a little sample of how they interact with the game. (Each attribute will, if all is as I hope, have a unique twist on interacting with the rules) So, that being said...vote in the poll at the right, and let me know what you're interested in hearing about!
Strength: The way of physical power
Dexterity: The path of the fleet-footed and agile
Craft: All the cunning you'd ever want
Wisdom: The insight to peer into the soul
Passion: The fire that levels mountains
Belief: The guiding strength that drives a hero
Strength: The way of physical power
Dexterity: The path of the fleet-footed and agile
Craft: All the cunning you'd ever want
Wisdom: The insight to peer into the soul
Passion: The fire that levels mountains
Belief: The guiding strength that drives a hero
Labels:
core mechanic,
gaming,
journeysystem,
roleplaying,
storytelling
Saturday, February 6, 2010
The Journey System: Core Stats
As you may have gathered, I'll be doing a little bit of planning and brainstorming for the Journey System throughout most of my upcoming posts. (Next week, actually, I may be doing a little bit of a gameplay report on the New World of Darkness campaign that I'm currently playing in.) This day being the "miscellaneous" day, I figured it was as good a day as ever to start talking about the "primary stats" of the game.
Starting Basic and Simple
A traditional way to represent characters is through the concepts of Body, Mind, and Soul: the body interacts physically with the world, the soul acts spiritually, and the mind blends and reconciles the two. This seems like a pretty decent way to encapsulate the entirety of a character. I'd even like to go a step further, and propose a little more elaboration on it.
Each of the three areas can be practically subdivided into two types: an aggressive, powerful type and a finessed, skill-based type. This is, in part, inspired by the principles of "hard" and "soft" martial arts techniques,. Overlaying this on Body, Mind, and Soul, we get six statistics. If you note, this is the same number of statistics found in the classic d20 system. They don't exactly match up, however.
A Little Elaboration
These words can go in many different directions, so I'll be describing my views on them in a little more detail. Some will be familiar...some may be a little new to you.
Strength
Not only is this your physical strength, but your raw physical ability. This is your ability to, through sheer physical power, withstand injury and perform tasks.
Dexterity
This is the trained use of the body. It doesn't have as much pure power to bring to bear, but it is incredibly efficient in its operation. Dexterity measures agility, grace, and speed.
Craft
This is the pure power of your intellect, your ability to solve problems, gather and apply information, think quickly and efficiently, and respond swiftly to a situation.
Wisdom
This is a far more intuitive aspect of the mind, the one which gathers information and seeks to understand what goes on behind the scenes. It is the empathic and emotionally connected aspect of the mind.
Passion
Potentially one of the most visible and dangerous aspects of the person, passion is what drives one to heights greater than they think possible. It is the raw drive and power of the soul.
Belief
Unguided, passion can lead down very dangerous roads. One's Belief in something is the main way in which the passions can be tempered. It is a structured organization of the soul's drive, in service of a higher purpose.
A Distinctive Approach
Something that I think is very important to have in this game is a distinctive feel to each of the core abilities. Now, this will probably take a lot of work, but I'll be working to flesh it out as best as possible. I really do want to make sure that they feel differently. And yes, I'll be fleshing out each of these, I'm sure, with posts in the future. What I'm really excited about, though, is the incorporation of Wyrd.
Starting Basic and Simple
A traditional way to represent characters is through the concepts of Body, Mind, and Soul: the body interacts physically with the world, the soul acts spiritually, and the mind blends and reconciles the two. This seems like a pretty decent way to encapsulate the entirety of a character. I'd even like to go a step further, and propose a little more elaboration on it.
Each of the three areas can be practically subdivided into two types: an aggressive, powerful type and a finessed, skill-based type. This is, in part, inspired by the principles of "hard" and "soft" martial arts techniques,. Overlaying this on Body, Mind, and Soul, we get six statistics. If you note, this is the same number of statistics found in the classic d20 system. They don't exactly match up, however.
- Strength [Body]
- Dexterity [Body]
- Craft [Mind]
- Wisdom [Mind]
- Passion [Soul]
- Belief [Soul]
A Little Elaboration
These words can go in many different directions, so I'll be describing my views on them in a little more detail. Some will be familiar...some may be a little new to you.
Strength
Not only is this your physical strength, but your raw physical ability. This is your ability to, through sheer physical power, withstand injury and perform tasks.
Dexterity
This is the trained use of the body. It doesn't have as much pure power to bring to bear, but it is incredibly efficient in its operation. Dexterity measures agility, grace, and speed.
Craft
This is the pure power of your intellect, your ability to solve problems, gather and apply information, think quickly and efficiently, and respond swiftly to a situation.
Wisdom
This is a far more intuitive aspect of the mind, the one which gathers information and seeks to understand what goes on behind the scenes. It is the empathic and emotionally connected aspect of the mind.
Passion
Potentially one of the most visible and dangerous aspects of the person, passion is what drives one to heights greater than they think possible. It is the raw drive and power of the soul.
Belief
Unguided, passion can lead down very dangerous roads. One's Belief in something is the main way in which the passions can be tempered. It is a structured organization of the soul's drive, in service of a higher purpose.
A Distinctive Approach
Something that I think is very important to have in this game is a distinctive feel to each of the core abilities. Now, this will probably take a lot of work, but I'll be working to flesh it out as best as possible. I really do want to make sure that they feel differently. And yes, I'll be fleshing out each of these, I'm sure, with posts in the future. What I'm really excited about, though, is the incorporation of Wyrd.
Labels:
core mechanic,
gaming,
journeysystem,
storytelling
Thursday, December 31, 2009
Of Dice and...Well...More Dice
Keeping it rolling in the "Fluff" department, I figured I'd do a little bit of overview about something called the "Core Mechanic". Every system has it, and they all have different takes on it. The Core Mechanic, in a small nutshell, is the bit of the rules which governs the main ability tests and usually also combat. If you are trying to do something, you almost always use the Core Mechanic. So, with that being said, I'd also like to make a mention of the three basic types of Core Mechanics out there.
As a quick note: I make reference to several different types of dice in conjunction with the three Mechanics, but there is no direct correlation between Core Mechanic method and die type. I'm just spouting off the top of my head the different dice that I can think of as being used for that method.
The first one is what I would call "Roll and add". This is what the most well-known RPG, Dungeons and Dragons, makes use of. It's also the most prominent and popular mechanic in RPGs. Essentially, you roll a die, or a few dice, and then add any appropriate modifiers, trying to beat a difficulty rating for the task. For instance, many rolls in the latest edition of D&D take a 20-sided die (1d20), and add in half of your level, then a modifier generated from the appropriate character attribute (such as Strength or Wisdom), and then any other bonuses, such as weapon proficiency or skill training. The 20-sided die is the most common, although some games also use two 6-sided dice (2d6), three 6-sided dice (3d6), or even a 10-side die (1d10).
The second type, which is related to the first, is the "Roll under" mechanic. Found in systems like The Generic Universal Roleplaying System (GURPS), it takes a somewhat different approach to the subject. Instead of trying to roll higher than a set difficulty, you try to roll lower than a certain number, which corresponds to your skill level in the task. The difficulty of the task isn't reflected by a "difficulty level", but rather by negative modifiers to your skill level. Although GURPS uses three 6-sided dice (3d6), other systems use a 20-sided die (1d20), although one game has a 12-sided die (1d12).
My favorite Core Mechanic, though, is the "Dice pool" mechanic. The World of Darkness system is one of the best-known dice pool RPG systems. You roll a certain number of dice, and then compare each individual die to a specific target number. You count how many successes were scored (usually by rolling above the target number on a die), and the number of successes determines how well you did a task. WoD uses 10-sided dice (d10s), and another common size is 6-sided dice (d6s).
At this stage in the game, I'll note that not every game fits neatly into these categories. The RPG A Song of Ice and Fire, from Green Ronin productions, uses a dice pool but its primary mechanic is "Roll and add". Wushu Open uses "Roll under" as a means to qualify die rolls, but it's a "dice pool" mechanic. These three categories, however, showcase different strengths and weaknesses of their respective approaches to character power and randomness. Sometimes, it's not even a question of strength versus weakness, so much as the appropriateness of one approach to the feel of the game.
The "Roll and add" and many "Roll under" systems tend to have a markedly different way of approaching character than "dice pool" systems, interestingly. Because the former methods deal with trying to beat/roll beneath a specific target number, there is often an increasing "bonus" attached to the die rolls. The obvious example here is the classic D&D paradigm, where all of your rolls increase as you level up. As you increase in expertise, you get to the point where more and more challenges are automatically covered by the bonus. In "dice pool" systems, there tends to be a far greater concentration of tasks that are some sort of challenge at any level, because nothing can be guaranteed.
As a side note...I can't believe it, it's the end of 2009 already. Good grief! Stick around, because in a couple of days, I'll be releasing a brand-new feature for a brand-new year!
As a quick note: I make reference to several different types of dice in conjunction with the three Mechanics, but there is no direct correlation between Core Mechanic method and die type. I'm just spouting off the top of my head the different dice that I can think of as being used for that method.
The first one is what I would call "Roll and add". This is what the most well-known RPG, Dungeons and Dragons, makes use of. It's also the most prominent and popular mechanic in RPGs. Essentially, you roll a die, or a few dice, and then add any appropriate modifiers, trying to beat a difficulty rating for the task. For instance, many rolls in the latest edition of D&D take a 20-sided die (1d20), and add in half of your level, then a modifier generated from the appropriate character attribute (such as Strength or Wisdom), and then any other bonuses, such as weapon proficiency or skill training. The 20-sided die is the most common, although some games also use two 6-sided dice (2d6), three 6-sided dice (3d6), or even a 10-side die (1d10).
The second type, which is related to the first, is the "Roll under" mechanic. Found in systems like The Generic Universal Roleplaying System (GURPS), it takes a somewhat different approach to the subject. Instead of trying to roll higher than a set difficulty, you try to roll lower than a certain number, which corresponds to your skill level in the task. The difficulty of the task isn't reflected by a "difficulty level", but rather by negative modifiers to your skill level. Although GURPS uses three 6-sided dice (3d6), other systems use a 20-sided die (1d20), although one game has a 12-sided die (1d12).
My favorite Core Mechanic, though, is the "Dice pool" mechanic. The World of Darkness system is one of the best-known dice pool RPG systems. You roll a certain number of dice, and then compare each individual die to a specific target number. You count how many successes were scored (usually by rolling above the target number on a die), and the number of successes determines how well you did a task. WoD uses 10-sided dice (d10s), and another common size is 6-sided dice (d6s).
At this stage in the game, I'll note that not every game fits neatly into these categories. The RPG A Song of Ice and Fire, from Green Ronin productions, uses a dice pool but its primary mechanic is "Roll and add". Wushu Open uses "Roll under" as a means to qualify die rolls, but it's a "dice pool" mechanic. These three categories, however, showcase different strengths and weaknesses of their respective approaches to character power and randomness. Sometimes, it's not even a question of strength versus weakness, so much as the appropriateness of one approach to the feel of the game.
The "Roll and add" and many "Roll under" systems tend to have a markedly different way of approaching character than "dice pool" systems, interestingly. Because the former methods deal with trying to beat/roll beneath a specific target number, there is often an increasing "bonus" attached to the die rolls. The obvious example here is the classic D&D paradigm, where all of your rolls increase as you level up. As you increase in expertise, you get to the point where more and more challenges are automatically covered by the bonus. In "dice pool" systems, there tends to be a far greater concentration of tasks that are some sort of challenge at any level, because nothing can be guaranteed.
As a side note...I can't believe it, it's the end of 2009 already. Good grief! Stick around, because in a couple of days, I'll be releasing a brand-new feature for a brand-new year!
Labels:
core mechanic,
dice,
gaming,
roleplaying
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