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Showing posts with label MyGameDesign. Show all posts
Showing posts with label MyGameDesign. Show all posts

Sunday, April 21, 2024

Runehack RPG 1: Freerunning Pillar

I've taken too long with this article. With 10 articles written in the meantime, it's been enough time to process most issues I had with writing this down. This won't be perfect, there are already things I changed from the first article, it's better to just go ahead and do it so that it's out there.


Vault, by thegryph

Freerunning Pillar

This is a pillar focused on mobility and action-packed scenes. Their focus is to deliver or retrieve information, items, or even people, moving them between a safe place (local hideout, team's van, etc.) and a dangerous place (megacorporation's offices, etc.). Optimally, you'd do this without getting noticed, but getting noticed is an inevitability. However, in this process, you can't remove your pursuers.

Let's begin by defining the environment. I've already talked about the areas and passages in the first article briefly, and they are described in greater detail in Runehack: Fairy Heist. Areas are discrete locations that could contain one or more characters, and passages (sometimes called routes) connect them. Since the pillar is all about navigating this space, several types of passages are introduced, mostly described as obstacles. Some examples of these include:

  • Around is an obstacle that you navigate by making multiple turns (such as a crooked alleyway, a crowd of people, etc.). It doesn't require hands to be passed through, and it blocks sight.
  • Low is an obstacle that you navigate by slouching slightly (such as a low ceiling, etc.). It doesn't require hands to be passed through, and it doesn't block sight.
  • Water is an obstacle that you must swim through. It requires hands to pass through, and it doesn't block sight.

A resource energy is featured in this pillar. It equals three times your highest tier, and it can be spent on navigating obstacles (see below), as well as on avoiding attacks. Whenever you are attacked, you can choose to either take 1 wound, or spend an amount of energy that your opponent rolled, provided you have enough energy. When your energy is reduced to 0, you gain 1 wound and your energy can't be increased until you rest after the mission.

By default, when a character tries to move through a route with an obstacle on it, they must either spend an extra act or 1 energy. Through the player options offered in this pillar, players can learn how to master these obstacles and navigate them for free without being slowed down. Each of the obstacle types also has an advanced obstacle (for the examples above it's Around -> Between, Low -> Below, Water -> Underwater). An advanced obstacle can only be mastered after mastering the base obstacle it's derived from. There are additional types of routes that aren't obstacles, and therefore can't be mastered:

  • Glass is a passage that can't be passed through, but one can see through it.
  • Door is a passage that can be seen and passed through only when it's opened. It takes an act to open, close, and in some cases also lock or unlock.
  • Hole is a passage that only tiny characters can move and see through. Others can see through it only by taking the Search act.

During a freerunning mission, players can build up momentum by passing through routes without being slowed down. Momentum can be spent to take the Call, Open/Close, Read, or Search act. When you reach Tier 3 in Freerunning, you can spend 3 momentum to take a Move action (which can produce further momentum). You lose all your momentum either when you take an act that's not Move or spends your momentum, or when your turn ends.

Senses are an important factor during the missions. A character can see clearly anything in their current area, with the exception of the contents of the hiding spots (they can see their contents only if they use the Search act). Each character can be looking in one direction of their choice, which can be changed during their turn, or at the end of any turn. They see clearly anything in that direction until an obstacle blocks their line of sight (some obstacles could maybe allow the Search act to let someone see through, like Hole), and they have a peripheral vision in directions perpendicular to it: it lets them see shapes, colors, and motion, but not specific details.

When it comes to hearing, it's determined by the volume of every sound. For every two routes the sound has to cross, its volume decreases by 1. You can hear all sounds that can reach your area, but you can only choose to hear clearly one of the sounds with the highest volume to you. You can try to focus on a sound with lower volume by making a Comprehension roll with a difficulty of 4 * its volume. A route that dampens the sound (like water) reduces the volume by 1, echo increases the volume by 1. Sounds produced by Tiny people or items built for Tiny people produce sounds with a volume that's 1 less.

Example volumes:

0: whispering
1: talking, rainfall, walking
2: swimming, flying, talking loudly
3: shouting, multiple vehicles
4: loud vehicle

(I don't know how viable the sounds will be in practice, for now it just sounded interesting enough on paper, so I'm including it here. Worst case scenario, I'll need to simplify it, and everyone will get to learn from my mistake.)

The other senses, usually labeled auxiliary, are mostly less refined than hearing and sound. One can sense the temperature and smell in their area without being able to trace its exact source or distribution. Touch can work on anything a character can reach, while taste can work on anything a character can taste. A character can always tell which way is the north.

An important part of this pillar are the Apps, which you can use as an act. An app is software installed in your runecard for assistance during a mission. Since these are rune-based, they do either telekinesis, illusions, detection, or a combination of these. What apps your character gets depends on your character's role.

Let's see an outline of an example role below. Apps are written in italics, and the current format is more elaborate than this.

Masker

Tier 1

  • You can choose whether your footsteps can be heard as long as you have one hand free.
  • Master Water obstacles and one other obstacle type of your choice.
  • Illusory Item allows you to create a static illusory item. Make an Agility roll to determine how close does one have to examine it to determine if it's real or not.
  • Silencer lets you pick one target person that can't be heard until the start of your next turn.

Tier 2

  • Choose your specialization: Tinker or Veiler
    • Tinker masters the Low obstacle and gains the Illusory Fairy app that lets them make an illusion of a fairy for 1 hour. The illusion can be moved twice on each of your turns.
    • Veiler masters the Slope obstacle and gains the Virtual Mask that lets them mask themselves until the end of the current turn, preventing others from seeing or hearing them.

Tier 3

  • You master either Around or Over obstacle, as well as one advanced obstacle of your choice.
  • Distract lets you pick one target who can't see or hear until the start of your next turn. If you spend extra (TBD) credits, they fall asleep for 1 hour. While asleep, they can't see and are incapacitated until woken up by someone or a loud noise. The app can't put another target to sleep until the last target wakes up.
  • You can spend extra (TBD) credits when using the Illusory Item to animate the item, letting its appearance change. Furthermore, you can have up to 8 illusory items present at the same time.
  • The Silencer app lets you target any number of people.

Tier 4

  • You master one obstacle of your choice, and gain any one app of your choice from Tier 2 or below from any role.
  • Depending on your specialization, you gain one of the following upgrades:
    • When you use the Illusory Person app, you can make a person of any species, not just a fairy. You can consider it a disguise if its size matches yours.
    • When you use the Virtual Mask, its effects last until the start of your next turn. Alternatively, 1/day, you can instead make it last until the end of your next turn.

Tier 5

  • You master one obstacle of your choice, and gain any one app of your choice.
  • On your turn, you can use your act or spend 1 Momentum to focus on something and ask the GM whether it is an illusion. The GM must answer truthfully.


Tl;dr structure

  • Tier 1: unique ability, 2 obstacles, 2 apps
  • Tier 2: 1 obstacle, 1 app
  • Tier 3: 2 obstacles, 1 app, 1 upgrade
  • Tier 4: 1 obstacle, 1 app, 1 upgrade
  • Tier 5: unique ability, 1 obstacle, 1 app
  • Total: 2 unique abilities, 7 obstacles, 6 apps, 2 upgrades


The roles are mostly written already, the rules for freerunning are pretty much ready. I will admit I got sidetracked by going after my 12 Good Games new year resolution for a bit, and I actually got inspired to run a D&D 5e trishot themed after One Piece. I keep delaying the actual playtest, because I dread finding a group of people to play with regularly, plus making up the story and everything. I feel like I should talk about the hacking next when it comes to the Runehack RPG, but to be honest, everything I have for that has been already featured in Runehack: The Asterist.

Thank you for reading, and have a nice day!

Tuesday, April 9, 2024

Inherited Powers System, MHA Style

I need to get another idea out of my head so I can focus on things more urgently, let's do this.

Superpowers are fun. Superheroes are fun. Though you could also maybe have these featured in non-superhero-centric games, but that's beside the point. Ever since binging My Hero Academia with my wonderful girlfriend, I've wondered how would I translate stuff like this into a tabletop roleplaying game ruleset. To give a brief overview, the powers (called quirks) are mutations that keep getting wilder over the generations, there's a large variety of them, and most people seem to have one quirk each. Just to be clear, for this thought exercise, I'm ignoring the cases of more than two quirks in one person, like the blonde guy from the 1B class or some spoiler characters. No meta-quirks that manipulate the quirks.

Now that the summary of the anime's premise is done, I'm gonna go back to calling them Powers, because I prefer that name. Quirk is fun, but in TTRPGs it tends to stand for something else. I hope you'll enjoy this, and have a wonderful day!

Sidenote: Anything below isn't set in stone, it's just a proof of concept for now, barely functional for a game.


Superpower, by Dan Su


Inherited Powers System

The Powers are generally inherited from the parents, though sometimes they can be manifested completely spontaneously. Since they are genetically based, they are made up of several components:

  • Trigger
  • Ability
  • Limitation

In a usual approach, you'd just get a bunch of points to spend on each of these, and be done. Boom, there, you got your Power, now you can go fight crimes. But as it is becoming obvious to me, some people love to gamble by rolling the dice, if there's a chance they could get some kind of an advantage out of it. So let's mix the game design with worldbuilding. Here are guidelines on how you could inherit your Power from your parents.

Everyone has two of each of those, one dominant and one recessive. There isn't any ranking as to which traits are more dominant than which, this is all just about pure luck of what one is born with. So, get a pair of color-coded dice, let's say 2d20's: one for dominant traits and one for recessive traits. Roll them for each parent's every trait (Ability, Trigger, Limitation). The higher roll defines which gene is passed onto you from that parent. If both rolls are equal, congratulations, the gene mutated and you instead get to roll on a random rolltable for that trait! (If I weren't busy with other stuff like preparing for a One Piece trishot, I'd make one, but I'll leave that for another day.)

After this is done, you should be left with a pair of Abilities, a pair of Triggers, and a pair of Limitations, one from each parent (unless they mutated). Now, assign the colors to your parents, and roll once for each pair. The higher roll determines which of the traits is considered dominant for your body. If both are equal, congratulations - you get to keep both somehow! ... look, anime makes it work for Todoroki, so I might as well include it in this ruleset.

If you want "quirkless" (or in this case Powerless) to be an option, that will occur when both rolls are a 1 on either Power or Trigger. You have a gene for it, but alas - the dominant one turned out to be a blank.

I did say that I don't have rolltables or energy to make them, but I might as well leave you with some examples. Of course, these are not complete in any way, I'd spend a lot more time if I wanted to make them complete.

Trigger

  1. Always active (Invisible Girl)
  2. Line of sight and focus (Eraser Head)
  3. Voice and focus (Present Mic)
  4. Touch and focus (Uravity)
  5. Consuming something (Sugarman)
  6. Focus (Creati)

Ability

I write them broadly, but with more time I'd make them extra 

  1. Boost a personal characteristic (strength, speed, senses, ...)
  2. Produce something (fire, sticky spheres, ...)
  3. Manifest traits of an animal (frog, seal, ...). Maybe this one could come with limitations on what triggers are allowed with it.
  4. Manifest a supernatural characteristic (invisibility, weightlessness, locking something in place, ...)
  5. Transformation into and back from some substance (dust, paper, ...)
  6. Area influencers. Not sure how this would be different from numbers 2 or 4, but I wanted there to be six items on each list.

Limit

I'm not sure if these shouldn't just come prepackaged with the Abilities and/or Triggers. For now, they are separate.

  1. Time limit
  2. Line of sight
  3. One target at a time
  4. Fuel consumed
  5. Knowledge
  6. Environmental condition


That's all for today. This could make for a neat core of a system. That being said, there is also a downside to this: One power per character can work well in a TV show, but it might not be ideal for a TTRPG. Depending on your Power, your character could fall somewhere in the range from "can resolve any situation on their own" to "one trick pony that needs support". 


Monday, April 1, 2024

Runehack RPG 0.1: Pivoting in a New Direction

It's time for the truth to be revealed. Maybe I never really wanted a game that's action-filled in the first place. I have always dreamed of a D&D game with an all-bards party, where they'd go on a world tour. Or something similar for another system. I lost this dream of mine somewhere along the way to Game Dev years ago and have forgotten about it... until today.

It's time to showcase how the musical pillar will work for the Runehack RPG!


A quick musician doodle redeemed from Mishroomarts

Music Pillar

There are four qualities that the music can have:

  • Intensity can range from Calm to Strong, describing how loud the music's loudest tones are. It utilizes Muscle.
  • Tempo can range from Slow to Fast, describing the general speed at which the music is played. It utilizes Agility.
  • Authenticity can range from Bright to Dark, describing whether the music is more upbeat or emotional. It utilizes Comprehension.
  • Creativity can range from Stock to Fresh, describing whether the music is predictable or if it's unafraid to experiment outside of the music theory's range. It utilizes Hunch.
Training isn't represented as a musical genre because it defines your expertise with musical instruments. You can play a number of musical instruments equal to 1 + your Training, and they can have a total number of unique properties equal to your Training.

Note: You can select a musical instrument in place of one of the expert areas that your Training gives you in the Core Pillar. If you do so, you will have expertly knowledge in how this instrument works, its history, maintenance, and significant artists who primarily played this instrument.

The musical instruments can have the following properties:

  • Pedaled. Advantage on rolls for Intensity.
  • Two-handed. Advantage on rolls for Tempo.
  • Multi-tonal. Advantage on rolls for Authenticity.
  • Contiunuous. Advantage on rolls for Creativity.
  • Static. Advantage on rolls for both Intensity and Tempo.
  • Custom-made. Choose one of the musical qualities. You can use Training in place of the original stat when rolling for that quality using this instrument. You can take this property multiple times.


Musical Performance

When performing, it is important to appease the crowd's demands. The GM begins by secretly rolling 4d6 and dividing the numbers between the qualities. The highest roll stands for a preference for high rolls in that quality, the lowest roll stands for a preference for low rolls in that quality, and anything in between begins neutral. If multiple numbers are the highest/lowest, it's applied to multiple qualities. If all four numbers are the same, they correspond to low (1-3) or high (4-6) rolls. The GM keeps them in the order of Intensity, Tempo, Authenticity, and Creativity behind the screen.

At the start of every round, the GM rolls 2d12 without adding them together to see which preferences flip. If they were neutral so far, they get tipped either way at GM's discretion.

  • 1-3: Intensity
  • 4-6: Tempo
  • 7-9: Authenticity
  • 10-12: Creativity

These preferences can be represented in crowd actions. These are, on purpose, ambiguous to keep the band guessing. For convenience, each is listed twice to be easier to reference. The GM should mention ideally two of them (one if there aren't two) at the start of each round to clue the players in on what the audience demands.

  • Intensity (low)
    • or Tempo (low): swaying
    • or Creativity (low): whistling
  • Intensity (high)
    • or Tempo (high): head-banging
    • or Authenticity (high): stomping
  • Tempo (low)
    • or Intensity (low): swaying
    • or Authenticity (high): lights above heads (e.g. lighters)
  • Tempo (high)
    • or Intensity (high): head-banging
    • or Creativity (high): playing air instruments
  • Authenticity (low)
    • or Creativity (low): screams
    • or Creativity (high): crowd wave
  • Authenticity (high)
    • or Intensity (high): stomping
    • or Tempo (low): lights above heads (e.g. lighters)
  • Creativity (low)
    • or Intensity (low): whistling
    • or Authenticity (low): screams
  • Creativity (high)
    • or Tempo (high): playing air instruments
    • or Authenticity (low): crowd wave

The DC for all music-making rolls is 8 unless said otherwise. However, the players must either roll above the DC as usual, or under if the audience demands low for some musical quality. Whether a player is trying to roll over or under 8 should be announced before the roll along with the musical quality (e.g. "I'm trying to go for low Tempo). Due to this, any musician can choose to roll with a disadvantage at will, and they can choose whether their stat is ignored, added to, or subtracted from a roll after it is made. The goal is to play according to the crowd's preferences, confirmed by the reactions described by the GM. If a musician succeeds in playing according to the crowd's preferences two times in a turn, or when they roll exactly 8, they get a Starpower Point.

Starpower Points are a way of performing extra actions while keeping up the performance. The pillar will feature some special actions that can be performed by spending an act or a number of Starpower Points. The details aren't worked out yet, but for now, examples could include:

  • getting the crowd to sing in your place,
  • dance moves,
  • musical instrument tricks,
  • activating special effects such as fireworks,
  • jumping onto the crowd and letting it carry you,
  • tossing a keepsake into the crowd.

Each would have its effect, but right now I don't have any further details worked out. Maybe some could coordinate their preferences or something like that.



That's about it for now. Of course, once finished the pillar would feature its own roles, their features, and so on, but that all should be done on another day. All that being said, ... it should be obvious this isn't what I want my game to be about, but I do want it to be an actual part of the game. It's not on my priorities list, but I had some time to spare during Easter and thought of working this out before I get to the final details of the core system I want to release this year as a way of relaxing. It might not come off as all that funny of an April Fools joke, but I came up with it not too long ago. The article was written in about 2 hours, most of this isn't set in stone yet. Obviously, it borrows some ideas from Play It by Cheer!, and that's because I really liked the foundation I've laid out there. Its stats map nicely onto this system's stats, Training is an awesome "ace in a sleeve" stat that'd work universally elsewhere, and... I think when I get to making the roles for this system, I'll make it so that the roles are named differently. Writing all this out made me realize that the roles probably should have different names in every pillar.

Anyway, writing the Core Pillar article took me too long, I wrote like 5 or 6 articles since I mentioned it last time it, so I can't promise I'll publish it before I begin the playtests. I'll see what I can do though. I like the way the game's development is going, and my 12 good games resolution is going to be finished soon enough. Or, it would be, if Witcher 3 wasn't still ahead of me.

That's about it! Thank you for reading, and happy beginning of April, everyone!

Thursday, March 28, 2024

Extra Actions

Two articles in one day? That's right. I'm catching up with what I wanted to write these days. The Shadowfell article was supposed to come out yesterday. Anyway!

In Opposed Rolls Combat System, I wrote of a different way to run combat. The core premise of it is a focus on actions either happening on your turn or as a reaction to others' actions. It felt bland and dry to me, but it got the point across. The other day, Izzy brought up a video he called a perfect example of what he'd want the combat in his ideal game to feel like (paraphrased). After a couple watches of the video and analyzing it by writing out what would the actions of it look like, I realized what's the missing element. The system needs more actions.


This happens a lot in cinematic fights. Why didn't I think of it sooner?
League of Legends: Clashing Winds, by ae-rie


Clashes

Let's first make an example using the Opposed Rolls Combat System. Let me first clarify, that's not its "official name", I'm just using the article title for now. ... though looking at the abbreviation, ORCS is kind of genius as a coincidence.

A clash occurs when one creature attacks, the other creature reacts by attacking also, and the two rolls are within 5 points of each other. It's that moment when the two blades meet and there's tension between the two combatants. At this point, the higher roll (if any) doesn't deal damage, it can instead take a "mini-action". I'm not sure if all of these would be general or some would be granted as class features, but examples could include:

  • knocking the opponent prone,
  • shoving the opponent away from you,
  • breaking the opponent's weapon,
  • casting a spell,
  • attacking him without using the weapon that's involved in the clash,
  • tossing some grainy/powdery substance in the air, possibly at the opponent.

The key concept here is that this wouldn't cost you a maneuver. It'd be an extra action on top of your action economy but with fewer options. It's you taking the opportunity to do something to the enemy.

There are two other things, unrelated to the clashes, that I want to add to the system since I'm already writing a minor 'update' to it here. The video inspired me with two more possible things one could do. A reaction to catch an ally that's about to fall within your reach, and an action to toss an ally some distance. But that's beside the point of this article.


My Theory

Things clicked together when I realized... I wanted to do something very similar in my freerunning system for the Runehack RPG. For months, I've known how I want to do the Momentum in that game. Momentum is gained by traversing routes without being slowed down (so either a clear route or a mastery of the obstacle). Momentum also lets you take "mini-actions" immediately after you move.

This is what has led me to my theory.

  • In a mobility-focused tactical game, it would suck to just move and have no option to do something else on every turn. But movement is essential, so you are assumed to move on each turn.
  • In a combat-focused tactical game, it would suck to just attack and have no option to do something else on every turn. But attacks are essential, so you are assumed to attack on each turn.

The only difference here is the focus of the game, otherwise, the statements are identical. This is why I propose my theory:

A game should provide the player with an option to do something extra when the focal action of the game fulfills some conditions.

Think about it. It'd suck if your attack dealt just 3 points of damage, so let's make it worth more. And traversing the routes that you've mastered or clear routes to gain more Momentum just makes sense in a parkour-themed game.

That being said, I would advise against combining it, since that would get too cumbersome to keep track of. Especially if clashes let you move, which would let you build up momentum that you could use to try to make more attacks possibly and keep the clashes up. The risk of an infinite action economy increases the more of these Extra Actions you introduce into the same system, so... I'd urge you to keep it down to a single type of Extra Actions. I don't know if I'll follow this advice myself, I might give it a go in my playtests, but I'll have to be extra careful to avoid any case of infinite actions.

I wonder what would be the reasons behind these mini-actions in other minigames I have on my mind. You'll have to wait to see that when I get to those games.


Until then, thank you for reading, and have a nice day!

Tuesday, March 26, 2024

Incremental Mutation

Here's an idea I believe would make for a pretty neat foundation for a TTRPG. I might work on it someday if I feel like it. Gonna keep this short because I've got other stuff to tend to.


Incremental Mutation

All powers come at a cost. They change and transform you, slowly but possibly completely. You can't stop or reverse this process, the best you can do is slow it down.

To start, we need some stats. How about the stats from Fate, for the sake of an example they will do. Boldly, Quietly, Forcefully, Cleverly, Quickly, Carefully. Let's assume that the conflict resolution is a roll of 1d12 plus some bonus based on your stat, to roll over some difficulty decided by the GM.

Now let's make three examples of powers. Let's go with... pyrokinesis, teleportation, and omniglot. Each of these should improve one stat, debuff another stat, and give powers based on the intensity at which you utilize the power. Add some descriptors, and you get yourself an interesting set of powers.


Does the magic user consume the fire, or does the fire consume the magic user?
Fire Elemental, by AAA Game Art Studio.

Pyrokinesis

Increases: Boldly
Decreases: Carefully
Powers:

  • 2 - You can produce fire around your fists without it harming you or things worn/held by you.
  • 4 - You can shoot the fire from your hands at ranged targets.
  • 6 - You can breathe fire from your mouth without it harming you or things worn/held by you, causing damage in a large area close to you.
  • 8 - You can shoot fire from your feet without it harming you or things worn/held by you, letting you fly around.
  • 10 - Whenever something harms or touches you, you can burn it.
  • 12 - You can ignite your whole body without it harming you or things worn/held by you.


Teleportation

Increases: Quickly
Decreases: Boldly
Powers:

  • 2 - You can teleport as far as your foot can reach.
  • 4 - You can teleport to a place you can see close to you with your own eyes.
  • 6 - You can teleport pretty far and even through reflections.
  • 8 - You can teleport any distance.
  • 10 - You can teleport through images that you can see.
  • 12 - Choose another place you could teleport to to manifest an afterimage. Whenever something causes you damage in either position, there's a 50% chance it will miss you.


Omniglot

Increases: Cleverly
Decreases: Quickly
Powers:

  • 2 - You can understand a language when you hear or read it.
  • 4 - You can speak a language you have heard before and write a language you have read.
  • 6 - You understand people's body language perfectly.
  • 8 - You can understand and speak with animals.
  • 10 - You understand any programming language you can read, and you can write in any programming language.
  • 12 - You have mastered physics and mathematics to an extent that allows you to predict with great precision effects on the physical world, including trajectories, people's choices and rough thoughts, and economic developments in the region.


You can choose any number of powers, but you can't have the same stat in more than one of these powers. So out of the examples above, you could choose Pyrokinesis and Omniglot together, but Teleportation can't be chosen with either.

Your starting Intensity with each Power is 0. At any point during the day, you can choose to increase it by +2. You can utilize any of the Powers with a listed required Intensity equal to or less than your current Intensity with said Power. For example, Pyrokinesis with an Intensity of 6 lets you breathe fire, set your hands to fire, and shoot the fire with your hands, but not shoot flames out of feet or anything else listed below it.

Your Intensity almost resets after every day, but there's a catch. If it is greater than its minimum, the minimum increases by 2. This is regardless of how high of a Power you've reached. If you start with Telekinesis of Intensity 0 and increase it to 12 on day 1, it resets down to 2 instead of 0. If you increase it just to 6 on the next day, it resets down to 4 instead of 2 or 0. Even if you increase it just to 6 on the third day, it will reset down to 6. The minimum amount of Intensity grows every time you increase it, the power slowly consumes you.

There's one more neat use for Intensity. Whenever you make a check with the stat it increases and you roll less than or equal to the Intensity, you can roll again and keep a higher number. On the contrary, when you make a check with the stat it decreases and you roll more than or equal to the Intensity, you roll again and keep the lower result. For example, when the Intensity of your Telekinesis is 6 and you roll a 5 on Quickly, you roll again and keep the higher result. If you were to roll a 9 on Boldly, you roll again and keep the lower result.

In theory, this rerolling could be kept up forever, asking the player to keep rolling until they roll higher/lower than their Intensity, but that would take up too much time. So instead, I came up with ways of transforming the dice rolled. This is why Intensity increases and decreases in increments of 2.

Intensity

  • 2: Increase is 1d10+2, Decrease is 1d2
  • 4: Increase is 1d8+4, Decrease is 1d4
  • 6: Increase is 1d6+6, Decrease is 1d6
  • 8: Increase is 1d4+8, Decrease is 1d8
  • 10: Increase is 1d2+10, Decrease is 1d10
  • 12: Increase is 12, Decrease is 1d12

This is also why I made the baseline of the conflict resolution a 1d12 - because if it were 1d20, I'd have to deal with 1d18, 1d16, and 1d14.

Using this power slowly reduces you to a shell of what you used to be. You grew more powerful, but what for?


Anyway, that's about it. I just wanted to write this up quickly to share it with the pals I talked about this with. Have a great day!


Edit: Yes, Arinyl, I wrote it



Wednesday, March 20, 2024

Draw 2c52 from Inspiration Deck

Roll tables are fun and pretty good at what they do. Painting on a blank canvas is difficult, which is why we turn to random prompts so often. What I don't like about this approach is the chance of repetition. Sometimes it can be a feature, like when you generate random encounters on a travel through the wilderness and you want some things to be more common than others. But at other times, when you want to get two different results and yet get the same result twice, maybe even three times after a reroll, it just slows you down. This is why I came up with an idea: an inspiration deck.


Semi-relevant image included in the article just so it has a thumbnail when linked? Check!
From the Monsters & Co. collection of artworks made by Sana Skorobohatska.


All the downsides I can think of at the moment (save for one) relate to making these tables in the first place. Writing 52 different elements for the table is a lot of work, and sometimes it might be advantageous to have some commonalities across the elements. Then there's also the fact that this is best done with a physical deck of cards, which the GM can shuffle or decide not to shuffle as they wish. Virtual tabletops can provide decks that will produce cards and remember which cards are left in them, for now, I'll just stick to the assumption of a physical deck.

How the inspiration deck works is simple: when you'd like to get a random element from the table, draw an appropriate amount of cards, and see what's the result. Going by the title, drawing two cards would be written as 2c52, but I doubt I'd actually use that notation. That's just a bit of a joke from me unless it catches on by some miracle.

Let's see an example table! These are the name tables I worked on for my Runehack RPG.


Value
AAlbertNorwoodAnthonyMiquel
AbigailNatashaAlexandriaMargreta
2BaxterOliverAstorNedmund
BeatrixOaklynnAuroraNikole
3CampbellPetroCliffordNickolas
CharlottePatriciaCorneliaNorah
4DenholmQuentinDominicOrmond
DezireeQuintellaDoloresOctavia
5EdwardReginaldElliotOsborn
EleanoreRamonaEstelleOlivia
6FranklinStevenErnestPhoenix
FlorenceScarlettEverestPrimula
7GordonThomasFitzroyRoswell
GladysTraceyFaelicityRosemary
8HuxleyUptonGarfieldRufus
HayleeUlyssaGalileaRoxanna
9IsidoreVincentHarveySamson
ImogenVanessaHestherSabrina
10JarvisWilliamHoraceSherman
JulietWillowHonoriaSusanne
JKelvinXaviorIndigoTerance
KimberlyXeniaIdoneaTabitha
QLawrenceYorickJonathanTriston
LucindaYasmineJacquelineTonya
KMateoZacharyLuciusWaylon
MonicaZariahLilibethWenona


You don't want to know just how much of a hassle was it to make this table work as I imagined. For now, I'm gonna call it close enough and move on. I had to resort to using emojis once I found out that the ASCII symbols I relied on until then aren't always guaranteed to be readable, so sorry about that. As for the order of the names, the first 26 are in alphabetical order (to make sure every starting letter is there at least once), and the rest is based on probabilities of letters in the English language.

The table looks complicated, but it is used in a somewhat simple way: draw twice from your Inspiration Deck, one card determines the prefix, and one suffix. The bolded underlined consonant(s) in the middle are kept as necessary to make the name sound good (honestly, it's best to let this bit go by the GM's sensibilities instead of forcing it or trying to come up with some convoluted solution). The top rows are for making masculine names, and the bottom rows are for feminine names. That doesn't mean that all of them are guaranteed to sound masculine or feminine respectively, nor should this restrict you from combining them if you wish to. Finally, sometimes you might stumble upon a name that's just silly (for example, Vinvin), in which case you can resort to switching the order of the cards.

This isn't a perfect 100% tested table, it's a prototype made mainly for the purposes of playtests and this article. Chances are it will change by the time it makes its way into the book.

You might feel concerned that this will just generate 26 or so names. True, you better shuffle the cards well to get new names. But the key factor here is that this deck would be used for generating all sorts of things for the GM: first names, surnames, place names, and perhaps even room or food descriptors if someone makes these. It would be even better if it used a Heckadeck, though that would require a total of 152 carefully chosen entries per table (not 160 because there are eight pairs of cards - four colored arrows, and four colored talismans).


Anyway, that's about it! Thank you for reading, and have a great day!

Thursday, March 14, 2024

Progress Tracking of Plans

There's a piece of GM advice I've been told in the past that I find hard to use. It says that one should make a rich world in which players can't manage to do everything, and then you should apply consequences to things they did not achieve. While I believe there should be consequences, I also don't want to drag my players down by making them feel like they'll miss out on cool things. At the same time, though, I want to create a sense of pressure. A sense that things are in motion. The mechanics described below started as a system of tracking the public opinion of three factions and evolved into something rather different: tracking the completion of plans and counter-plans.


I wanted to put an image of some futuristic presentation here, but didn't feel like looking for one too much longer. I kind of like this image more.
Dream War, by Beeple


Tracker

A tracker is a number between 1 and 12 that tracks which of two opposing sides is winning. If the tracker reaches 12 or more, the players have succeeded in their long-term goal. On the contrary, if the tracker reaches 1 or less, the opposing side succeeds in their plan.

Let's say that in Runehack, there's a company called Nexuspace that's developing an MMORPG entirely taking place in VR. Of course, the faction players are members of - Acumen - are suspicious of this endeavor and investigate it. With every successful mission, the tracker increases by 1, and with every failed mission it decreases by 1. This isn't done just by the one group of characters controlled by the players at your table, though, it's a process that's done many times over and over by all Acumen. Since generating them one by one would be a hassle, there's a simple way of abstracting this.

Once every time period (which I haven't decided yet. For now, I'm going with 5 days), the GM rolls a 1d12 for every tracker. The tracker increases or decreases by 1, going closer to the die. However, to make things more interesting, it increases and decreases by 2 whenever a 12 and 1 are rolled respectively.

Acumen are working on three fronts. First is taking out the Nexuspace's new VR MMORPG launch (tracker: 3). Second is a fashion company with some shady trackers put into their runic clothesline (tracker: 7). Third is a Runebot developing company (tracker: 8). The GM makes the rolls for the end of the period to see how the Acumen progressed. First roll is a [2], putting the tracker regarding the VR MMORPG at a 2. The second roll is a [1], decreasing the tracker for the suspicious fashionista down to 5. The third tracker rolls a [10], which means the Runebot developing company's goal has increased up to a 9. 

This provides a self-balancing way of tracking the ebb and flow of the plan's progress and attempts at countering the plan. A very high tracker number means the company is getting too defensive and protective, which makes it harder to increase the number further. On the contrary, the lower the number is, the harder it is to decrease further because Acumen get far more active. What holds the biggest sway here are the actions of the players: will they decide to protect a counterplan that's already almost failed with a tracker at a 3, or do they want to finish off a job that's at 11 just waiting for that final push? Their missions are not incorporated into the roll, instead, their successes and failures are applied directly to the tracker. This also raises the stakes in these extreme scenarios, where one of the parties is very close to reaching their goal. There would be a limit on how much time must pass between the missions to minimize consequences outside of them, which means the players can only be expected to contribute so much to each plan. The plans will all progress, whether the players manage to do something about them or not.

Nexuspace's plan has succeeded. The tracker went down to 0 after a botched mission by another team while the players were busy dealing with the Runebot-developing company, and now the world has been introduced to the world's first VR MMORPG without a controller involved. It requires a special face-worn device that many people now have in their household. The colors in the game grow more vibrant the longer you play it, making the real world seem dull in comparison to all its avid players. The game is filled with subliminal messaging of politics and ideologies in line with those of Nexuspace. And the microtransactions have set an awful new standard for the industry. 

This might be a lost war, but it is not the end of the world. The world just... changed.

What if we want to make things a little more complicated? Let's involve a third faction.


Third Faction

Nothing happens normally when the 1d12 rolled by the GM rolls the tracker's current number. However, if the GM deems it appropriate and wants to complicate things a little, they can introduce a third faction. This could be the rebellion that wants to destroy the power of corporations and reestablish the monarchies of old, a minor religious group that wishes to take the dangerous product and use it for their own gain, or anything else you deem worthy of having their own side. In doing so, a new tracker is created, and both trackers are at spots neighboring the last one (so for a 7, the trackers would be at 6 and 8). When three factions are involved, roll twice, once for each tracker, following the same rules. In the following scenarios, one of the factions loses and drops out of the plan/counterplan scheme until it is resolved.

  • If a tracker arrives at a 1 or less, it ceases to be, and Acumen drops out of this tracking. What happens next is entirely between the company and the third party involved.
  • If a tracker arrives at 12 or more, it ceases to be, and the Company drops out of this tracking. The conflict persists, but now only between Acumen and the third party.
  • If both trackers are on the same spot, one ceases to be, and the third party drops out of the conflict. The status quo is reestablished, with the conflict continuing between the Acumen and the Company.

Extra note: Players' mission moves the higher tracker if it involves the Company. They move the lower tracker if their mission specifically targets the third party in an attempt to take them out of the picture.

In theory, on another roll equal to the tracker, you could introduce a fourth party with a third tracker and a third roll, or even more. I won't entertain that thought, three factions are complicated enough for me.


But Math

At least, that's what I would have written and posted yesterday. The article was finished, I just figured that I'll take a bit longer to mull it over before I publish it. I was feeling kind of bored, and curious about how it would work out in practice, so I wrote a Javascript code for running it. And... well, the numbers turned out to be awful.

Without players' interference, it would take on average about 160 attempts to resolve on its own. At least, that's what my poorly written code said back then. Right now I don't feel like rewriting it back to what it was to see how far off it was. With an assumption of a weekly game and one roll per session, this would take well over three years. That'd get way too tedious, and it would get nowhere. When I included the players' interference in the equation, it improved the odds a lot (nearly cutting the numbers in half!), but... it still didn't feel good.

So I got back to experimenting. Instead of attracting, maybe the dice could repel the trackers? Nope. Maybe the criticals could be ignored, or have a +3 instead of a +2? Nah. Making the ranges for victory and loss bigger? No. Truth is, using a d12 for this was a mistake because the chances of rolling a 12 or a 1 are quite low. Which is why I switched it to a d6. After a couple more alterations, it works well enough.

The tracker starts at a 3 because usually, the company has already started working on a project for it to be known by the Acumen. Every time period, a 1d6 is rolled. The tracker is attracted by 1 space closer to the tracker. The plan or counterplan is completed when the tracker reaches a 1 or 6 respectively. Players' mission applies before the roll. Rolling a 1 or 6 doesn't have any special effects on the tracker. No third factions are gonna get involved, because there's barely any space for two factions.

With this, it takes on average 10.5 rolls to resolve on its own. If the players are involved every time, and their failure can increase or decrease a tracker by 1, this probability shifts. Calculating it with an assumed success rate of 80% (it's probably gonna be more but for now), we see that on average they'd reduce the average number of rolls it takes down to roughly 2.4, which feels a little fast-paced to me, but then again... that's average. Meaning that some plans could be resolved quite quickly, and some could take more time than that.

Lesson learned, sometimes the idea might sound good, but the math won't math.


I've been busy lately. I got involved in a short-term Blades in the Dark campaign, I've played some other games too as part of my New Year's resolution, and I've been busy with stuff other than the Runehack RPG. I should get back to it and give it some more time so that I have at least the initial draft of it finished. Then... it's time to start playtesting. I hoped to begin the playtests once I'm done with the Blades game, but if it cancels again, I think I'll leave the party and focus on my playtests. Seven games to go, ... who knows how many more rules I need to write to my rulebook. I've been pondering thoughts of making YouTube videos more and more lately. Don't ask me when you can expect something though, that will be as much of a surprise to me as it will be for everyone else. So far, this has been a productive year.

Thank you for reading, and have an awesome day!

Sunday, February 11, 2024

3 Dice Mini-games

Gambling is part of many TTRPG tales. It's done with an imaginary currency, so how many players can genuinely say they have never enjoyed a good gamble? My go-to is usually the game I found on Reddit called "Kobold Knuckles" which I've also included an iteration of in D6 Feet Under. It's Blackjack played with d12s, but 11 and 12 count as a 10, and 1 can stand for 1 or 11, to reach 21. Simple, clean, good fun time. Well, lately I've been thinking about mechanics for downtime in my Runehack RPG, and my mind got hung up on the fact that rolling 5+ is twice as likely on a 1d12 than on 1d6. I had to get that out of my head to make space for something that would work way better, which is why I've put this premise into a classic game. Out of that was born another idea, and then one more.

In the end, I got three games of chance that are equally uncertain to the player as they are to the GM.


Shells Game

Three shells, one reward. The reward goes beneath one, and shuffling begins. The player rolls 1d6, or 1d12 if they know how the shells game tricks work. On a roll of 5+, they picked the correct shell and win.

Could it be played with more than three shells? Yes. There's a catch to their numbers though. You'll see later in this article.
Shell Game, by Zeon-in-a-tree

Quite simple, and effective. The chance of succeeding for most is 33%, and it's bumped up to 66% if you know the Shells game. Of course, this could be toyed with beyond the measure depicted. How about we go an extra step?

Monty Hall

Three doors, one reward. The player chooses one door, and the organizer opens one of the doors that do not have a reward. The player now gets a choice - swap to the other unopened door, or stay. Roll a 1d12 if they swapped their choice, or 1d6 if they stayed with their original choice. On a roll of 5+, they picked the correct door and win.

This is the shells game with a twist: You get to change your mind if you dare. It's also a probabilistic expression of the Monty Hall paradox, where switching the door is better than staying with the same door. If you don't believe me, think of it this way - imagine there are 10 doors, and after you pick one, I open 8 doors with no reward behind them. Is it better to switch or not? Of course, it is, the chance that you picked the right door on the first try was and still is 1 in 10.

That got me thinking about something else... could other pairs of regular polyhedral dice accurately represent this for different numbers of shells/doors, assuming there's a single prize every time? (In the case of Monty Hall, assume the organizer opens all but 2 doors.) Let's see!

  • 2 doors: coin flip, impossible to open any doors after
  • 3 doors: 1d6 on stay, 1d12 on switch, 5+ correct choice
  • 4 doors: 1d4 on stay, 1d12 on switch, 4+ correct choice
  • 10 doors: 1d10 on stay, 1d100 on switch, 10+ correct choice (treat 00 as zero instead of 100)

... and surprisingly, that's all the dice combinations I could find using regular dice. Maybe I could get Matt Parker on this if I send him a message. Until then, let's see how far we could go with irregular dice and a complete revamp of the game's concept!

Russian Roulette

Start by defining the number of chambers C and the number of bullets B. A player rolls 1dC on the turn (replace C by the current number of chambers), on a roll of B or less they were unlucky. Lower C by 1 after each turn, and lower B by 1 after each unfortunate turn.

Buckshot Roulette has been trending recently. I'm impressed at how they could turn the Russian Roulette into a whole game with actual tactical choices.

I don't know if it can get simpler than this. Highly intuitive, the stakes are clear. One would consider using a deck of cards to be easier, and it is. But... a deck of cards can be shuffled badly, or shuffled in a way to "load" it, keeping the top card the same throughout the whole shuffle. I used to do magic tricks, I know how things can be. Dice make it fair unless they've spent some time in the oven.

The disadvantage of using the dice should be clear by now. For a gun with six chambers, you're going to need 1d6, 1d5, 1d4, 1d3, and 1d2 (1d1 isn't a die, and 1d2 could be a coin). It is easy to do digitally, but not so easy in person. I know some companies sell such dice, but I'm not writing this as a how-to guide. This is just an article where I wanted to write down three ideas for tabletop mini-games to gamble with at the table. Well, four technically, since I described Kobold Knuckles at the top, but let this be the secret kept among everyone who finished reading this article.


That's all for today! I hope to get back to Runehack with my next article, but one never knows when a muse kicks them. Thank you all, and have a wonderful day!

Saturday, January 27, 2024

Conflict Resolution based on Gatherings

I had another neat game design idea that I wanted to share. This one comes from a conversation with Izzy, Heavy, and the Moon Cell about how to do skills differently. Of course, don't expect this to be a part of the Runehack RPG, so far I actually don't have any plans for a game that would include this. I wanted to share it because I think it's neat.


Conflict Resolution based on Gatherings

A character is defined by a set of attributes with assigned values, as usual. But their purpose is not to be added or compared to a die roll. Instead, they define how many people you can attempt to influence by your attribute. Whether this succeeds is determined by comparing your level with theirs, and possibly a die roll if you want some randomness involved.

Let's make an example. Say you are trying to sneak through a corridor with some guards in it. Your stealth is 4, and there are 5 guards, so you need to select four guards you hide from, and figure out a way in which you could move so that the fifth guard doesn't get to see you. Then, your level is compared to the guards', successfully letting you sneak past anyone whose level is equal to or less than yours. So, if your level is 4 and the guards' levels are 1, 2, 3, 4, and 5, there might be one guard who you couldn't have hidden from. You better hope it was that one guard who you didn't choose. What if the guards try to search for you together as a team? They add up all their levels, in this case totaling 15, and at least one of them is bound to find you with a skill that's not a zero. But if you make it past them safely, they might not know you were there in the first place.

Upgrading your skills one digit at a time might be boring, so how about we use an exponential here? Imagine if your skill doubles every time you get to upgrade it. You start off by being able to hide from one guard, then two, then four, then eight, then sixteen, and perhaps more eventually. Imagine a master thief hiding from a crowd of a thousand heads.

The biggest flaw I can see here is doing stuff that doesn't relate to people. When you're trying to pick a lock on a door, do you compare your level with the locksmith's? What if you're just trying to push a boulder up the mountain? It will feel like a cop-out, but I'd ask how many average people it takes to do the same task or something along those lines.


Teamwork here would allow one very competent character to carry the whole group, naturally leading to a more diverse group with various specializations. What would be the limit though? Maybe people who you assist with your abilities also count into the number of people that you can affect. I don't know.
Prince of Persia concept art. I will consider this the source for now.

It is a very raw idea, but that's why I'm posting it here. I don't feel like making it into something complete right now, if I did I would turn it into a short game. If you want to, see where you can take it.

Have a great day!

Saturday, January 20, 2024

Runehack RPG 0: Goals and Foundations

The time has come. Let's talk about what I've been working on for some time now. Just to be clear, these articles will be focused on the game's design more than on the worldbuilding.


The old cover art for the Runehack RPG was drawn by Kate Chaste. While it's fine work, over the years I changed my mind and ended up not using it for the game. The new cover art has already been drawn by my wonderful girlfriend Arell, but I figured I could use this for the article series so that these would still get a thumbnail of some sort. I'll reveal the new cover art when the game is finished.


Premise

I like the idea of going beyond the usual pillars of experience. I feel like combat has been explored in many games, the exploration is something some games already do really well, and social interaction is something I have my own opinions on (briefly: give tools, not skips). I will have to do something for some of these, but generally, I don't want to delve too much into those. So, how do I plan to go beyond?

This game takes place in my world Runehack which I talked about several times on my blog. In this world dominated by megacorporations, there's a secretive organization with its own goals. The base assumption is that the organization will face the megacorporations, trying to dig up dirt on them by infiltrating their buildings to search for interesting information about them and then sharing it with the public. Imagine whistleblowers but with exciting freerunning and hacking involved.

That being said, this is the base game that I want to publish this year. I'd like to expand on the game after with extra pillars of experience that could be added or removed without anything changing too much. Of course, you would leave out the base premise of the game if you were to remove the hacking and the freerunning pillars. Still, the same can be said about any system - if I remove combat from D&D, it becomes a vastly different game from what most players experience it as. The big difference I'm leading to is that in my game, I want everything I label as a pillar of experience to be something the game could easily focus on throughout a campaign, even if other pillars are dropped.


Goals

I aim to finish the game's first version by the end of this year. This includes the rules for the three pillars I wish to begin with.

The core pillar is the only pillar you can't remove from the game, since it includes the mechanics that other pillars rely on. These include your fantasy species, regular rolls made using your attributes, some additional background-related traits, and the core of the action economy that's shared with all other pillars.

The freerunning pillar is what I spend most of the time developing. The best way I can put it is that it's an upgrade of what I tested with the Fairy Heist: areas connected by passages that some can pass, some can't, and some can pass but they'd get slowed down. Think of this as Mirror's Edge, or Assassin's Creed, but done in tabletop and ideally without the players fighting their opponents.

The hacking pillar is the final pillar that I want to have in the game when it's published, but it's also the one I'd have the easiest time dropping if I don't manage to finish it on time. It's the dice-placing minigame from The Asterist.


Core Pillar

While the core pillar is something I'm largely satisfied with by now, consider it still a bit of a work in progress. It's unlikely that it will change from now on, but it might if I am compelled enough to do so.

This system's method of rolling is a roll-over using 2d6 or 1d12, with the addition of one's relevant attribute. When a character rolls for its attribute, it can choose to roll Reliably (2d6) or Recklessly (1d12). This is a concept I've described before on my blog, and it's to give the players some control over how their die roll might end up. I will happily borrow the rules for advantage and disadvantage from Dungeons and Dragons 5th edition since I want the numbers to stay within their bounds. An attribute has a range of 0 to 4, with some exceptions.

For now, I'm feeling a bit experimental. I want to preserve a proven mechanic from a previous game, which is why I've decided this game will have five stats, but two of them can be replaced by a single one for some characters.

  • Might - physical strength. Pushing, lifting, dragging, and so on.
  • Agility - dexterity. Sleight of hand, dodging, acrobatics, balance, and so on.
  • Training - tools knowledge. Picking locks, making mechanisms, artistic performance, and so on.
  • Comprehension - abstract knowledge. Physics, chemistry, psychology, history, and so on.
  • Hunch - guessing. Searching for hidden things, intuition, and so on.
  • Height - replaces the Might and Agility of characters who are so tiny that their Might and Agility wouldn't matter more than their height. Unlike other stats, this one ranges from 4 to 17, and when one uses it, they roll 3d6 and succeed when they either roll their exact height, below their height when they would use their Might, or above their height when they would use their Agility. Possessing a height stat also reduces the number of acts you can perform in a turn by 1.

Most of these attributes also come with some extra benefit attached to them. For now, since it will be relevant, I will mention just that you get a number of hunches per day equal to your Hunch attribute, which you can spend to make a guess statement towards your GM about a thing your character could reasonably guess. You must make it clear that you are using your hunch, by saying something along the lines of "I have a hunch that..." for example. Your GM then tells you whether your hunch was correct or not. Yes, it's the mechanic I've tested with the Clues and Hunches, I like it a lot.

When it comes to the playable species, there's a plan to include seven of them. I've considered including the digital ghost that I've introduced in Runehack: The Asterist, but in the end, I've realized it might be too powerful for the freerunning pillar. It would be fine as an opponent now and then, but as a player character, it's just too much. As for the rest, here they are listed along with a rough outline of their traits:

  • Dwarf. Possesses a touch so sensitive, that they can see anything that's touching a surface they touch with their bare skin. This functions up to 1 area away.
  • Elf. Can see in the dark and perform one additional activity per day. Their lifespan is also extra long, but that doesn't really matter within the game itself.
  • Fairy. Possess the Height stat, and they can also naturally fly. Once per turn, they can use an act to move twice. I might add one or more traits, since right now a Small Runebot is an objectively better version of a fairy.
  • Goblin. Over a week, they can adjust their physiology through a diet, gaining a trait of their choice. I'll be honest, neither do I know what exactly will these abilities be just yet.
  • Human. One of their attributes is increased by 1. Furthermore, they can spend 1 hunch after a roll to force a reroll, keeping the new result.
  • Orc. One of their attributes is increased by 1. They get an additional act on their turn that they can only use to move. They can also choose one attribute that they can increase after a time beyond 4.
  • Runebot. Their body is a puppet remotely controlled by their mind from a safe location. Their body is highly modular, and it can come in a Regular or Small model (the difference being that the Small model has a Height stat). With the increase in level, they get more and more components that they can attach to their body. I will need to find a way of compensating the Small runebots for a loss of an act, but for now, this is it.


Pillars' Commonalities

I don't know yet how I'll work out the progression across all the pillars, but what I do know is that every time a character gets to "level up", they will have to increase one of their lowest pillars by a level.

There are two ways of tracking what a character does in this game: activity and act. A character gets to choose to do 6 activities per day. They could in theory be split up and shuffled around, but I've wanted a way of tracking the activities one does that's somewhat simple, so for now consider them uninterrupted blocks (as unnatural as it may be). Some activities can include sleep, work, mission, or anything else of significant time investment, such as an important social interaction, or research. Matters such as transportation, eating, and so on, aren't tracked and are assumed to be performed as part of these activities. On a turn-by-turn basis (like during a mission), a character can take 3 acts per turn.


I'm quite hyped for this project. It's been a long time coming, and I want to play it. There's still a long way to go though, so for now this is everything I can say here. Thank you for reading, and have an awesome day!

Thursday, January 18, 2024

Opposed Rolls Combat System

I watched a video recently that described a combat system with possibly the best balance between authenticity and simplicity. I figured I'd take the idea and develop it a little.


"I missed!" "The enemy missed too." "Natural 1." "Enemy missed too, don't worry." "Aha, a critical hit! ... That's, uh... six damage."
Success in regular combat isn't just about hitting the opponent, it's about hitting an opponent without getting hit.
Shadow Fight, by Yerbol Bulentayev


At the start of its turn, a character gets a number of maneuvers determined by its level. (I'll keep the exact number vague since this would probably depend on the game you wish to make with this.) These maneuvers can be spent during the turn in the following ways:

  • Attack. You attempt to strike another creature of your choice within the range of a weapon you wield. Roll the weapon's die, add a relevant attribute, and compare the result to the target's total for defense (see below). If your rolled total is greater, the target takes an amount of damage equal to the roll.
  • Move. A maneuver can be used to move X spaces. X could be defined by your level, or armor, or just the same for everyone.

You can use maneuvers that remain in following mostly defensive ways even outside of your turn:

  • Block. If you are wielding a shield when you are attacked, you roll its die and add a relevant attribute.
  • Counter*. If you are wielding a weapon and your attacker is in its range, you roll its die and add a relevant attribute to it when you are attacked. If your roll is greater than the attacker's, you instead deal damage to the attacker equal to the amount rolled.
  • Dodge. When you are attacked, you roll the die determined by your armor and add a relevant attribute to it.
  • Strike*. If you are wielding a weapon and a creature leaves its range, you can attempt to attack it. (For the sake of brevity, works the same way as Attack would, and the target can use the above three maneuvers against it.)

* At your own discretion, the attacking maneuvers used outside of your turn might be restricted just to melee weapons.

All weapons, shields, and armor come with a die that you roll to see how effective it is. Shields and armor reduce any damage you take from weapons by their defined amounts.

  • Dual-wieldable (2d4, 1d4 if just one is wielded)
  • Ranged (1d6)
  • Single-handed melee (1d8)
  • Two-handed melee (1d10)
  • Shields (1d12, damage reduction 2)
  • No armor (1d10, damage reduction 0)
  • Light armor (1d8, damage reduction 2)
  • Medium armor (1d6, damage reduction 4)
  • Heavy armor (1d4, damage reduction 6)

Action economy beyond this could exist too, of course, and I have no idea how this would work in the long run. What the hit points required for this system would be, what the distances would be, the height of the attributes, and so on is frankly something I'm too lazy to figure out right away. Unless I'd be making this into a full game, it feels like something someone else will be happy to do.

Now, someone might look at this and go "This discourages the players from attacking at all", to which I say... yeah? A battle isn't about enemies missing each other with 40% of their hits, it's about their hits clashing, and seeing who's gonna manage to damage whom. Unless you can make lots of maneuvers and take lots of hits, you probably shouldn't be on the front lines.

Until then, I hope you've enjoyed my article, and I would like to wish you all a wonderful day!

Thursday, January 4, 2024

Interrogation Minigame

Recently I encountered a minor problem. Since most TTRPGs are about combat, their fail state is death. However, an absolute death with no way back is an anticlimactic way to end a character, especially when they have unfinished business. Which is why I assume resurrection magic was introduced. And that creates a slew of worldbuilding issues I'm not even going to go into.

My game won't be about combat. Death could occur, but it's not the only fail state in the game, nor is it the most frequent one. See, the players in my game are to be members of a secretive organization that works against the megacorporations that own the cities. Capturing them alive is a lot better than killing them off because they might provide information. It could just take some... convincing. This is an ideal fail state for my game, seeing how this allows the other players to run a rescue mission, saving their friend.

But that got me thinking... what would the character be going through in the meantime? I mean, players will likely prioritize the rescue mission, but what if they don't? What if they leave the one player waiting for too long? What will the player do in the meantime (besides likely playing some weaker character substitute)?

My initial thought was "Oh no, I can't cover this with any of the stats in the game, do I have to add a Willpower stat into my game?" After some thinking, though, it turns out I don't need to. I can just reuse an old idea of mine: dice towers. No, I don't mean the kind that you'd use to roll the dice.

The dice are stacked, by Michael Summers

On every day of the interrogation, the GM asks a question and rolls 3d6, dropping the lowest roll. The player needs to put this many d6's on top of one another to keep the information away from the interrogators. If the stack of dice collapses, the information is revealed. The player can choose to reveal the information at any moment, or they can spend their Energy to lower the number of dice required for the stack. Additionally, the GM can decide after the die roll that the interrogators are going extra hard on the character. The player character takes a Wound when they have stacked a number of dice equal to the higher of the rolls, and when the stacked dice collapse. A character doesn't replenish its resources while captured this way and is stripped of its ways of using special abilities (in 5e terms, spellcasting foci and weapons would be perfect examples).

I started to write this back in December, believe it or not, but I didn't get to finish it until 2024. I'm honestly not sure if this will make it into the final game, but I'll have to test that in playtesting. This might be difficult because the first hurdle to overcome is the fact that I'll likely be doing my playtesting online. I want to make a minigame for this that would keep things interesting for the player characters who are out of the game. I want the minigame to have at least one choice for the player to make, otherwise it's more or less a waste of time.

At the end of the day, I might just replace it with a less physical minigame, but this was a neat idea that I figured I'll share here. See you soon!

Wednesday, December 27, 2023

Facing Rules

Izzy asked about opinions on the facing rules in a discord server I frequent. That made me realize... I've never read the variant rule for facing in Dungeon Master's Guide. I figured I'll give it a shot before I have a chance of reading the rule. What I came up with is something I'd consider interesting enough. Hope you'll enjoy!


Fun fact: Hoods would actually hinder your peripheral sight. That is, unless you have a set of supernaturally enhanced senses.
I didn't want to have my hastily drawn diagram be the thumbnail of this article, so I figured I'd go with something prettier.
Stealth, by Andis Reinbergs


Cones of Sight

Make a point in the middle of your character token. Draw a line perpendicular to the direction in which they're looking. Then draw two more lines, splitting the area around the character into 6 equal cones. The section in the direction the character faces is labeled C. The two neighboring them L1 and R1, the two neighboring those L2 and R2, and the final sector should be labeled X. Don't worry, these labels are here just in case I'll be too lazy to add an image later, it's actually intuitive.

Woohoo, I made it afterall!

This rule of mine distinguishes three types of sight: clear sight, peripheral sight, and no sight. Things that you can see clearly are things that you can describe well enough for someone to imagine clearly. Peripheral sight lets you know vague shapes, lighting, colors, and motion, severely lacking in detail. It's good enough to let you know you need to dodge an attacked, but not good enough to read a book. No sight is self-explanatory, you don't see there. When a section of your sight isn't mentioned in the next paragraph, it stands for no sight under that condition.

When you look ahead of yourself, you see the section C clearly, and the sections L1 and R1 peripherally. When you turn your head left, you see the section L1 clearly, and the sections L2 and C peripherally (same goes for right direction, but swap L for R). You could even use this to simulate looking to the side, in which case one of the peripheral cones (depending on the direction) becomes a clear sight, and the central cone grants a peripheral sight instead. For example, looking to the left without turning your head makes the section L1 a clear sight, and the section C a peripheral sight. All of this of course assumes that the body doesn't move at all below the neck. Extra note, looking directly to the right or left would be rounded into R1 and L1 respectively.

Is this useful? Hardly. It's way too But it's a neat start. I still haven't read their execution of the rules, chances are it's simpler. But this thought experiment has led me to thinking and pondering... this might be very useful for my sprinters RPG, as well as for Fairy Heist. Not sure when I'll get to updating the latter, but the former game is a goal of mine for 2024 (more on that in about a week).