Tag Archives: Design Diary

Donjons & Dragoons: The Basic Game Engine…

Designing the Game Engine, the mechanical base upon which all other aspects of the game are built upon, is the first task for any designer.

You can license or borrow an existing system to avoid a lot of basic work, take advantage of certain mechanical perks and/or to bank on an existing fan base for said engine. Many, many RPGs have been based off of the D20 system, famous for its progenitor, Dungeons & Dragons, for example, and UNITY is very popular for video game design due to the flexibility and customization it offers when creating both 3D and 2D games on a wide variety of platforms. And let’s not forget the bajillion variations on Chess, Risk and Monopoly out there.

testamentThe downside to this often involves licensing fees and/or restrictions, and the fact that sometimes, what you want to do may not be wholly compatible with the engine you’ve chosen, requiring a lot of extra customization work to shoehorn your game into the existing system. D20, for example, is pretty good for D&D styles games, but many find the class and level system, Hit Points, etc. to be so at odds with the thematic or mechanical goals they are trying to achieve that, by the time they’ve modified the game to their liking, they may find that any benefits gained from it are pretty much negligible and the results are off-putting, to say the least (Moses as a 3rd-level paladin.7th-level Levite priest/10th-level prophet of the Lord, anyone?).

Starting from scratch, of course, is a lot more work, both in basic design and in making sure it works as it ought to. Let’s face it, D20 has nigh on 50 years of design behind it and, if you start with it as your base, you can pretty much fill in the blanks as far as the rest of your game goes. With your own game, however, you’ll be responsible for a lot more statistical analysis and play-testing to work out all the bugs and hedge cases that can grow out of even the simplest systems. This goes double for video games, where creating an engine from scratch takes a particular type of coding genius that is not as common as you might think. The end result of all that work is often worth it, however, as what you have is truly yours and is designed from the start to fit your game’s theme and aesthetics.

In my case, I am also saddled with an additional, self-imposed, restriction when it comes to Donjons & Dragoons: I can’t just base it off of D20 or some other system. I have to create something new, but that also draws on the existing game mechanics of the period (pre-1974) in order to end up with a project that gamers of the time would not only find somewhat recognizable, but acceptable as a game. Remember, the concept of or role-playing as a dedicated game was pretty much non-existent at the time (outside of Wesley, Arneson and the handful of people that owned Michael Korn’s Modern War in Miniature), so my theoretical author would have had limited resources of inspiration to draw upon.

TO D6 OR NOT TO D6…

RomanD20Polyhedral dice have been around for millennia, Totten had his Teetotum for Strategos, and there was much discussion in wargaming ‘zines over the 60’s on approximating percentages using everything from D6’s to D20s to randomly drawn chits. But, despite this, the vast majority of games before the advent of Dungeons & Dragons relied on the humble D6 for resolving issues of chance, and I plan to do the same for a number of reasons.

First and foremost, it is historically relevant. It has been the randomizer of choice for games throughout the centuries (especially among the lower classes), it inspired Pascal to develop probability theory, and it has been at the center of wargaming since the days of Von Reiswitz’s Kriegspiel.

Secondly, it is readily available (almost everyone has a few lying around the house) and the results of its probability curve are understood on an almost instinctive level by most people who play any kind of board game, i.e. when you say something has an ‘X’ in 6 chance, they can pretty easily gauge what that means. These things are still as true today as they were in 1974.

Finally, I must consider the perspective of our theoretical author, who I think would have been of a more practical, less business oriented, bent when considering polyhedrals vs. the standard D6. I think his educational goals and desire to make sure that every student could easily procure the materials for the game, would be very different from the economic forces driving Gygax, who saw the potential of polyhedral dice to provide a secondary revenue stream and limit the loss of profit from piracy of the written materials.

The only question is, out of all the different methods for using a standard D6 for resolution, which do I use?

CRT OR SIX-TO-HIT?

Many traditional wargames utilize a Combat Resolution Table (CRT) to determine results.

OGRECrtIn OGRE, for example, one divides the attack value of a unit by the defense value of the target to get a ratio of odds (1:2, 1:1, 2:1, etc.). A D6 is then rolled, the number cross-referenced with the appropriate column, and then a result is obtained (No Effect, Disrupted, or Damaged/Destroyed). The procedure is simple (even if it requires some basic math), the probabilities are easy to read, and the results are pretty much spelled out.

It doesn’t have to be used simply for combat either: a CRT could be converted into a more universal table with results like No Effect, Partial Success, and Full Success. It could even be expanded for increased granularity, adding results like Full Success x2 or Critical Failure (and a there are many examples of games in the eighties, like Marvel Super Heroes and Gamma World 3E, that did just that).

Of course the major stumbling block for such a system is the fact that it relies on constant reference and lookup, but if you kept the table handy and compact enough that it might be kept confined to a single page or small game screen, that wouldn’t be a problem; especially for the wargamers of the period who were used to much more arcane information being presented within much more complicated (and often badly organized) layouts. However, CRTs are also a lot more predictable, and make decision points a lot more cut and dried and, well, mathematical (“if I move tank A in to support the attack, I only add x percent and that is not enough to shift the column from 1:1 to 2:1, so I won’t”). While this is great for making crucial (if rather unrealistically precise) decisions in a strategic wargame, it can be an anathema to role-playing, where such mechanical deliberations detract from the narrative.

ProbGraph

Probability graph covering target numbers 2-5…

Another common wargaming mechanic, which would also be familiar to the players of the time, is what is commonly referred to as the Six-to-Hit method: grab a number of D6’s equal to the number of men/the combat factor/number of shots/whatever, and roll them. For every die that scores a certain target number (sometimes fixed, sometimes contextual) you gain 1 Success. In some games the defender will get to roll dice (representing armor factors, terrain, etc.) as well, cancelling out attacker successes for with theirs.

This system is fast, the size of the pool can be easily tailored to individual character abilities (Chainmail’s Superhero rolling 8 dice to the normal soldier’s 1, for example), difficulties can be easily set based on the minimum and maximum pool size, and situational modifiers can be easily reflected by adding or subtracting dice from the pool based on referee whim. The results can be harder to predict and describe, and it can also feel very swingy and out of your control, unlike CRTs, where player manipulation of the odds is an important component.

THE BEST OF BOTH WORLDS

I like Six-To-Hit for the flexibility it provides, but I also like CRTs for the very clear results they provide, which makes it easy for the referee to determine target difficulties and results, and also allows me to tailor the results beyond the simple success system without a lot of discussion about how 1 success is different from 2, 3 or 6. Aesthetically, tables are very much the fashion during this period in gaming history, so I am thinking that a mix of the two is in order, and would fit well with the mind-set of the time.

In effect, we’re replacing the combat matrix of original D&D (OD&D) with a shortened Universal Results Table, and then using dice pool mechanics to provide the results for the left hand column, rather than the roll of a single D20, which I have never been a huge fan of (it’s too linear and I hate rolling single dice). To keep this sensible, I am going to restrict the size of the dice pool, and as a result, the maximum number of successes, to six. This gives me a six by six table with a range of 36 possible results, spread among the following categories: Blunder, Failure, Partial Success, Success, Smashing Success, and Cracking Success.

 

With this table, I can tweak the results of the successes beyond the binary succeed/fail of the OD&D matrix and provide simple easy to remember results for different types of actions, like combat, trade, social situations, etc. As an example, let’s take a look at combat (likely to be a very common activity in our game) as seen through the lens of the CRT:

A player who scores a Success result in Melee scores a single hit, which would kill a standard soldier or ‘hurt’ an enemy hero. If he rolled 3 successes and scored a Cracking Success, he might kill 2 ordinary soldiers, kill two and wound an enemy hero once or some other combination. But if he rolls to far under the umber of successes needed, he’ll score a Partial Success, so that he scores a hit, but loses an action in the process (perhaps he overextends himself and is forced to recover).

Of course the results would be different for other activities, and the referee would be encouraged to use the General Table and his own judgement for non-specified cases.

Now, it is very true that I could come up with an even simpler, more narrative version of this system, but considering the decade of game design I am trying to emulate, this seems to me to be the more likely outcome of a first professional foray into RPGs. I think that our author. being present at the first Braunstien games and observing the difficulties that arose from full-fledged free form play, would have erred on the side of more, not less structure.

Maybe later on in our alternative history, when Avancée Donjons & Dragoons is revised into a second edition, the author (who will hopefully not have had the same falling out with his own company as Gygax had) will simplify this mechanic so that charts are no longer needed. But for 1974, and the author’s wargaming and educational roots, I think we’re hitting pretty close to the correct mixture of mechanics, if not hewing a bit more narrative than might have been likely in the circumstances.

All of this is, of course, only the roughest cloth at this point. I still don’t know what the base target number will be (4 or 5, I need to run the numbers a bit more), the basic CRT and individual results tables will undoubtedly go through more than a few permutations, and there will be additional wrinkles added to the system to bring it to life (such as a method for the players to reroll dice to improve their odds and a system of ‘Misfortunes’ to increase the dramatic potential of every roll), but at least we have a basic skeleton to hang a game on…

The RPG That Might Have Been…

waterlooLast year I started to delve into the wonders of the Georgian era, with a particular interest in the rather profound and sweeping impact it had across the globe. The unification of the UK into a single nation, growing industrialization, faltering colonialism, the Enlightenment, the revolutions in the US and in France, and a world at war for almost half a century, fomented massive changes in society, technology, the arts and warfare. Changes that unequivocally shaped our modern world.

Obviously, this is a period ripe for adventure gaming and it is little wonder to me that it became one of the most common subjects for wargaming enthusiasts, rivaling the American Civil War and WWII in popularity during the golden age of the hobby. Fantasy, on the other hand, was looked down upon in many circles, the historical exploits of real armies and genuine heroes much preferred over the doings of magical warriors, mythological monsters and *gasp* elves!

And then came Gygax.

Gary loved wargaming, but he was also a huge 6c352529c0987bcb64076f33acf71e4efan of fantasy and pulp sword & sorcery stories. For him, mixing the two was the chocolate peanut butter cup of gaming, and, despite the grumbling of the grognards who considered fantasy to be childish, his fantasy supplement for Chainmail would eventually spark greater interest in, and establish a beachhead for, future games in that genre. His seminal work, Dungeons & Dragons, would cement that foothold and see fantasy and science-fiction outstrip historical gaming in sales, to become the lingua franca of the gaming industry in specific, and pop-culture in general.

Gary Gygax was, in Malcolm Gladwell’s terms, a Super-Connector: a combination of Connector, as a man who had wide connections across gaming circles; a Maven, as a man who had a expansive knowledge of wargaming and eclectic taste for pulp literature; and a Salesman, as a person who could mass-market fantasy, and the idea of single character wargaming, and take it from a smaller niche in an already niche hobby, and turn it into a cornerstone of popular culture.weselydave

Sure, Dave Wesley (top right) is the (criminally unsung) grand-pappy of refereed role-playing as a gaming exercise, and Dave Arneson (bottom right) took his ideas and ran with them, creating the basis of what is probably the most novel (in every sense of the word) game idea ever created. And the timing was right, too, with a whole generation discovering Tolkien and Howard, and watching Star Trek, and a host of other science fiction and adventure programs on TV. But Gary refined the idea from Dave’s copious (and disorganized) notes, spread the word, and convinced people to play it.

But what if there was no Gygax?

What if Gary had never been fired from his insurance job, and as a result, had never become an editor at Guidon Games or produced Chainmail with its fantasy supplement? The timing was right, the idea was ‘sticky’, but what if, instead of Gygax, someone else fell into his place ? Someone who, while still as avid a gamer, was much more interested in the exploits of Wellington and Nelson over those of Conan and Gandalf?

Would the first RPG had been of a more historical bent? And how would that have affected the history of gaming and popular culture from that point on?

 

DONJONS & DRAGOONS: Rules For Napoleonic Wargames Campaigns Playable With Paper And Pencil And Miniature Figures

napoleonicwarsWhile D&D did, indeed, greatly influence modern culture, so did Star Wars and Marvel Comics (whose Savage Sword of Conan brought Howard’s creation back from the depths of obscurity). And as the RPG concept quickly blossomed to encompass other genres, from science fiction (Gamma World, Traveler), to historical (Boot Hill), to the bizarre (Burrows & Bunnies), in a few scant years, fantasy would have surely followed in short order. Would fantasy’s influence over the geek-sphere have been reduced, somewhat, by the lack of D&D? That is a question academics could argue about until the end of days, so I intend to focus, instead, on what the first RPG, itself, might have looked like if another, more historically minded author, had taken the reins of the RPG revolution. And then build it.

I am going to imagine that this hypothetical author (read: me, born 30 years earlier) played in Dave Wesley’s original Braunstein games, and hobnobbed with Duane Jenkins (Duuuuuaaaaaane Jenkins!) and Dave Arneson (who I’m disinclined to believe would have ever managed to make the idea a commercial success, being the William Dawes to Gygax’s Paul Revere). This person would have taken part in creating ‘Brownstone’ and then branched off with his own versions. And while I do believe he would have based the mechanics off of wargaming precepts common at the time, I’m going to assume he was more of a traditional writer than Gygax, most likely a professional educator who saw the value of the format for teaching history (which I plan to do), and the RPG design will reflect that in tone and function.

I’m also going to assume he would have the same resources as Gygax did, by which I mean to say that I still plan to use modern tech (i.e. Adobe CC, not traditional paste-up, since I’m an academic, not a masochist), but the end result should have a look and feel very similar to the original set, with the typefaces, layout and general production values of a small press product from the early 70’s.

Now, if I were actually working in a university and doing this as a research project, I would endeavor to put a lot more research and time into making it uber-authentic (deep research and personal interviews with those who were there, no anachronistic references or systems, reliance on outside materials and knowledge to play, etc.) with little regards to how well it will sell. However, since I’m (still) not and it’s not, I’m just going to treat it as a paying product that also happens to be an interesting intellectual and artistic exercise.

5129x-+HaDL._SX330_BO1,204,203,200_This means I will take a few liberties here and there, and be a little less OCD in the 70’s-history-details department, to make it marketable and playable. I won’t worry too much over whether a mechanic could be considered too ‘modern’ if it gets the job done, for example, and Cornwell and O’Brien will be as influential as Forester and Tolstoy, despite the fact that their series were written much later (especially Cornwell, whose Sharpe novels are the inspiration for sample characters like Dick Blunte and Sgt. Lyre). Despite a few, niggling, anachronisms, however, the end result should be very close to what I believe D&D could have been.

Now that I have my goals and limitations sorted, I’ll begin the actual game design process, which I will document on this blog in future posts…

METALWORKS (3/25/15): MEET REX…

Stryper_Cover_TheCoveringFThe final deck for my demo set is complete: Rex Sweet, Nazarite Priest in his Juggernaut class 4RC-H4NG3L ‘Archangel.’

Along with this new deck, I’ve updated all the older ones as well, to take into account some slight rules tweaking and to include counters for Heat, Power, and Damage as well as Control Markers, so you can mark cards from your deck that are placed into other player’s areas.

All that is left is to create the cards for creating the Tactical Display track and put the rules into a proper demo rulebook, although the latter might have to wait as I have a metric butt-tonne of cards and counters to assemble before tomorrow. Still, everything should be good to go for you to download the game and give it a whirl within the week.

METALWORKS (3/22/15): MEET LITA…

Lita_Osbourne_SquaredDeck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’

Lita’s deck strategy is more about subterfuge and support than the previous two, making use of more external forces granted to her as favors from other Lords around the Metalsphere and finding ways to sabotage her enemies’ plans.

I’m confident that I can get one more deck done, and this one will be the mortal enemy of Lita’s, a Nazarite in another Juggernaut class Titan who can give her a run for her money…

METALWORKS (3/21/15): MEET ULI…

ULIFollowing up on Eddie from last week, we have Uli Jon Hammet, Yngwie marauder, ex-gladiator and current leader of the Star Scorpions, a band of interstellar pirates who work on and off as mercenaries. You can find Uli’s Deck here.

Once again, there are three sets of cards in the PDF. The first 2 pages are Titan and Rider cards, the next 4 pages are Titan Systems and the remaining pages make up Uli’s 60 card TAC Deck.

I’m going to try and knock out a couple more decks before Thursday, and as each deck gets easier as cards repeat, that might happen, but I also have to get the rules written up and put in PDF. I’ll get that done first and post them up sooner than later so you can test out both of these decks against each other.

 

METALWORKS (3/15/15): MEET EDDIE…

bruce_dickinson_iron_maiden_portrait_by_nonsense_prophet-d76ugv8I’ve been plugging away at the demo decks for BoHM: Titans for a bit now, trying to nail down the format for the various types of cards you will find in the set, and I’ve finished my first test set: ‘Iron’ Eddie Dickinson, Veteran Sabbathite Rider in his 1RN-M41D3N.

There are no images ready for the System cards yet, and all the portraits in the TAC Deck are almost 100% borrowed from the intertubes without permission, but other than that, the cards are ready for print and playtesting, once I get the next rider and the rules online

There are three sets of cards in the PDF. The first 2 pages are Titan and Rider cards, the next 4 pages are Titan Systems and the remaining pages make up Eddie’s 60 card TAC Deck.

Next up: Uli Hammet, Veteran Yngwie Rider and his AX3-YNGW13 AXEMASTER!

It’s been snowing like crazy over here, so I’ve had lots of time to work on the card prototypes for Barbarians of Heavy Metal: Titans. For this Metalworks, I want to show you how things are coming along in that area, and discuss a few of the mechanics in play.

VARIETY IS THE SPICE OF BATTLE

There are a number of card types in BoHM:Titans. It is a Tactical Card game and that means that, as a card representation of a tabletop miniature wargame, it needs a good deal of variety to represent the many wrinkles in that game medium as well as to provide plenty of options for deck customization.

To that end, Titans contains three broad categories of cards, some of which are further divided into specific sub-types. It may seem like a lot of things to remember, but like Magic, a lot of the differences are not necessarily about mechanical sub-systems, so much as a way to organize and target specific types of activity. For example, there is little difference between a Leader card (special in-game personalities) and any other Strategic card in the TAC deck, but there are cards (like the Hashashin) that specifically target Leaders, which means they need a specific icon to represent them, but not an entirely unique rules subset.

The three categories of cards are Titan Cards, System Cards and TAC cards.

TITAN CARDS

Titan cards represent the actual physical structure of the Titan and the Rider behind its control interface. The primary card sub-type in this category are the Superstructure cards, which are laid in a pattern to thematically represent a diagnostic interface, like so:

BoHM_Card_Superstructure_Diagram_01

Superstructure cards are unique to each Titan (and will eventually have unique art for said Titan). Each card represents a specific targetable body part with information pertaining to that specific Titan on it, including the Production ID (the Titan’s name), Hit Location numbers, Damage capacity, Systems loadout and, on the head, the game stats and cost (in Metalocity) of the Titan.

When a particular part of the Superstructure takes damage in excess of its Damage Capacity, you flip the card, which then shows you the effect of losing that bit of the Titan (in a nice, bright, alarming red):

BoHM_Card_Superstructure_Diagram_04

A Titan is only as good as its pilot, however, so the next most important card in this category is the Rider Card, and that is what we will examine next.

I should point out at this juncture that, while most of the graphic design you see on these cards (including icons, backgrounds, etc.) is all my original art, the portrait style images you are going to see from this point on were scoured from the internet for prototyping purposes.The cool image of Bruce Dickinson on the cards below, for example, is borrowed without permission from Ian Jones, although I might commission it and some other work from him for the game if I get enough funding. Check his stuff out, it is really cool.

BoHM_Card_Rider_Eddie

On the back side of the card we have the bio information and cost in Metalocity for our rider. On the front, all the game info needed to use him, including (from left to right) his School of Rock (with Harmonic and Discord numbers), Ride, Fire, Fame, Defense, Shred (melee), Luck, Health, and Rumble (hand to hand) stats.

Below that, in the text box, we have Eddie’s Skill set (which can enhance certain TAC Cards) followed by a special rule that sets him (a veteran) apart from lesser metalheads on the battlefield. In this case, he can cause damage to conventional forces, which represents his fearsome reputation causing mass desertion among the ranks.

At the very bottom we have the various musical styles Eddie is proficient in, which determines which Sonic Wizardry Cards he might include in his TAC Deck.

The third card in the deck is a Target Card, which bears an image of the Titan and serves as a ‘miniature’ on the Tactical Display(which I’ll discuss in an upcoming post).

SYSTEM CARDS

The systems listed on the Superstructure Cards are represented by special System Cards which detail their capabilities and state of readiness.

These cards are set up in the center of the player’s area and are typically activated by ‘Rocking’ them (turning them sideways). After they are Rocked, they must be ‘Readied’ in a later phase. Cards can also be ‘Reaped,’ or removed from the play area and placed in a Salvage Pile.  Certain weapons with ammo restrictions might also be ‘Flipped’ over on their face to represent that they are still functional, but out of ammo (Rock/Ready and Reap BoHM_Card_System_MJ1-N1R_Gothammerare the main ways you utilize cards in the game and should be familiar to those who have played similar games before).

The Gothammer on the right, is a Ballistic weapon (indicated by the tilted bullet which means that it can be targeted by certain TAC cards, like the Weapons Jam Discord), it takes up 5 component spaces on the Titan and is High Tech (tech levels, again, allowing targeting of special cards, like Repair, and so on). It has indirect fire, which means it can hit any zone on the Tactical Display, does D8+4 damage and has an Ammo Check rating of 2 (any roll of doubles of 2 or more flips the weapon).

The special rules make each system unique, so no two weapons need be alike. Our Gauss cannon, for instance must be powered to fire (which generates heat), and does extra damage to the surrounding area when it hits. The little hand rocking out at the bottom indicates that this card has a Hardcore result, for those who roll a Harmonic when using it (which, again, I’ll discuss at a later time).

TAC CARDS

The most numerous and variable cards in the game are the TAC cards which make up the TAC deck. Each player may hold a number of cards in their hand equal to 5 + their Rider’s Ride stat.

TAC cards can be Rocked, Readied and Reaped, but also Rolled, i.e. placed at the bottom of the TAC Deck, instead of Reaped, if the card so indicates. They come in a wide variety.

BoHM_Card_TAC_TerrainTerrain Cards represent the surface features of the battlefield and how it affects the combatants.

You may play Terrain Cards as a Move Action, which represents your Titan moving into that Terrain, and you might have a number of such actions which means you can layer Terrain cards on top of one another to increase their effect. The number and type of Terrain you can include is determined by the Mission Environment, so these Woods can only be used when said environment is Temperate, for example.

Titans retain the advantages of these cards until they leave a Zone, at which point all terrain cards are Rolled back into the TAC Deck.

Support Cards represent conventional forces, artillery and other battlefield support elements. It is here that you find you infantry, tanks, aerospace forces, and so on, and there are a few special subtypes within this category. Almost all of them require a Support Test, based on the Rider’sBoHM_Card_TAC_CF Fame, to Ready into play, representing the scarcity of resources and the fact that only the most famous metalheads will have access to the choicest support units, like the F-Bomb or the Valkyries (seen at right).

The Valkyries, for example, are a type of CF, or conventional Forces card (infantry, in particular, as indicated by the top right icon). These are played onto the Tactical Display and function like Titans, with 1 action each Game Round (called a Clash).

They have their own limited set of stats, like movement speed, Fire, Defense and Armor, as well as a set range, damage type (D6+2 in the Valkyries case) and Damage Capacity. Elite units will have other special rules.

BoHM_Card_TAC_tACTICALTactical Cards (indicated by the barricade icon in the top right) represent certain advantages that might present themselves during the course of battle, like an opportunity to push an enemy of the side of a cliff, or special tactics a rider might regularly use, like powering down to hide their Titan.

A Rider’s skills are often important components when determining the effectiveness of certain Tactical Cards. Just because two different players have the Run for the Hills card in their Deck, it is the one whose Rider has the Thrall skill that will find it most useful, playing more and/or better cards as instants than the Rider who was never a slave in the Metalsphere.

BoHM_Card_TAC_StrategyStrategic Cards are like Tactical cards, but on a grand scale. They represent the effects of long term planning before the battle and have a much longer-lasting and widespread effect than Tactical cards, which are all based on spur of the moment decision making.

Like Support cards Strategic Cards really rely on your reputation to use effectively. You may never use a Strategy card that has a Fame requirement (represented by the flaming star icon) higher than your Rider’s Fame. For instance, I Am More Metal Than You, represents the Titan Rider challenging another Rider’s Metalocity, and that only works when you are plenty Metal yourself.

BoHM_Card_TAC_LeaderA sub-type of Strategic card is the Leader (represented by the skull icon wearing an officer hat). These cards represent special personalities in your Warzone that you might have influence with. If you have the ear of a Leader, they can use their influence to provide everyone on your side of the battle with long term enhancements.

While there are generic personalities, like Hashashin (assassins) and Shades (scouts), most leaders, like the War Pig, are very particular to a certain School of Rock, and may only be used by a Rider from that School. This often have negative effects on Riders from the opposing School as well, as the War Pig does on Nazarite Infantry.

BoHM_Card_TAC_HarmonicHarmonics are special cards that you can play when you roll your Schools sacred number on the Rocktohedron (the eight sided die). They come in two types: generic, like the Scream card to the left, which can be played by anyone; and School Specific, which can only be included in a deck of a Rider from that specific School of Rock.

These cards are used to really push the uncertainty of combat, where a bit of luck is always a factor and special circumstances can swing the tide of battle in truly bizarre directions, like ripping another Titan’s arm off and beating it with its own appendage. Some Harmonics are Reaped immediately, but some stay in play until Reaped by Discord.

BoHM_Card_TAC_DiscordDiscords (represented by the Augmented Fourth Icon) are the opposite of Harmonics, and you actually don’t play these on yourself, but on other players who roll the number of the opposing school on their Rocktohedron.

You play Discords directly into another player’s area, and they hang about causing problems until that player can Reap them with a Harmonic or special card.

They come in general and specific flavors, but you really want to stack your deck with Discords that affect a specific School (represented by the icon to the Left of the title) to get the most use out of them, which means keeping a side board with Discord cards for various schools handy.

Overheat Cards are part of the Heat system in the game. Generating excess heat shuts down systems as it rises, but it also leaves the Titan open to having one of these cards played on it by another player during the HVAC phase if the heat level equals or exceeds the rating on this card.

Overheat cards allow me to implement a wide variety of funky heat effects that can hamper, damage or even disable a Titan. The Ammo Explosion card on the left, for instance, reaps an Ammo Bay, which (based on the info on the Ammo Bay card) causes it to explode and damage the Titan. There are also cards for shutting down down the Titan, melting components, cooking the Rider and setting the surrounding terrain on fire.

BoHM_Card_TAC_SonicFinally, we have Sonic Wizardry Cards. In the universe of BoHM, sub-quantum superstring manipulators can be built as a variety of instruments to produce music that literally manipulates reality.

Certain Titans are built with giant Harmonic Resonators (the core of a superstring manipulator) inside them, moleculer speaker arrays in their surface and a special instrumental interface in the cockpit to allow the Rider to bend reality from inside the machine. To the outside observer, it looks for all the world like the Titan is playing air guitar, or miming the play of some other instrument.

In Titans, Sonic Wizardry cards are basically science-magic and can do some fairly awesome things if you have the right styles at the right ratings. The card above, for instance, is in Eddie’s TAC Deck.

NOW TO CREATE THE ACTUAL DECKS

Now that I have the prototype bases done, I am moving into InDesign and designing the card sheets for the demo set. There will be at least 4 Titans and 4 Riders with 4 unique decks, but if I can, I want six ready for demoing at Cometcon at the end of March. But I also have about 180 cards to create for the next revision of QBB, so we’ll see what happens.

Any comments on what you’ve seen, questions on how the game might play out or suggestions for cool heavy metal inspired cards? Head over to my forums and let me know what you think…


VOID HUNTERS: A NEW PARADIGM…

Now, of all the things I’ve been trying to get done lately, none have seemed so out of reach as the concept of the Digital Table Top Role Playing game. It just seems that no matter how many times I’ve tried to get that concept flying, from trying to Kickstart the idea to almost having an independent team ready to realize the proposal (before they backed out at the last moment), it just doesn’t seem to be able to peak the level of interest necessary for it to become a viable product. It is simply too much to do on my own, and the type of people I need to develop it with me are generally  more interested in using their skills for fully fledged video games, not hybrids.

Over time, I have come to the realization that the problem with the DTTRPG concept is two fold.

THE DIGITAL DIVIDE

First, what I was trying to create with the BoHM digital game was basically a digital charactersheet/dice roller/rulebook/GM Suite combo, which, in itself is not a bad idea. But it doesn’t really innovate as far as it needs to. You’re still looking at a screen with numbers and dials and lists, etc. so it really is no more than your standard RPG, just with less stuff to carry around. This could be why it received such a ‘meh’ response from the RPG community.

BoHMScreens02-ChargenThe answer to this issue involved really looking back at the research I did long ago on what RPGs offer us that computer games don’t, and vice versa, and coming to the realization that what I was attempting did not go far enough in moving the game further into the acoustic space that RPGs inhabit. Making the game less of a game and more of an ‘experience’ for the players.

The answer to this, of course is to make sure that the player interface should remain as thematically ‘pure’ as possible. Character creation would still be of the standard RPG variety, but once that is complete, the UI should endeavor to take them out of the ‘roll’ and immerse them in the ‘role.’ The only person with pure game info should be running the game and making all the magic happen behind the scenes, presenting the players with dramatic representations of the raw numbers they’re generating on the fly.

Don’t confuse this with a video game of the first person variety. Yes, the information is first person, in a sense (were not talking moving about a 3D or even 2D world here, as the game will still rely on the acoustic centers reinforced with a few still images or simple animations), but the AI is strictly human, generating an infinite amount of content, not through programmatic procedural generation, but with a few simple tools in their GM Suite and all the data provided in the ‘rules database.’BoHMBook

The second issue revolved around the complexity of the rules for BoHM which were, in hindsight, a bridge too far for the concept. It was going to take a lot of programming and fiddly UI design to make the thing usable, which, without the money from a successful crowd-funding campaign, was immediately going to turn off any potential co-developers.

Again, simplified rules were necessary to allow the GM to run things efficiently behind the GM Screen of his interface, and to allow the players to get the information they needed without a lot of interface acrobatics. This is where Void Hunters comes in.

VOID HUNTERS: DTTRPG

P2Void Hunters is another project that I just can’t seem to get off the ground, but whereas the DTTRPG idea is all about a lack of resources, VH is all about my lack of interest in creating yet another same old, same old TTRPG. I’ve been desperate to do something different with it. To make something that goes beyond the standard setup that is currently being done to death in a thousand different ways over at RPGNow. To make something that people actually enjoy playing, as opposed to adding to their ever growing library of games they bought but never use (and those of you who buy digital RPG books now exactly what I’m talking about).hr_giger_dreads

The beauty of VH as a DTTRPG, however, is the external rules (those utilized by the GM and players) are completely old school in conception, and easily broken down into object oriented programming modules that modify a basic rule package. In addition, the old school ethos of ‘Ruling over Rules’; and ‘Description over Dice’ means that half the game is going to be run from the GM’s description and the player’s reactions, anyway, so the user interface can be much simpler.

The internal (as in, inside the actual module) rules for VH will be designed to be resolved through programmatic methods, like an actual video game. The classes I’ve laid out will still be the core around which the game revolves, but the equipment, ships, etc. will all be designed to work as a computer game, albeit, one with a strictly human center. This allows the rules to be very simulationist, without burdening the GM or players with the simulation.

PsychotechnicLeaguevincentdifateStarship combat, for instance, can be extremely realistic, using three axis of movement, ∆V and all sorts of other factors while still presenting the player and GM with simple options (an idea I thought up last year to create a hyper-realistic, yet easily playable, space combat table top game for my friend Tom’s Sword into Darkness universe). The starship interface needn’t be very complex because, honestly, VH style starship combat would mostly occur outside visual range and would be more reminiscent of submarine warfare than Star Wars style dog-fighting.

The science fiction element of VH also lends itself to a tablet or phone based display by allowing the player interface to reflect an ‘EyePhone’ style interface. The tablet or phone screen will represent what the characters see through a smart-glass like HUD implanted in their brain that displays vital information. Through this we can show their health, equipment icons (which they touch to ‘use’), etc. and keep them in the game, instead of taking them out of it the way reviewing an external character sheet does.

The GM Suite would include all the tools necessary to run an old school game, including writing tools, random generation tools, character trackers, etc. and tools for communication with the player’s devices. They’ll be able to see what the players roll, send them secret messages, and post images of the scene, if they desire (and all the modules for the game would include scene images for that purpose). It would be totally utilitarian, like a digital GM Screen, with tabbed interfaces.

What about a rulebook? Who needs one. The computer handles all the rules and the only reference the GM will need is one that describes the classes, the equipment, ships, etc. Creating new items will be handled through appropriate interfaces and will automate the process as much as possible. And if that still doesn’t get he GM the perfect ship, alien, etc. a handy ‘House Rules’ tool will allow them to modify the database entries manually.

TO BE CONTINUED…

I’m not done with either the DTTRPG or VH yet, and I’m determined to make one last stab at turning them both into something a bit different and revolutionary for the RPG market. I’m going to be considering all the elements over the next few months and, as soon as one of my other projects is ready for production, I’ll revisit it and see what it will take to turn it into a realty. Who knows? Maybe by that point, folks won’t be so turned off by the idea of a truly digital RPG experience…160d21128da98dc567406f7e2442d9ec-d53u2f1

 

 

 

 

METALWORKS (February 20th, 2015)…

Thinking about the title of last weeks post, it occurred to me that what I do is just a high tech version of the same thing artisans have done throughout history. I forge a piece (new ideas, text and mechanics), I pound it into shape (with my keyboard and constant revision) and then I add the personal touch (a certain voice, or style of art) that signifies my work. Writers, in essence are the literary equivalent of ironmongers. Wordmongers, if you will. So I’ve decided to list all my production updates under Metalworks from this point on. Pretentious? Maybe, but it has a certain masculine quality that appeals to my personal aesthetics.

BARBARIANS OF HEAVY METAL: TITANS

BoHM: Titans is getting ready to go into the card prototyping stage. I’m going to draw up some rough sketches of what the cards look like, create them in Photoshop and Illustrator (tons of icons to draw up) and then paste in the information from my massive list of cards using InDesign.

As I mentioned, I have 6 Riders, 6 Titans with their systems and superstructure cards, and a TAC Deck of 60 cards for each Rider, for around 400 cards (251 unique) total. I won’t be creating any original art for these, oustide of the system icons, and most will have a blank spot for a picture unless I find some existing art that particularly fits well, but they should suffice for play-testing purposes.

Should take me about three weeks to get all of that work done, what with the other project at hand…

FOR GLORY! DIGITAL BOARD GAME

I’ve been slowly working on the UI for the game, in between fits of card design for BoHM, and have the Main select screen and Character Sheet screen sussed out. The imagery is all temporary placeholder stuff, and will be completely redone for the final game, but it should give you a good idea of how things are shaping up, aesthetically and functionally.

FG_UI_FlowFG_Screens_05_CharSelectFG_Screens_06_CharSheet

In related news, Simon Washbourne released the Barbarians of Lemuria: Mythic Edition recently, and inside it are a few small tweaks to the system that will have a knock on effect for the For Glory! design. Brawl is out and Initiative is in, so I’ll have to change those up in the game and redo a few cards to take those into account. The combat system has changed as well, but since FG! uses a more abstract system to reflect an entire combat using a few rolls, that won’t change much of anything in the board game. Sorcery might have been tweaked, but I’ll have to see if that necessitates a change in the more abstract level of sorcery in the board game.

The good news is, being a digital game, changing such things is much less of a problem than it would be once something has gone to print. Hooray for the digital medium!

QUARTERBACK BLITZ

Once the playtest cards for BoHM:Titans are ready for action, I’m going back to work on QBB. I need to create a new deck of cards and a new presentation piece for marketing to another major sports merchandising entity. I also plan to whip up a Print & Play rules set with the very basic rules and pieces necessary to get the feel of the game, as I did with For Glory!

At that point, the game is going to go through even more playtesting to sort out the bugs in the new Play system and ensure that it accurately reflects the way football operates from a coaching perspective. And of course, I’ll be streamlining the game even more along the way.

If I’m lucky, I might have this thing out by Christmas…

HEADBANGER’S GUIDE TO THE GALAXY: THE ROCKTAGON…

BoHMLogo

THE ROCK ON WHICH THE METALSPHERE IS FOUNDED

Life in the Metalsphere is, paradoxically, both extremely anarchic and extremely ordered. Whereas the very ethos of Rock & Roll demand that the listener fight conformity and champion the individual, human nature being what it is, those same champions inevitably impose ideological standards all their own and a new order eventually asserts itself.

Nowhere is this more evident than in the strictly controlled, neo-feudalistic dark age culture of the 31st century, where might makes right and a person’s Metalocity rigidly determines their station in life. After the chaos and destruction of the Thousand Psychic Wars, humanity craved order. Those who were strongest after the war, the Lords of Rock, were the ones to establish that order and they imposed their ideas and beliefs on it, ideas and beliefs based on the music that had literally shaped the universe around them.

There were eight Lords of Rock, each one dedicated to a specific musical style that had a particular effect on sub-quantum superstrings and helped them to take command of large armies and even larger sections of space during the war. To end the destruction they agreed to divide known space among themselves. They each established a School of Rock, and wrote a Book of Rock, which serves as the source of cultural mores, military doctrine and iron-handed law in their domains to this very day.

While individuals are theoretically free to wander where they will and do what they please, the reality is that all of their behavior is predicated upon a firm foundation of beliefs and mores related to the School of Rock in which they were raised. It influences all their interactions as surely as the moon effects the tides, and the degree to which a headbanger adheres to the principles and edicts of their school will ultimately determine their place in society.

Those who are the paragons of their School will eventually become Metalheads (31st century feudal knights) or even Warlords. The most insanely devoted might even become Inquisitors, hunting down the impure and cutting them from society like a cancer. Those who are found wanting will find themselves becoming thralls or, even worse, ‘Scavvies’: scavengers who have no rights and are scorned and abused throughout the Metalsphere. All throughout human space, Issuing the statement ‘I am more Metal than you!’ has serious implications and proving that, or having it proved against you, has severe consequences for your station and status in life, no matter how ironically that conflicts with the central conceit that Rock & Roll is all about rebellion and freedom.
RockatagonDial

THE ROCKTAGON

When shown together, the Eight Great Schools are represented by holy icons arranged around a stone or metal octagon, and it is very common to see this symbol in talismanic form around some headbanger’s neck, adorning the hull of a Warp Craft or tattooed on the skin of a thrall. While all respect the  integrity of that mighty symbol as a whole, most keep the icon of their school aligned at the top when wearing or branding it.

When the borders of the Metalsphere were initially established, there was a great deal of interstellar territory traded to ensure that two styles who were vehemently opposed to each other were placed on opposite ends of space so they wouldn’t be warring neighbors in the new order. Thus the Rocktagon not only shows the various schools, but also their placement in space and their natural oppositions. As it worked out, the numbering of the schools and their representative elements all seem to naturally echo their mystical and elemental nature as well, which tends to reinforce the holy validity of the structure in the minds of the citizens.

Each school has a mystical number in addition to their holy icon, and this is based on their position on the Rocktagon as well, starting with the Nazarites at space number 1 and moving around in a clockwise manner to end with the Yngwie at number 8. The number of an opposing SaintOsbourne (3)school is always considered a ‘discordant’ or unholy number and headbangers, being a relatively superstitious lot in general, will typically avoid imagery, activities of even repetitions associated with it, even when this leads to absurd consequences.

Each school is also associated with a mystical element or concept, whichusually shows up in the harmonic resonance of their musical style. Again, based on the positions of the various styles on the Rocktagon these naturally oppose each other, reaffirming the unshakable truth of the Rocktagon as the driving force behind all of existence.

Finally, every school has a Patron Saint, typically a legendary figure of Rock from the before time.Their original names have been lost to the mists of time, and they are often portrayed in mythical, sometimes fantastical forms, but each was at one time the paragon of the musical style represented by the school founded in their image and many headbangers believe they watch over and guide those whose are worthy.