Wednesday, July 25, 2012

A Curse for You: Blue Diablo

Reading Blue Diablo by Ann Aguirre gave me a great idea for a curse. One of the characters, Chance, is lucky. Unfortunately, all the bad things that would have happened to him, happen to those around him.

The effects of the curse can range from a mild +2 on a check to avoiding death. Roll to see which of the other members of the party will suffer the consequences. The unfortunate party member will suffer a penalty of equal strength.

With practice the character can learn to control the curse. Instead of taking the bonus, they can take a point of fatigue (or subdual) for the strain of holding it off.

The frequency that the curse strikes is entirely up to you. You are free to pepper an encounter with a range of bonuses or save it for thematic moments.



Armin swung his sword at the dragon's leg. As the beast turned, its tail collided with the cavern wall and a shower of debris fell. He ignored the stones in favor of avoiding the tail, which was sweeping towards him. As he dodged, he heard a cry to his left. Drak, one of his fellow baiters lay on the ground, his leg crushed under a boulder. The boulder had become unstable when the tail collided with the wall, when it fell the tail swept it away from Armin and onto Drak.

Armin cursed. He couldn't control the curse if he didn't know he was in danger. He pulled Drak away from the fighting into a tunnel that was too small for the dragon to follow. Once he made sure Drak was out of harm's way, he returned to the entrance of the tunnel and surveyed the battle. The baiters surrounded the dragon, attempting to force it to reveal the vulnerable areas under the wings so the archers could strike it with arrows laced with dragonsbane. The dragon was old and crafty. It knew how to fight without exposing its weak spots.

As he moved to rejoin the fight, he spotted another fallen comrade. He knelt beside the man to help but the archer was dead, bow still clutched in hand and surrounded by scattered arrows. Suddenly the dragon roared. Armin looked up to see it  snatch a man from the ground. As the dragon lifted the warrior to its maw, the raising leg shifted the wing. The underside was exposed!


The curse whispered to him. He could make the shot, but at what cost?

Tuesday, July 17, 2012

Design Journal: Combat Styles and Signature Moves

I have been working on my system for a very long time. Whenever I made a change I just wrote over what I had already written. I'm pretty sure I have lost some decent ideas this way. In the Design Journal posts, I will document the changes I am considering and any additions I make. This way I will have a log of my ideas and also gain input on the directions I take. First up, combat.
My current combat model looks a bit like this

4 Archery

3 Extended Range


Imp. Ranged Flank


Imp. Point-Blank Shot


Ranged Sneak Attack


Rapid Shot

1 Sharp Shooting



   


You buy ranks in a combat skill, such as archery, and that gets you a specialization point to spend on the sub-skills like rapid shot. The ranks you buy in a skill determines your BAB and the specializations are modifiers for your attacks.

I want to change over to a slightly different model. You still purchase ranks in the combat style and that determines your BAB. Instead of specializations, I want to use signature moves. It would look something like this



Archery
4


SM1: Sharp Shooter - negate 1 point of cover penalty
SM2: Additional Attack - make an additional primary attack with an AB of 2
SM3: Improved Aim - can shoot 15 feet beyond the range of the weapon without penalty
SM4: Tumbling Archer - can make attacks while tumbling up to 20 feet  at normal movement penalty

I like this model because it increases the character's overall effectiveness in combat and encourages customization. There is no set list to choose from, just a list of possible choices and guidelines for creating your own moves.

Moves would be bound by degree of effect, such as 1 point of penalty and 5ft for distance and movement. Moves should be about effects, not about increasing your attack bonus or damage. Negating specific types of penalties to attacks is acceptable, simply adding to your attack bonus is not. Of course, all moves are subject to GM approval.

There are multiple problems that I see with this. The first is that I will have to switch everything over to a penalty system such as:
Increased Range  -1/5ft
Rapid shot  -2/additional arrow

I do like this because I feel it is more realistic. Anybody can try anything but it is harder without training.  Unfortunately, I think it will complicate combat, which is something I do not want.

Also, in the skill system I am using, skills can get up to over 50. Having 50+ moves would be a pain to keep track of. I could say that instead of gaining a new move, you can improve the moves you already have or reduce the rate you can gain new moves to every other rank.

Thursday, June 14, 2012

Reactions to The Avengers

Hubby and I went to see the Avengers. Once I got past the Joss fangirl giddiness, I realized it served as a perfect example of an issue I have noticed since I started running games.

Everyone wants to be a superhero.

I don't mean it in a literal 'superhero with powers and such' way, but in a 'everyone is obsessed with getting stronger and better' way. Call it powergaming or munchkinism or whatever, it's frustrating (I'm guilty of it too, don't call me a hypocrite).

Don't get me wrong, growth is healthy, but it seems like everyone wants to skip over the origin story and get straight to the supreme bad-assness.

I loved the heroes of the movie (Stark is hilarious), but... want to know who I thought was the coolest person in the movie?

This guy.
Just an average person who did something incredibly brave and kinda stupid. No super-soldier serum, no souped-up tech (well sort of, but I don't think it counts). He took what he had and used it. His death scene was more poignant than Stark's risking his life to save the ship moment or the Hulk being more than mindless destruction and saving his friend.



And in his final moments, he got one over on a demi-god.

Tuesday, June 5, 2012

Swords and Sabres

Who doesn't love sharp pointies?

As part of the complete customizability goal for my game I started looking up different kinds of weapons. I never found a source that really suited what I was looking for until one day when I was browsing through the bargain books at Borders.

The Illustrated Encyclopedia of Swords and Sabres by Harvey JS Withers is awesome.

It provides a description of the weapons, an explanation of how they were used, and variations of design. On top of all that, there is fun historical information and lots of cool pictures.

I was able to find interesting new weapons to add to the list I got from open source materials and I also have plans to include weapon modifications that have function as well as fluff.



I don't have Knives, Daggers and Bayonets yet but I took a peek at it while I was killing some time at Half Price Books and it looks like it will be just as useful.

Tuesday, May 29, 2012

Feed

When I started play testing my game, I used a zombie apocalypse setting. I love the survivalism aspect of apocalypse stories and I thought zombies would make for a fun game. I started looking for stories and movies for inspiration (which was tricky because I am a total wuss. I once got nightmares from a friend describing a scary movie to me). After I got my first zombie nightmare, I decided it was time to take a break from that setting. However, I still like the setting idea and want to flesh it out. To that end, I still look for good zombie stories.

In honor of zombies and blogging, I introduce Feed by Mira Grant.

This story follows Georgia Mason, Newsie blogger in a world where the cure for cancer and the cure for the common cold equals zombies. What I liked most about this story is that society didn't fall. In most zombie stories I have come across, humanity exists in isolated pockets. In Feed, society survived and continued, just more paranoid (Georgia is part of the press detail for a candidate in the presidential election). Everything felt very plausible from the technologies and procedures used to deal with the plague to the cultural changes that result from living in constant fear; I especially liked the differences between the pre and post rising generations.

One thing I knew I wanted to do with my setting was offer play options for different points in the timeline. That way a GM could start during the rising and play through or simply focus on what happened after. This story made me think about offering alternate versions of the timeline. GMs could play through the normal fall of society or play in a world that survives and adapts (possibly due to the actions of the characters?).

To conclude: Feed is an excellent read for those who like more than gore in their zombie fiction and I can't wait to read the rest of the trilogy.

Thursday, May 24, 2012

Introduction


My gaming journey began in my freshman year of college. I met a couple of guys who told me about the games they were playing and invited me to come and observe a session. I showed up, the DM told me about his world and what was going on with the characters. Then he handed me a character sheet and told me to make a character. I hadn't intended to leap in head first. I had only been away from home for a little over a week. I didn't know these people, but I figured 'what the heck' and did it.

On that evening, Virginia Maddock was born. Maddock, code name Sly, was an awesome spy who could create flawless forgeries and steal planes right out from under the enemy's nose. It was fun and left me totally willing to try the other game they were playing.

 That first game was Crimson Skies. The second was DnD3.5. I have also played Werewolf, Serenity, BattleTech, 1 whole session of Pathfinder and some Spycraft/d20 Modern/Future games. Mostly it has been 3.5.

A year or two ago I decided I was going to come up with a way to make DnD classless. I kept changing things I didn't like and adding new things I thought were cool and one day I looked at it and realized that it really was not DnD anymore. I started looking up game design and discovered the online world of rpgs.

After spending a significant amount of time lurking, I have finally decided to join in on the fun.

Here goes nothing...