I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Saturday, April 24, 2004

Sho' 'Nuff

So, today I start yet another system. This one's called Shonen.

See, I like BESM, I really do. But it's universal, and as such doesn't quite support anime cliches and genre pieces as well as it could. What's more, it's a rather mechanical system - simplified old-school, as it were - the bastard child of GURPS and Storyteller.

Shonen is largely meant to support "boy's manga", specifically fighting manga like Rounini Kenshin, Flame of Recca, Naruto, One Piece, etc. In these manga, plots are often structured on single duels. However, these duels are rarely mundane, instead often featuring exotic powers or skills that present a challenge to the main character's abilities. Fights can be straight-up, but sometimes there's a bit of puzzle in them as well, as each fighter implements complex strategies to counter the abilties of the other.

Also important is the backstory of the characters, however, and the particular goals of each character is typically relevant. Rather than struggle against an invader or react, shonen heroes are often proactive, seeking out new challenges as a matter of course. Often this based around a rather lofty goal, and though the character may seem completely incapable of reaching that goal at the beginning, they often grow dramatically through the course of the series.

Anyway blah blah blah and blah. You can watch them if you need a better feel for the genre.

So, there are three attack attributes.

Power: This is the attribute of strength, either external or internal. This allows one to overwhelm opponents with a torrent of force.

Speed: This is the attribute of agility and swiftness. This allows one to overwhelm opponents before they react or predict your attacks.

Tactics: This is the attribute of wits and strategy. This allows one to overwhelm opponents by turning the situation to your advantage.

These three attributes interact in a paper-rock-scissors fashion, where:

Power > Speed

Speed > Tactics

Tactics > Power

And there are three support attributes.

Confidence: This helps you gain an extra edge when you need it the most. Confidence is used to resist morale-based attacks.

Determination: This allows you to deal with injury and hardship. Determination is used to show how much punishment you can withstand before giving up.

Perception: This allows you you to discern your opponent's strength. Perception is used to resist deception-based attacks.

Attributes are rated roughly 1 to 5. Each attribute has a die type (DT) associated with it, like so:

  • 1 = 1d4
  • 2 = 1d6
  • 3 = 1d8
  • 4 = 1d10
  • 5 = 1d12

Sometimes a reverse die type (RDT) is called for, as shown below.

  • 1 = 1d12
  • 2 = 1d10
  • 3 = 1d8
  • 4 = 1d6
  • 5 = 1d4

Each offensive attribute has its own minor Edge, as noted below. Edges give each attribute a unique ability.

Overwhelm (Power): If you roll less than or equal to your Power rating, you can reroll if your Power rating is higher than theirs.

Preempt (Speed): If you beat your opponent on your attack and your Speed rating is higher than theirs, you take no secondary damage.

Outwit (Tactics): If your Tactics rating is higher than your opponent's, you can subtract your Tactics rating from their roll.

Support attributes basically provide more significant Edges, as listed below.

Inner Strength (Confidence): If your Confidence is higher than your opponent's, you can add half your Confidence (rounded down) once per fight to any one attribute other than Confidence.

Dauntless (Determination): If your Determination is higher than that of your opponent, you can ignore the result of damage taken once per fight.

Insight (Perception): Once per fight, if your Insight is higher than your opponent, you can tell what attribute an opponent is going to use before an exchange.

More to come, including Archetype edges and actual rules.

Friday, April 23, 2004

Planescope: What Number Did I Leave Off On, Again?

Just a minor update today, in the form of some slight fixes to the Belief rules for Planescape "3.5". Errors in the Fraternity of Order and Free League were fixed, and the Dustmen were given adjustments based on feedback.

Belief

I'm absorbing a lot of One Piece and Naruto today, and hopefully I'll be able to cohere my ideas on both by tomorrow. We'll see.

Thursday, April 22, 2004

d20 Designers Suck. Film at 11.

I'm getting a little ranty again, so bear with.

... What the hell is it with bad d20 design?

It's not just limited to my substandard work. No, I have to see godawful crap pop up on sites and message boards every day. Spell level limits for spellcasters (remember those from 2e?). Feats that take a page to describe for an effect that isn't even worth the slot. Classes that give you the benefit of two spellcasting progressions and class features. Etc., etc.

And it shows up in professional work all the time, too. Scarred Lands has feats with a limited number of uses per day that don't tell you how many uses they get. Prestige classes with abilities listed on their progression chart that never appear in the actual class feature list. The new Dragonlance has adapted Heroic Surge (from Mutants & Masterminds), for those of you who think the 3e version of haste for every class is a really good idea.

To some extent, I blame WotC. I won't blame them for much, but they've rarely given out good tips on how to design things like prestige classes. People are pretty much up in the air. There was a good article on feats early in 3e's lifespan, but it's since become somewhat dated (feats are clearly beefed up a bit in 3.5) and so designers don't really have any help from the folks at the company. You have to figure out the dos and don'ts by looking at a lot of the Wizards-established material and judging by eye. And in some cases, even that's a real bad idea - for example, Book of Exalted Deeds has some feats that are real whoppers as far as feat balance is concerned. Granted, not all feats will be equal (that's part of the point) it is still pretty easy to overpower them.

So I've been thinking I should share some of my thoughts on d20 design in the upcoming weeks. But for now, skills in Upgrade. It's a little extra bonus for missing my post yesterday. Job issues.

Unlike attributes, skills in Upgrade are not rated by number. You can be a Novice, Expert, or Master in a skill, and have a corresponding level of expertise. There's two extra types which aren't ratings per se, but are used in place of them in certain situations. These are Talent and Program. Talent refers to something you have a talent for, but no training. Program refers to a skill you have programmed - you have great expertise, but little creativity.

Skill rolls have two frames of challenge rather than one. There is difficulty, which determines how hard it is for you to do the task. Then, there's challenge, which is how hard the task is. For example, if you're jumping across a wide gap, difficulty is how much room you have to run before you can make the jump, and challenge is how wide the gap is.

Difficulties are rated the same - Novice, Expert, and Master. When rolling an attribute to determine success for a skill, you are at +2 if your skill is better than the difficulty, -2 if it's lower, and there's no modifier if it's the same. Talent means you have only a -1 when using the skill when the task is if Novice Difficulty, but the normal -2 otherwise. Program means you never have a penalty or bonus when rolling that skill - you just use the attribute straight.

Skill rolls are 1d10. If you roll above the challenge (typically a 10), you succeed, yay for you.

That's all for now.

Tuesday, April 20, 2004

Homo Sapiens XP

I suppose I should get back to one of my 'orphaned' systems. Let's see... still need to do a Dread 'collection', but that'll take too much time... I'm not planning to do anything with Murder. Ah. Upgrade, my sci-fi system, is due for a bit more detail. I have two new ideas but both of them need more time to percolate.

So now that I've named it Upgrade, let's have some, well, upgrades.

Upgrades are listed in the following format:

Upgrade Name Here (Type, Class, Attribute, Duration, Slots)

Where Type is the type of upgrade (software, cybernetics, internal system, genetic upgrade), the Class is the type of character it can be installed on, Attribute is the group of attributes it's tied to, Duration is the duration segment if temporary or permanent, and Slots is the number of 'upgrade slots' it takes up.

Sensory Clarity (Genetic, Organic, Shell, Permanent, One): Your natural senses have been upgraded using gene therapy. Add +2 to to any check involving noticing something.

Efficient Musculature (Genetic or Transplant, Organic, Shell, Permanent, Variable): Your physical muscle has been replaced with more efficient tissue. Add +1 to Strength for every upgrade slot this takes up. This increase does not effect how many upgrades you can have or use.

Body Stabilizer (Cybernetic or Mechanical, Organic or Mechanical, Mind, Permanent, One): You have a enhanced gyroscope that keeps you on your feet, and makes things like orienting in a 3-D space a snap. Add +2 to any attempt to keep your balance, perform acrobatics, or operate in a zero-gravity environment.

Blue Octane (Drug, Organic, Minutes, Shell, Two): This drug is a popular drug among soldiers and thugs, as it increases all Shell attributes by two for its duration. However, all Mind attributes are reduced by one, and only one Mind upgrade may be used at a time when under the effects of this drug.

Just some samples. I'll try and get a skill system down soon, and actions, so I can do more of these.

Monday, April 19, 2004

Live Action = Live Ammo

Another day, another late posting.

And not much inspiration to work with. I've been wishing and washing on how I want to convert Naruto, so instead you get an oddity of the past.

Back in the days of ye olde Vampire LARP in Kent, Ohio, a friend of mine used to publish a little news pamphlet for the local game. I helped contribute to it, and so here are the issues in the only format I have them in - as old text files. As such, some of the captions don't make any sense without the accompanying pictures. Of course, it doesn't make much sense unless you know the references, but hey.

Some of it is pretty bad, some is kind of amusing. I'm sure it's a lot more amusing for those that actually remember them... some of which may actually read this blog. Hey, it could happen.

The Kent Underground Winter '95

The Kent Underground March '95

The Tepes Tattler Spring '95

The Tepes Tattler April '95

The Tepes Tattler May '95

The Tepes Tattler May '95 #2

Too Many Secrets June '95

Too Many Secrets June '95 #2

Too Many Secrets ? (Issue #3)

Sunday, April 18, 2004

Trouble Bubbles!

And now for something really, really old: GURPS Bubblegum Crunch (my deeply unofficial sequel to the original Bubblegum Crisis, an anime of my distant youth).

The very fact that I used GURPS Vehicles at all is a shining star of my geekdom as a RPGer.

Here's my old handout to the players, along with some rough notes...

gurpsbgc.rtf

What else do I have here?

An AD police car.

An AD police interceptor.

An AD police mini-helicopter gunship.

The AD police K-11 power armor.

The AD police K-12S power armor.

The 55-C boomer.

A futuristic sports bike.

A new hard suit for a PC - the "cavalier".

A new hard suit for a PC - the "archir".

A new hard suit for a PC - the "mace".

A new, mysterious boomer used as a PC.

Given my current obsession over Naruto, I guess I haven't changed much, but the rules I'm using are a lot better these days... even though the hand of David Pulver is ironically in both GURPS Vehicles and Big Eyes, Small Mouth. Ah well.