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

Friday, October 25, 2024

The Die of Reckoning, Quickdraw, and the Zombies

I need to get this idea out of my head so I can focus on The Runehack RPG again. I made a ton of progress over the past two months, the rulebook is largely done. But the final few parts are also the hardest to write, so inbetween I'm trying to get that pair of fresh eyes by getting sidetracked now and then, thinking of other things. This time, I got a youtube recommendation to watch the legendary confrontation in The Good, The Bad, and The Ugly. I realized that I don't have any rules for a quickdraw in the game, and then I remembered that D6 Feet Under is... rather odd right now. I want to overhaul it, likely in 2025 (possibly a new year resolution?). I have a handful of ideas in which I could improve the system, and while I could write out everything here, I'll keep it down to the two most significant parts: The Die of Reckoning, and the Quickdraw rules.


Rise up, dead man, let the gunshots ring.
Deadlands: Horror at Headstone Hill, by Aaron J Riley

The Die of Reckoning

The tension keeps growing as a gunfight goes on. This is a mechanic picked up directly from 13th Age, but with a more thematic name. Considering other things I'm adding, I feel this might turn out more akin to 13th Age than the first version of the game, it is an inspiring game.

At the moment, the Die of Reckoning adds a number to every attack made in a combat. The attacks are simplified, considered a miss only on a roll of 1 and otherwise either wounding the target, or reducing their Luck by that amount. I'm considering introducing some kind of exploding dice mechanic. Maybe they explode on a roll of 1? Maybe on a roll of 6? Maybe on a roll that's greater/lesser or equal to the Die of Reckoning? This might require a higher Maximum Luck and some other changes too, but it would also allow for higher survivability, so it's something worth considering.

A gunshot (for now I'm working only with this) has four possible outcomes. On a 6, you kill the target. 4-5 would Wound them, reducing their actions by 1 maybe. On 2-3, the target suffers a mechanically non-handicapping wound like a scar or some kind of disfigurement. On a roll of 1 (regardless of the Die of Reckoning), you Miss but your current Luck increases by 1 up to its maximum. At least this is the idea for now. If I want to introduce shotguns, I'll need to think about what can be done when a player rolls 3d6, or maybe even 6d6.

For now though, let's get to the fun part.


I don't have plans to add steampunk technology into D6FU... yet. My mind might change in time, there could already be trains and telegraphs there since those are fitting for the wild west.
Art from Firefly #20.

Quickdraw

Quickdraw is a sacred rite to practice in the West. Only pistols are allowed, and only one bullet per pistol. Wielding two pistols against a single opponent is considered cowardly but allowed. The Die of Reckoning starts at a 0 when the Quickdraw begins. Every round follows these three steps:

  1. A participant decides whether they're shooting or waiting this round. They hold a fist in the direction of the person they'll try to shoot (or not), holding 1d6 in it if they want to shoot them this round.
  2. All participants reveal their hands, and roll the dice that they held in their hands. Add the current Die of Reckoning to the result. On a roll of 6+, the target dies. (Other results might apply too, I'll see.) All rolls are resolved at the same time. Luck can't be used to avoid the effects of a Quickdraw.
  3. The Die of Reckoning increases by 1.

If a player held any die or combination of dice that isn't 1d6, their gun jams upon being shot. Either they can't use this gun anymore, or they need to first unjam it by skipping the next round's step 1. Cheating isn't cool.

If a weapon had more than one bullet loaded, every bullet shot after the first one decreases the shooter's Merit by 1 (Merit being the measure of morality that decides their fate after death). Using a non-pistol weapon like a shotgun would also reduce the Merit. Quickdraw is about honor and equal grounds.

Important note: not all combat would be resolved this way. Quickdraw is a specific way of doing it.


She might be a zombie, but she can be saved.
Made by Thanh Tuấn as part of a Submission for Wild West characters design challenge.

Zombies

You know, it's weird that the zombies in so many TTRPGs do not spread through the bites despite that being a trope. I wanted to make that a thing, but I also wanted to make the zombies in D6FU not-stupid, since they could be player characters. They need a reason to turn others into zombies, and I think I have a solution now.

Being a Zombie is a curse that can affect a Mortal or a Beast through a bite. If either of these is bitten by a Zombie, they must mark it on their character sheet. You can't be bitten more than once at the same time, and if you kill the Zombie who bit you, you can remove this mark. If you die while bitten, you turn into a Zombie. If a Zombie dies and it has turned someone into a Zombie through a bite followed by a death, the Zombie is resurrected into their formal body. If a Zombie died and it never managed to turn anyone into a Zombie, their soul is gone forever.

Could I involve revenants into this somehow? Perhaps. But for now, it's not worth considering. This is just a quick something that I wanted to write out so I can get back to the Runehack RPG and so I can make a claim of coming up with these ideas right away.


Thank you for reading, and have a nice day!

Tuesday, September 24, 2024

Encounter Deck 2: The Two Powers (of cards)

Spent more time thinking on this one, so I'll expand it. This is a sequel to the Encounter Deck I wrote last time, but I'll likely include writing points from that here too. I'll add that I still don't have this entirely thought through, this is just a stream of ideas I'm still processing into something more specific.

Note: I don't have anything specific on mind for "The Two Powers", I just wanted to do a riff on The Two Towers instead of Electric Boogaloo this time.


While I largely focus on encounters of creatures in this article, this could be done with events and maybe even buildings too. I just tried to keep it within some theme for this article.
Screenshot from Hand of Fate 2. The article doesn't have anything to do with the game, I just wanted a cool fantasy card dealer on the article's cover.

Card Themes

Give each suit a vague theme to follow. You don't have to follow it all the way through, of course. For a start, I suggest that the red suits could be friendly and black suits could be unfriendly encounters.

Card Structure

Get a cheap deck of cards and a permanent marker. Find a way to fit all of this onto each card:

  • Foreshadowing
  • Encounter
  • Environment
  • Consequences

Instead of a single card, you're drawing two cards for every random encounter: one just for the environment, one for everything else. Why a combination of two? Because if you will be forced to repeat encounters, a different environment could freshen things up hopefully. Mark each card that's supposed to be in the starting Encounter Deck somehow (maybe a dot in the corner?). Try to make each Foreshadowing, Encounter, and Environment unique. As for what the stand for...

Foreshadowing

This is something you tell the players before they arrive to the random encounter's location (from now on just called hex seeing how this could work in a hex crawl). Perhaps in a neighboring hex. Something along the lines of "you see large footprints with claws on the ground, headed North".

Encounter

This is where the interesting thing happens. For the foreshadowing above, it could be "a group of owlbears". Ideally it would be adjustable for different tiers, but I don't know how much could you fit onto a single card.

Environment

This is the environment in which the encounter happens. I feel like this would be the biggest hurdle, seeing how there are 52 cards and ideally you'd avoid copies. Something like "a rope bridge over a ravine", "a narrow crevace between two boulders", or "three big trees". Ideally something that would make the encounter interesting in case it's a fight, or maybe even not.

Consequences

This makes the biggest difference, and it's also the thing I mentioned last time. It's the consequences of dealing or not dealing with an encounter. Something like "add [card] to the encounter deck if they were killed", "add [card] to the encounter deck if you made a trade", all depends on what kind of encounter it is.

Alright, but now onto some more new ideas.

Randomly Added Specific Encounters

The title is clumsy, the point is simple. Remember how we assigned specific meanings to the card suits? Let's actually do it to a color instead of a suits. Let's say, for example, that the clubs (mostly) represent the bandits. And now, imagine that as long as there are bandits in the forest, more will come once every three days, or some other regular time interval. You have all the clubs cards representing bandits on a separate pile, and add one randomly into the encounter deck regularly.

But remember, we want every encounter to be unique! These aren't just different with the numbers of bandits or what ranks they are. Let's make their fighting styles different. This group uses tamed wolves. This group has pyromaniacs with bottles of alcohol that will spray fire at you. That group has a powerful warlock serving the Asmodeus. And this group of bandits is gonna rob the city if they aren't dealt with in a week (more on this later).

What if we want to have multiple decks like this behind the screen, though? Won't it become confusing? Not necessarily, let's just make a quick adjustment - let's take the Ace out, flip it over, and place it underneath the deck as a label. If you need to draw a card but the deck is empty, it's time for the Ace to be added into the deck. The Ace is the most powerful or influential of random encounters of its type. In the case of the club bandits, their leader.

Let's move away from the bandits, how about traveling merchants? Diamonds are suitable for them (pun intended). But instead of just your average regular merchants, how about making them all weird? A man who sold his face to a fey, and how he has access to an infinite supply of magical masks. A woman who has no shadow, selling light sources in a dark forest. A man with no name selling magic rings. And their leader? How about a tradesman with no wares? He'll sell you any kind of information you seek, for a mere price of a precious memory.

Change the World

How about we look at the ways in which we manipulate the deck next? Let's establish a base procedure.

  1. Previous Foreshadowing cards are put back into the Encounter Deck (or discarded if the card's Consequence says so), except for the one in the players' chosen direction. The kept card is used as an Encounter.
  2. The GM draws a card for the Environment used and uses it with the Encounter.
  3. When the players investigate what's in a specific direction, the GM draws a Foreshadowing card for it. This can be done once for each direction (6 on a hex grid).

Seeing how this means there are 7 cards drawn for every step of the procedure, this is quite inefficient. This would mean you spend the entire deck of cards in less than 8 moves, and that's not considering the fact you don't start with a complete deck! You could in theory keep all the Foreshadowed cards that neighbor the chosen hex, but that would still use up a lot of cards. Maybe instead, you could only foreshadow like two or so directions, and if the players pick a different direction you draw a completely random encounter that's unforeshadowed.

Here's the important part though: The composition of the deck informs you about the current state of this region! Imagine for a moment that the Club bandits make up the majority of the encounter deck. That tells you straight up that they hold a lot of influence over this place. Maybe there's a cap on how many Clubs bandits and Diamonds merchants can be in the forest? Maybe defeating a group of bandits lets you draw from the Merchants deck automatically? And so on, and so forth. Players' actions and inactions shape the world.

But now comes the fun part: Let's expand this procedure with some extra rules. I'm not sure yet if these would be special Consequences, player abilities, or "GM moves", so I'll leave that space blank for now.

  • Eventful. Instead of a single encounter card, draw two cards. These two creatures (or groups) encountered each other before the players arrived.
  • Curious Place. Draw two environment cards instead of one.
  • Territorial. This encounter won't leave until something gets rid of it.
  • Show Me Your Best! I'm imagining this is a barbarian ability. After defeating an encounter that belongs to some faction, use this ability to instantly force the most powerful of them (the Ace) to appear somewhere.
  • Silence before the Storm. Nothing happens. Shuffle all discarded cards back into the deck.
  • Not Today. Pick one card from a hex the players are not on and shuffle it back into the encounter deck.
  • Wait It Out. Draw another card. The GM decides which of these wins the encounter and ends up occupying that hex.
  • Growing Influence. Every X days, draw another card for this faction and add it to the encounter deck.

No Dice

Why am I so hung up on this idea? If you've read my previous post (can't blame you if you didn't), I mention that cards remember stuff. A random encounter table sounds good on the paper, but the dice make for a cruel mistresses. In Rosencrantz and Guildenstern are Dead, the two eponymous characters start Act 1 by betting on flipped coins. They get heads 92 times in a row. Supernatural forces or not, a chance of 1 in 5 octillion isn't zero. There's also an encounter of this in the Bioshock Infinite that never fails to make me smile. Dice don't remember a thing, you could in theory get a natural 20 ten times in a row, that's a chance of 1 in 10 trillion. Cards remember, and they won't repeat themselves, unless you either shuffle the drawn cards back, or have copies in the deck.

Of course, you could avoid repetitions by using a bigger deck. It'd be hard for me to draw stuff on it, but you could always resort to listing the things in a table instead if you want the deck to be reusable. That's why I recommended a cheap deck. Oh, you could also just combine multiple decks into one and find a way of distinguishing them.


Anyway, that's all I have to say on the topic for now. I hope you enjoyed this read, and wish you a great day!

Monday, September 23, 2024

Encounter Deck

Cards have memory. Don't believe me?


Get a cheap deck of cards. Write an encounter on as many of these cards as you want. Shuffle them. When you want a random encounter, draw a card and use it. Do not return the card back into the deck.

Upgrade: By including instructions as to what cards could be included into the deck, you can create random sequences of events. For example:

  • Ace of Spades: traveling merchant who was robbed by bandits (add 4 of Hearts)
  • 4 of Hearts: bandits who robbed the merchant (add 8 of Diamonds and 6 of Clubs into the deck)
  • 8 of Diamonds: the bandit leader
  • 6 of Clubs: the guards who were looking for the bandits, willing to reward those who dealt with them

The biggest upside is that you don't get repeated events, unless you return the cards back into the deck or unless there are multiple copies of a single event. The cards will remember what happened, and unlike your regular roll table, they won't repeat themselves.

That's all. Have a great day!

Tuesday, August 27, 2024

Preserving the Agency in Social Interaction

This is sort of a continuation of my Social Mechanics article. I played recently another oneshot using the City of Mist system, and its Convicne action has kind of opened my eyes. In the previous article, I focused more on information gathering. Right now, it's time to focus more on how to use this information.


"No, it turns out gifting him a new puppy didn't stop him, he still wants to talk to you."
Bad Guys 4, by Z.W. Gu


Request, Offer, Threat

In a social interaction, you can make statements made up of three basic components:

  • Request is what you want from another NPC (leave this town, let me into the castle, give me a discount). Reasons to do make this request happen could be a part of this, but I'll talk about that later.
  • Offer is a beneficial thing that you offer to the NPC (I'll give you 50 gold pieces, I'll praise you in king's presence, I'll advertise your shop).
  • Threat is a detrimental thing that might happen to the NPC, caused by you in some way (I'll fight you to death, the world will end, I'll stop shopping here).

The line between an Offer and a Threat is a blurry one, since you could word a Threat as an Offer ("Let me into the castle and you won't get your teeth broken"), and maybe this could work vice versa too but right now I can't think of an example. This is fine, though, because this is where the GM comes in - the GM could tell apart Offers and Threats on the spot better than three detailed pages of rules just by using their own judgement.

There's another aspect to this that I'll need to bring up before continuing, and that is a Bluff. Any of the three components of a statement listed above, or any part of it, can be a lie. You could lie about what you want ("I didn't want just a thousand dollars, I want one million dollars. You have 24 hours to bring it."), you could lie about what you could do, whether it's positive ("And you'll never be bothered by my clan again.") or negative ("Or else I'll blow up this city.").

Okay, that's nice and all, but how does this play a role in a social interaction? Where do the stats come in, and what do you roll to convince or threaten people? Here's the trick... you roll to see what can be trusted, not to see what the person chooses.


The Choice

First, roll on any part of the statement to see if there's a lie involved. For the D&D 5e, it'd be an Insight roll opposed by a relevant Charisma skill (Intimidation for Threat, Persuasion for Offer and maybe Request, Deception for anything that's a Bluff). For The Runehack RPG, I'm considering a Hunch roll opposed by Comprehension, with a range of successes that decides how many of the components you can identify as trustworthy. The roll should somehow be modified depending on the statement's credibility. To rephrase it, "would they do this, assuming they can?" Anyone could say they will destroy the planet, and that's quite a bold claim. Can this be trusted? How could they possibly destroy the world? And even if they can, would they? Same could be asked about the Offer (Will they let my kidnapped relative free?), or even about the Request (Do they really want just one thousand dollars?). So, you roll to see if their Request, Offer, or Threat is credible. On a success, you can tell without a doubt whether they are bluffing or not. On a failure, you are left in the dark - it could be anything.

Once all the rolls for bluffing are finished, it's decision time. The character chooses their next course of action. ... That's it. What, do you expect a die to get involved in this? I mean, this could be resolved Pendragon style by giving the character some ideals or personality traits they roll for to see what they'll choose, but I don't think that's necessary. Make a choice the character in question would want to make.

How would a GM know what does an NPC want? Well, look at all the components, and ask yourself:

  • Do they want to go along with whatever is requested of them?
  • Would they want whatever is offered in return?
  • Is it bearable for them to go along with the threat involved?

Now, a social interaction isn't about dice mind-controlling the characters. No longer is there an asymmetry in how Charisma affects the players and NPCs. Whoever is making the choice makes the choice.


An Example: Kingdom's Riches, or Prince's Life

The king receives a message. "Give me all the money in your royal treasury, and I will release your son, alive. Otherwise, I will kill him." Let's play the role of the king and examine every part of this statement, especially focusing on what could make them more or less credible.

Request

"Give me all the money in your royal treasury" might be a sensible request, provided the kingdom is doing well economically. If the kingdom is poor, the kidnapper will likely be disappointed by the money, and do something unexpected in return, like killing the prince after receiving the money. If the kidnapper has a particularly bad reputation, they could also keep increasing their demands over time.

Offer

"I will release your son" sounds promising. But, again, if the kidnapper has a bad reputation for being vile, they could decide not to release the prince even after receiving the money. On the other hand, if the kidnapper is a good reasonable person who's doing this because of something else pressuring them, they could give in and release the son regardless of receiving all the money from the royal treasury. The credibility of this offer would decrease if the prince was in the castle all along, not kidnapped at all, safe and sound (unless you want to say that high enough level threats could teleport in and out of the castle).

Threat

"I will kill your son" is a rather significant threat, even bigger if it's the heir to the throne. What could increase the credibility of this threat is learning that the kidnapper has no issues killing people without a second thought. A decrease in credibility could come with learning that the kidnapper is secretly in love with the prince.

The King's Choice

After making the relevant rolls, the choice falls at the end of the day on the king. He has all the information he can get now: the worth of prince's life, the amount of money in his treasury, whether the Prince will be released if he complies, killed if he declines the request, and whether the kidnapper demands only the money in the kingdom's treasury. All of this mixed with the king's personality and priorities leads to the choice. If the king is an NPC, the choice is made by the GM, if it was a player, the player makes a choice, unless someone else makes this choice for him (like paying the kidnapper with all the money from the royal treasury without consulting the king).


Social interaction can be quite complicated, which is why I've thought about this problem for years. Turning it into a minigame feels weird and inhumane, trying to list all the rules is a lot of work both for the designer of the game, but also for those who wish to use the rules, but it could benefit from some structure. I think this might work, splitting the statement into a Request, an Offer, and a Threat, rolling to see if any of these is a bluff or if they can be trusted, and then leaving the choice up to the character, and the player who controls them. Does the impact of this decision play a factor? Yes, but only in processing things as your character. Is saving your loved one worth it if you kill another person while doing so? How about two people? Five? Ten? A hundred? What choice your character makes in a situation says about them a lot. It would be a shame for this to be wasted because dice and randomness.

That's all just my opinion, though. If you want to, you can end up with rolling a die to decide I guess. Thank you for reading, and have a nice day!

Wednesday, July 24, 2024

Social Interaction Mechanics that I want

I'm busy lately, but my thoughts keep returning to social interactions and my current ideals of their design. I've written it multiple times in various chats, so I'm thinking instead of repeating myself, I'll make a blog post on this that I can link to in the future.


Art for the Ghosts in the Saltmarsh, by Zoltan Boros.


"Social Combat?"

When I mention that I want my game to have "social interaction mechanics", people normally assume that what I seek is to turn a conversation into a minigame, into what I call "social combat". In combat, participants have AC that needs to be overcome with attack rolls in order to reduce the participant's HP to 0, eliminating them from the combat. Swap the labels out, and you get a debate minigame, right? Well... that's what they assume, which is why their responses boil down to two categories:

  • The (insert name) TTRPG does this,
  • Players prefer social interaction to be freeform.

I tried the "social combat" rules before, and personally, I didn't like them. Maybe I was running them wrong, but it felt too stilted and unnatural.

So, no. I don't want Social Combat per se. You can keep your Duels of Wits in the Burning Wheel and other types of social combat. I'm not saying they are bad, they are just not what I seek.

Perhaps the mistake I made while running social combat was that I required players to say something with every argument. Welp, hindsight is 20/20.
Argument in the Council, by Concept-Art-House


"D&D is fine with no social interaction mechanics."

I'm sorry, but I feel tired when I hear this. The conversation in this case usually goes something like this:

"D&D is fine with no social interaction mechanics."

"But it does have social interaction mechanics."

"... yeah, I guess Charisma checks count."

"No, even beyond that."

"Like... the Personality Traits, Ideals, Bonds, and Flaws?"

"No, like detect thoughts, telepathy, zone of truth, speak with dead, and so on."

My recent conversation on the topic with Cael was rather illuminating. His labels might not be what people universally use, but they do feel accurate to my experience discussing social interaction mechanics. The big distinction I was ignoring so far was what he labeled "mechanics" and "content". The way I understood his explanation, "content" is game mechanics that aren't shared by all the players. AC, saving throws, rules for hiding and grappling and moving around, ... all these are accepted by the players as "mechanics", whereas class features, racial/species features, backgrounds, spells, and other things that only some have are all considered something separate by the players, distinct from that, "content". I find the distinction silly, but it does line up with the conversations I had on the topic so far.

I don't want to make it a separate article section, so I'll say it here. I love and hate detect thoughts, and suggestion the same way I love and hate rogues in 5e. Each of these is too good not to take. Mind reading is a solution to 90% of Insight checks and/or interrogations, suggestions a swiss army knife of solutions for social interactions unless the target has an immunity to the charmed condition and Rogue... look, does rolling 20+ on (insert skill here) get you anywhere? Of course it does!


Information Management

Here's my hypothesis: the two main sources of drama are managing who knows what, and seeing what will they do about it. This is a formula I figured out a year ago when I wrote my first entry for the One Page RPG Jam 2023, though I don't remember if I spelled the formula out the same way I did here. Skimming some of the article, it seems I was thinking the same things back then too, though my experiment arrived at a different conclusion there.

So, what do I want? I want to give the players the tools for guiding social interaction, tipping the favors, and so on. Mechanizing what the players will do about information is pointless - that's already part of the game unless they are on a strict railroad. What the players need a lot more to generate drama and interesting social interactions are mechanics for information management - manipulation of what information is known to which people, and who knows about these people knowing this information. Some categories for these include:

  • Information gathering without others knowing (eavesdropping*, hiding*, scrying/clairvoyance, invisibility, seeing through another's senses, hidden cameras/microphones/drones/familiars, hacking, analysis of online activity, ...)
  • Information transfer without others knowing (whispers*, written messages, codes, hand signs, invisible ink, telepathy, lie detection, ...)
  • Information gathering prevention (distraction*, darkness, making a person enter/leave a room, illusions, holograms, simple lies, forged evidence or documents, ...)
  • Information transfer prevention (silence, shut down a device, ...)
  • Mass information transfer (shouting*, online broadcasts, speakers/megaphones, mass telepathy, rumors, displaying something on the sky or somewhere else very visible, ...)

* I know these (and some others that aren't marked) are things people could do normally, but I knew these categories are broad enough to warrant listing, and it'd feel weird if they weren't listed there.

I'm not sure if these categories are sufficient or not, but so far it's looking quite promising. Of course, I could explore more, but I'm not sure if it's all that worth it. If I were to make the exact opposites of all categories, I would get: information gathering with others knowing (watching/listening without hiding it), information transfer with others knowing (openly stating something), allowing information gathering (so... not preventing someone from listening?), allowing information transfer (letting two characters talk?), and information transfer to a small number of people (talking). All of these are something people can already do, no special game mechanics are needed there.

That being said, how about we add some universal guidelines to social interaction? I tried to make up mechanics for the volume of sounds a couple months back for my own game, but I'm afraid they are too complicated. Time to come up with something simpler.


Earshot Rules

Sometimes it's unclear which of the PCs' words can be heard by which NPCs, so let's work on that. As a starting point, how about the baseline rule that I want to be true?

You can hear a conversation that takes place in a small room that you are in. You can hear whispers only if you are right next ot the whisperer.

In my systems, the room is a couple of areas, so "room" is more along the lines of theatre of mind. If the room is too big, you won't be able to hear a conversation that happens on the other side of it. Let's establish three types of environments, and how far away can sounds be heard depending on their volume in the environment:

EnvironmentQuietModerateLoud
Quiet sound100
Moderate sound 321
Loud sound543

The distance is measured in areas, which I've been using for my games for a while now. If the distance is 0, you need to be physically close to the source of the sound to register it, and actively listen to it to understand it. Decrease the distance by 1 for a Tiny source of sound, and increase the distance by 1 for a Large source of sound. I don't think I've posted formal definitions for those on the blog yet, so let's say for now that a Tiny thing can be easily held in a hand by a human, and a Large thing is one that multiple humans could fit into. Of course, at GM's discretion, exceptions can apply.

A simple way to turn the table into an equation is to start with a 2 (assuming both the environment and the sound are Moderate), and then apply the following:

  • +1 if the environment is Quiet, -1 if the environment is loud,
  • -2 if the sound is Quiet, +2 if the sound is loud,
  • -1 if the sound source is Tiny, +1 if the sound source is Large,
  • apply exceptions at GM's discretion,
  • 0 if the final distance is less than 0.

Examples of sounds and environments based on the volume categories

  • Quiet: silent room, whispers, footsteps, ...
  • Moderate: a conversation in a casual volume, rainfall, ...
  • Loud: shouting, speakers/megaphones, heavy machinery, ...

Let's see a couple of examples.

  • A ball is happening at the king's palace (Moderately loud environment, +0), and your character is trying to eavesdrop on a conversation that the lords are having (Moderate sound, +0). One of the lords is Tiny in size though (-1), so to get the full conversation, you need to be (2+0+0-1=) 1 area away.
  • At night, you break into a building that's closed for the night and empty (Quiet environment, +1). The cops are onto you though, so they are outside, using a megaphone to get your attention (Loud sound, +2). Despite it being Tiny, let's say the GM makes an exception and says it gets a +1 bonus instead because the device is literally made to be loud (+1). You can hear the cops (2+1+2+1=) 6 areas away.

Are the new rules simple? Somewhat. Are they easy? Certainly easier than what I originally wrote, the original rules would have you measure the volume of everything, comparing them and seeing which one is the loudest. Though I'll have to test this in practice and see if it's actually simpler or not and if it feels accurate. A speaker that can only be heard 6 areas away sounds rather mediocre for now, so we'll see. Maybe Loud sounds could spread without a limit in a Quiet environment, or maybe I could come up with a new category for loud sounds that would have no distance limit.


Social interaction is rooted in drama. Drama is about managing who knows what, and what they do about it. Players already have ways of deciding what to do about things, which is why I believe the social interaction pillar should be primarily about information management. Charisma could be neat for skipping unnecessary conversations, but then again it also decides the conclusion of an important conversation, so I want to drop it and give players tools instead. You may think you need to convince the guards to let you into the palace, but maybe they'll let you in if you feign a common hatred for (insert fantasy creature here). Maybe a merchant trying to blackmail you could be silenced somehow.

That's about it for my opinions on social interaction mechanics. I want them, and I've struggled for a while with coming up with them, but I feel like I have a decent framework right now. Thank you for reading, and have a nice day!

Saturday, June 22, 2024

Updates to the Opposed Rolls Combat System

Originally I wanted to write an article just on "sword dance", but I figured I'd add some more stuff to it. This article will therefore be made up of a couple short ideas.


Sword Dance

The secret to a combat that changes all the time is to make stuff change all the time. And the simplest way to change the circumstances always is to add motion.

When you attack another creature, you can choose to attempt entering its space. The opponent can decide as part of its reaction whether it stays in its space, or moves away from you (some reactions can allow for a movement in different directions), letting you enter it. If it stays in its space, you gain a [substantial] bonus to your attack roll. If it leaves, it must enter an adjacent space, and it is still attacked.

Extra mini rule: When someone reacts by dodging, they must actually move to an adjacent space. Yes, you could in theory duck or something, but making that an option will only be another element keeping a battle static.

What the [substantial] bonus would be depends on playtesting.

Fighting in a constant motion is way more interesting than standing in places smacking each other with weapons.
Screenshot from the movie Princess Bride.

Regarding the Opportunity Attacks

I gave this a lot of thought, and the best way to avoid the opportunity attacks seems to be letting you freely leave the presence of a foe you attacked in this turn, assuming they didn't counter-attack. Think of it this way: you attack them, they decide to go into a defensive stance, and now you surprise them by running away. Before they realize what's going on, you're off. Simple!


Non-lethal Combat

Now this one might sound silly at a glance. What the heck do I mean by non-lethal? I have an issue with an anticlimactic character death due to a random encounter that has nothing to do with the main story. I had a chat on this recently with a dude named Rachayz on Discord, and I realized something - why have hit points in a fight that you can't lose anyway? Let it cost you something else. I mean, it could still cost you some hit points, but "losing" this fight should give you some handicap while winning it could grant you some benefit. How powerful this benefit/handicap is and how long it lasts depends entirely on how difficult the encounter is to conquer. If you meet a single goblin, it could be something you get over in a day. If someone sends after you the Cerberian Hellhounds with a boss fight bar and all, you might not be able to walk for the rest of your life.


I've kept this article as a draft for weeks at this point. I don't know if there's anything I can add to it at the moment, it's just a couple of unrelated ideas that I want to put out there so I can move on to processing other ideas. I might make this into an actual RPG eventually, just as an experiment.

Thank you for reading, and have a great day!

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!