Showing posts with label Brainstorming. Show all posts
Showing posts with label Brainstorming. Show all posts

Thursday, March 1, 2012

Instaregion from Zak's blog - my version

http://dndwithpornstars.blogspot.com/2012/02/instaregion.html

I love this! I have to create my own version of this for my own use. Basically drop dice and see where they land and that's there. Except I will determine what features are in a certain hex.

For example if I drop dice for graveyard and an inn I'll feature those in the location where character is. Basically it is random encounter table + random location generator.

For example if characters are travelling from town A to evil wizard's tower B I drop dice for this random location table and that's what's between the travel.

I might create a second table to determine what dice I roll. Like if there is location encounter or not on the way. For example 10% change to 4 location encounters, 50% change for 2 and 10% change for nothing (fill the gaps). Also second table could tell what dice to use.

Dice determine what the location's adventure, danger, size or some other level is.

Basically it goes like this.

1. I roll if there's a location encounter that day of travel
2. If yes, I roll what dice I use to determine it
3. I drop the dice which I got
4. I see where dice land and what it's level is
5. Table separately to see are they hostile or what (use LotFP NPC roll)

Example:
I roll for location encounter and get 2 for a result. Then I roll and get d4 and d10 which I drop on the location encounter plan and get graveyard with result 3 and inn with result 9. I roll to see are they hostile or what and get nothing special for the graveyard but inn is a bad place.
Then I spend few minutes and few sentences to describe the place.


"There is old cemetary besides the road. It is rather small and looks deserted. Everything is old and it is not visited for a long time. There are no population nearby so the cemetary must be really old. Later there is an inn. It looks equally deserted but the dead have rised from the graves of nearby cemetary and now are located at the inn and are hostile."
_______________________________

I love Zak's blog. It is so inspiring and the guy is full of ideas!

Thursday, February 23, 2012

Dungeonslayers almost rewritten for Saints Row 2

I actually started writing this. Dungeonslayers is rewritten. Only need antagonists, equipment and modified spells. Also rules for vehicles. I got rid of fantasy magic system and replaced it with influence. Influence is basically buffing. Gang lieutenants can buff others for bonuses.
For now I don't have a clue how I will write this reputation. I have an idea how it is rised and lowered by actions and equipment but don't know yet what is the effect of reputation. What could be the benefices of higher reputation? Here are some things I have thought:

- maximum number of homies following. There's a talent which can be bought three separate times for three homies to follow you. But each additional homie needs certain amount of rep.
- higher reputation might give experience bonus.
- reputation might also affect money flow. More reputation you have more money you gain.
- with high reputation character could indimitate opponents so low thugs and goons flee rather than fight so player can focus on big guys instead of little ones. But if you use reputation to not to fight it is lost. Your reputation makes enemies flee but it's kinda uncool in the other hand.

How reputation is gained:
- doing missions for gang player gets both experience and reputation
- from cool outfits and general style and possessions (awesome crib)
- outstanding other gangs

How reputation is lost:
- wearing heavy armor is not cool. Armor's AV is negative for reputation
- actions affect negatively own gang
- missions are failed

Reputation can also be roleplayed. You play cool you gain it. You play wussy you loose it.

Wednesday, February 22, 2012

Saints Row 2 + Dungeonslayers?

I have played Saints Row 2 a lot. It is an awesome game. Lots of fun and lots of things to do. While playing it I keep thinking how cool it would be as a pen and paper roleplaying game. In my previous post I wrote about Vampire: the Masquerade sanbox campaign inspired by Saints Row 2 but I want more. I want Saints Row 2 roleplaying game.

Lately I downloaded Dungeonslayers rpg (a couple of posts back I write about it) and like its simple system resolution. Last night I kept thinking about Saints Row 2 roleplaying game. It didn't help me to get some sleep because I played it before going to sleep. Then I started to think about Dungeonslayers and got an idea. Make a Saints Row 2 roleplaying game using Dungeonslayers as an inspiration. And it clicked together.

At first I was thinking modding Mobsters (download from Burger Games homepage here). It is a roleplaying game about mafia in USA what I thought could be modified to modern days. But I didn't find it's skill based system suitable for videogame to roleplaying game convertion good enough.

In video games you shoot, run, jump, talk and so on with simple system. You shoot and you hit or not and so on. I think the action doesn't need several different skills. Because of that Dungeonslayers system would be easy. You have 9 attributes and abilities you combine to do stuff and several different talents to do certain things better. Basically there are no skills but to make a difference you do it with talents. Sounds great.

There are firearms rules for Dungeonslayers but even though I haven't yet read them I bet if they don't suit my taste they are easy to re-write. Basically firearms use ranged attack value with weapon bonus from weapon as in rules. Few extra rules to write are three round burst, full auto and aiming. Some other basics in addition you usually use in roleplaying games.

Range modifiers would be easy (if needed). Just give short, medium and long and possibly extreme ranges for weapons and add modifiers of difficulty. Aiming can be done with modifier to certain hit location (very difficult to hit head with bonus damage) or to make shooting easier (one difficulty rank easier per turn aimed). Three round burst would be modifier to all three shots at difficult modifier -2. Full auto I have to figure out.

Also I am not sure how defence value should be handled with firearms. Should both attacker and opponent roll as in melee fight? Or when shooting does only attacker roll but opponents armor is decreased from attack? You could dodge but it means you jump down and gain negative modifier unless you stand up.

Some rules should be added though. I was thinking morality system from World of Darkness. But it wouldn't be morality but respect. You gain and loose respect during the game based on your actions. Some actions may rise or decrease your respect. Winning other gang members or burning down their property will give you respect but loosing fights will decrease it. Cool clothing will rise it when armor will decrease it and so on. But what is the effect of respect in game system other than player knows how cool his character is ( your opinion on this is highly valued)?

Leveling up and experience would be from Dungeonslayers as it is. But talent could be followers also. How many other gang members you can take as retainers to help you out. These are player used NPCs to help out in combat. Possibly low hitpoints but good help in fights. Talent could be bought three times for example. One step for one possible follower. But maybe respect can affect this? First follower needs 5 respect, second 7 and third 9. If you have three talent ranks for three followers but only got 4 respect no one will follow you. This could be one use for respect.

Money is important. You can buy cool clothes to get respect, buy ammo and weapons, lofts and invest in business to gain income. And buy cars. Cars give you respect if they are cool. You can also pimp your ride for extra respect. Rules for vehicles are needed. Vehicle combat and pursue rules. I also was thinking that more your armor protects you more respect it lowers. If armor gives you 3 protection it decreases your respect by 3. It's not street credible to wear tough armor is it? Also additional respect can be gained from special weapons. .50 Desert Eagle is indimidating but if it's golden respect is ensured.

Respect would be big deal so it needs other rules than just how many followers you get.

Character's gang would need its own "character" sheet also. How big the gang is, how many turfs it owns etc. to keep track of. Maybe resources to be used and so on. I was also thinking about mission generator possibly. There are several small missions in Saints Row 2 what can be used in rpg. In downtime player character could do an extra mission (street race, fight club etc.). In Saints Row 2 manual these are introduced and I just have to take what suit best for p&p. Could respect affect how many downtime missions you can do and how often? One downtime mission per three points of respect? These are basically for extra money and extra respect.

I think this will be easy to accomplish. Dungeonslayers needs a little re-writing to suit modern gang world. Respect needs its rules. Equipment list must be written. Downtime quests executed. Gang statistics worked out. Not that much work.

Basically game would be a sandbox gaining experience, wealth and respect for your character. Also making your gang more powerful. But it wouldn't be hard to make a campaign for this with a plot and actual role playing. There could be rules to create a gang for player character. Like point buy system to use to get area, retainers, better leaders, resources etc. Getting big area is away from other things and so on.

Saints Row 2 wiki (found here) could be used converting things in game into rpg. As Dungeonslayers rules are easy the main focus wouldn't be in actual rules but more in fluff and content. Also some ready made gangs could be good addition for own gaming purpose and also if this would be shared for ready-to-play content.

I think this is not impossible to do and could be pretty fast to write. Most of the work would be writing equipment and fluff. Rules are there to just re-write with some additions.

Now the problem is should I use my time and energy writing this? I really, really would like to play Saints Row 2 as a roleplaying game so this would be written to be used asap. So it would be material for myself. But when writing material for myself could I just use some extra effort to make it in a form to share it with others who could be interested in it? I see this as a write through but when I start writing something it takes much more time that I initially estimate. I really should think about this because I really want to play this. Usually I play games with minimum preparation so this would be different for my usual games.

Now the big question is will I write this or not.

Monday, February 20, 2012

Saints Row 2 and Vampire: the Masquerade

I've been playing Saints Row 2 for Xbox 360 for some time now. It is an awesome game with more GTA styled crazy fun than GTA IV has. Basically I'd say Saints Row 2 is more GTA than newest GTA is. Anyways, point of the game is gang wars and growing your turf and being The gang of the city getting rid of other gangs. In addition there is many smaller tasks and quests to do.

Anyways, when I play a videogame, watch a movie or read a book I usually think about them how they would suit for a roleplaying game, what inspiration they can give and so on. As a roleplayer I think like a roleplayer. Playing Saints Row 2 I started to think about Vampire: the Masquerade.

For V:tM there would be this city. City is in a struggle of who will be the leading clan. Each clan has their own area (or areas) and influence and power. And they want more. This would not be your average Masquerade campaign's Camarilla city struggling against Sabbat, or Anarch city trying to remain independent from general politics. This would be more like a mini setting.

Each clan would have their leader or leaders. Those are most powerful vampires in the city. Elders and Primogen. There would be also lieutnants which would be important and the rest are "troops." Those who do the dirty work, attack, protect and maintain more or less.

For example clan Lasombra would have Primogen of Lasombra clan as a leader. But his right arm I would see as Tzimische warlord. Lasombra would be all about politics and Tzimische about combat and protection. Troops would be few neonates or even ancillae but most of them are just shovelheads. Not that powerful compared to others but they are many.

Brujah would be your average biker gang who rule by power and Ventrue would own small personal army but are more into politics than raw power.

All clans, their turfs and members and description of troops would be roughly written and then player(s) could choose in what clan (gang) they would like their character to belong. My first example with Lasombra showed that not everyone in a clan (gang) must be of same clan. So clan Toreador's protection executive could well be Ventrue, for example (why would a Ventrue not be with his own clan?). Also not every clan necessarily has their influence in the city, but they could be "support" clans for bigger cause. Would clan Tremere have their individual influence or are they support clan for a bigger clan? Clan Ravnos necessarily doesn't have interest in political struggle but an individual might work for a clan.

I do own Prince of the City board game based on Vampire: the Requiem but haven't played it. I have to check it out how it handles the political aspect as a light strategic game. I think that the political and influence map of Vampire: the Saints Row should be a bit more strategic than just Storytelling method. So influence and actions actually have some other impact than just make-believe.

Friday, February 10, 2012

Created To hit table inspired by old Finnish RPG ANKH

ANKH (Adventures of the North Kalevala Heroes) is old Finnish roleplaying game. Unfortunately my copy of ANKH has suffered major damage over the years and I am not sure where it is located. It was a boxed set but my box is long destroyed. ANKH came with three books. One for Game Master, another for players and third was adventure module.

ANKH was the first game I played, bought and Game Mastered so it has very special place in my roleplaying history and heart.

ANKH had this to hit system similar to Dungeons & Dragons' Thac0. Character had three combat values:
Taisteluluokka (TL for short) what is Combat class.
Jousiluokka (JL for short) what is Ranged class.
Suojaluokka (SL for short) what is Armor class.

To attack and determine attack's success you compare your TL or JL (depending do you melee or ranged attack) against opponents SL and see from a chart what is your change to hit.

Wednesday, February 8, 2012

Weapon damage is basically ammunition type

When started my project YDIN I was thinking how will I do weapon damage. Just put guns in order from smallest to meanest and rate them approximately how much one shot should take health points off? Should I just make common types or wider list with brands and more details? What would be the difference other than availability, looks and price?

At roolipelit.net forum I asked about weapon damage some time ago and got a suggestion about making damage according to weapon caliber and ammunition type. That sounded cool, so that's what I will do.

I was also linked this website http://world.guns.ru/main-e.htm with lots of weapons and statistics. I just have choose what weapons I want to include. Three shot bursts,clip sizes, weights and all these details are included so I don't have to decide those myself.

When I have a set of weapons I want to include in rules I just have to put ammunition in order from smallest to biggest. Then put damage on those ammos.

I also thought there could be some basic damage with each weapon roughly based on different variables like speed of bullet. This could make small difference. For example shooting Parabellum 9mm or Glock 18 even though they use same ammo. Basically I like this basic damage idea also because when you already have hit you want to deal damage.I dislike games where you score awesome to-hit roll and then deal lame 1 points of damage. So weapons have this basic damage what is dealt and rolling dice is the additional "how badly the bullet actually hit you". Same thing is with melee weapons in many games. Melee weapons have this basic damage - strength bonus of wielder (Sword d8 damage + strength bonus). So why cannot firearms have this basic damage (Bullet d8 damage + weapon bonus)? Also if more detail is needed optional rule could be that weapon in weaker condition its basic damage is reduced.

How to decide how much damage bullets do then? Simply I take initial characters lowest and highest possible health points and the medium of health points. Then I take bullet size from the middle and decide how deadly I want it to be dealing average damage. Then move up and down the list downgrading and upgrading damage values to less deadly and more deadly. I think it's simple pattern to follow.
For example medium bullet (9mm perhaps) needs three shots to kill average character. .22 pistol needs 4-5 shots maybe and powerful sniper can deal damage way over possibly even one shot killing maximum health points character. Remember, this is average damage so lucky character could survive that sniper shot if dice are favorable. Although, really bad-ass sniper could have horrible base damage what is the killer.

Same way with explosives. If explosives basic damage is huge it kills character if it is a hit. The difference comes when explosives are used against armored vehicles or buildings or giant robots or other big targets.

I think that this is a good idea. And simple and follows certain pattern. And if there is certain logic in firearms I think I could write small easy tutorial how weapon damages were determined so different Game Masters could easily write their own weapons in similar pattern.

I think I will use this commonly if I find it good idea in practice and test. I also should shuffle my rpg books through to find out what logic they use in weapon damage and can I find a pattern there.

Tuesday, November 1, 2011

My projects suck - your opinion on rules?

Where to start... let's start from where I got this idea. Blogs. I read blogs whenever I have got time. I like to read about projects or homebrew extra material (new monsters, rules, locations, powers and magic etc.). For a Gamemaster experiencing roleplaying in my opinion is also creating something new.

These blogs are full of material. OSR stuff particularly (or that is easiest to find). People have these rules they like to use. Maybe houseruled but they have this basis what they use. So as the rules are pre-made by someone else they can focus on writing the extra material.

Me, I wanted to create these rules to create material for. But there is these problems:

- My time is limited. I don't have got that much time in my hand always so my creation and advancement can be slow even though I get speed bursts every now and then.
- Creating rules and core for a game is wholesome project. Creating other things you can do in bits but still finish something (ie. finishing combat rules is not same thing as finishing lvl 7 mage spells list or finish an crystal-ogre stats).
- My focus is bad. I jump from projects to projects. Today I write 20 pages of YDIN rules but tomorrow I am thinking how to make console J-RPG syled mechanics and day after that I do random table for orc encounters (everything in this blog). Focus wouldn't be that bad if I just could do different things always... like a portfolio for different games and genres. Today I want to create this vampire family with powers, history and plots for adventure but today I want to create full set magical armor and weapons for high level paladin.
- Because I have stress in finishing something relatively long instead of small short projects, my effort and creativity is wasted. I would enjoy more doing these little things than wasting my time creating this big thing.

Problem with my main project YDIN is that I don't have time to finish it. I have waited for the day I can make these little bits of material for it. But before I can do it, I have to finish the system. Naturally I planned that I just make very basics of the system and with these little bits I can grow it with details. But I need that core done.

I also am looking too high. Somehow even though I just need this YDIN core done, I want it to cover everything and it makes it never ending project. I must write down what I want it to do. Create characters, task and combat resolution, character advancement, wounding, death, healing, enviromental hazards (electrocution, falling etc. basic stuff).
In combat how much I need detail? How to hit. How damage is dealt. Special conditions (crippled, dust in eyes etc., shooting partially covered target etc.) but do those actually need rules? I mean when I think about it there are thousands of special conditions in combat. Can a Gamemaster adapt this:

"There are two difficulty levels for positive and negative enviroments and situations. It is Gamemasters job to determine if there is modifier needed, or is the situation:

  • Remarkably harder/easier than normally (1 positive or negative modifier)
  • Extremely harder/easier than normally (2 positive or negative modifier)
Negative and positive modifiers can overrule each other."

Then examples about normal modifier and overruling modifiers. I like examples because in my opinion they are like pictures worth of 1000 words (I have learned many rules from examples).

Problem is, I do want to share my game. And I'd like to have a printed version of it. But focusing on making it printed eats you inside. Art, layout etc. take focus from the actual product.

Problem is, I remember old times some of these really amateurish products. They were dirt cheap also. But today when everything is fancy, shining and full of glittery 4 color pages who wants to buy this 50 pages print copy for 4€ or few bucks? Those who already know:

  • Those who already know what the product is about so they A) buy it because they will like it or B) support it
  • Those know who you are so they A) buy it because they know what kind of stuff you do or B) support you
What about PDF? World is full of PDF's. Countless free also. Who is going to pay 1€ to get my YDIN basic rules what work with things I create?

But why do I want money? Reason is, that I have got kazillion of free PDF products. I never read them. I see something free, I get it and forget.
If I pay for something even a small price it is more meaningful because I actually chose to get it and payed it. So it is more important for me. It was interesting enough to toss away that few EUR (what is not much) and go through all the hassle ordering it (what usually is more painful than loosing few coins).

So, I'd like to have that nominal benefit so I would know people might appreciate it. Why I want money:

  • To show I am in earnest making these things (I have seen awesome products what are free though but )
  • To see that someone actually appreciate what I am doing
  • Get more accurate readings (I can see how many downloads files, but I could see how many actually ordered)
Maybe those are stupid reasons, I don't know. But I would do it this way:

  1. More simple version you can download for free
  2. For small price you will get cooler version or additional material (more time spent)
That way I could spread my gaming material for everyone (what is main purpose) but those who really like the product(s) could "donate" some money. To show they like what I do.

I am inspired. But I think I would be more inspired if people actually sent me like email: "I downloaded your free [Insert PDF title] and it was cool. Thanx!" Problem is, that nothing is ready. I am not competing with others but somehow now as I read other blogs I have set my goals too high. I couldn't finish anything to this day and I propably can't in a long time.
And I am afraid that some day when I finish it my thoughts have changed and I need to rewrite some parts... what will basically start again. Instead of just letting people to play version 1 and later doing version 2. Phew.

And heck I want to use my imagination. Enough with writing rules. So, should I just fart out YDIN (lite) finally? Forget all fancy layout and cover but focus on making it as short and easy to adapt as possible? Then share it free. Then start to do what I really want to do: Write material and my random ideas as actual gaming material?

What you say?

And some day after years when I have done lots of print-ready PDF supplements for free I might be ready to charge people that 1€ for better version. That's an idea?

Thursday, September 29, 2011

About Mutants & Masterminds and movie The Spirit


The Spirit - Quick Review

Movie what is close to Sin City and 300 movies both in comic style and people behind it. Cool comic style superhero adventure with stylished black and white contrast in some parts. Even though The Spirit is visually awesome it left me a bit cold. I think I must see it again, because I really did not know what to expect. I bet, that the second view it will rock harder.

Spirit has this 50's feel in it. It is a superhero story where superhero doesn't wear bright spandex and shoot lazer from his eyes, but more gritty. The Spirit is a superhero who can fight and endure a lot of damage. Basically that is his superpower. Super-stamina. Also as he is "the spirit of the city" he uses the city as his weapon and says and performs it in one really cool scene. That I call abusing environment to fight.

Main bad guy is Octopus, mad professor who created spirit. He shares the similar power with spirit, enduring lots of beating. And he is batshit insane changing his appearance in every scene from samurai theme to even nazi theme. Samuel L. Jackson rocks here! Plot was simple and there was nothing extra in it. Everything what happened had a reason and was securily tied to the plot. Actually, I liked this movie a lot.

I would give it 4 stars. Or maybe even 4½ stars after re-watch.


Mutants & Masterminds Problem Solved

I have had two problems with M&M. First player didn't know what kind of character she would like to play and second I didn't know what kind of setting I would like to run. We already decided that we'd take the line where superheroes wear bright colors. Really Marvel style actually. I have read a lot Marvel comics when I was a kid and early teen, but today I am not that interested in that kind of superhero action. We thought anyways that we should try something different and go with bright colors and comic like plot.

Neither of us were that excited. Well, excited yes because it would have been different but there was a problem that would we enjoy it? Sometimes different is good, but why risk it? Neither of us are superhero fans today, so planning to play M&M is something different we would usually play, so why put extra pressure of risk in it?

Anyways, I have liked the movie and comics Sin City. I've wanted to play a gritty city adventure with strange NPC's, corruption and violence and always thought that World of Darkness with mortal characters would be great for it. But after seeing The Spirit all the parts got together. The Spirit + Sin City = Mutants & Masterminds adventure. That felt right time right when me and my player thought and discussed about M&M. So now we found our style what kind of Mutants & Masterminds game we want.

Warming Up

First step is that my player tells me her character concept. I told her that she can imagine basically what kind of character she ever wants. M&M character creation rules most probably will perform it. So, I am waiting for her character concept. When I know her character concept, I create a couple of NPC character. Possibly some ordinary human to interact with and who maybe even can help in smaller scale. After it I will create a couple of bad guys. Those you can beat and then I will create main bad guy. Most important things creating a main bad guy are:

a) Why is he a bad guy? What happened that he turned out to be evil?
b) What is his goal and motive? What does he want that makes him a bad guy?
c) How will he make hero's life hard?
d) How can he be beat? Captured and sent to high security prison or destroyed?

Then I'd just fill the holes. Write down a couple of cool scenes I'd like to run. Start for the adventure and loose ending conditions. Fill few spots in between but leave enough space so course of play can change things. Thanks to The Spirit I am now excited about Mutants & Masterminds! And I really am waiting for character creation so I can create the other things for the adventure. It will propably last for... 5 to 20 sessions approx. Like CoC adventure did.

Friday, September 9, 2011

Twitter, updated YDIN logo and YDIN talk

I can now be found at Twitter. @Thaumiel_Nerub. Basically I will use my Twitter for roleplaying and Cradle of Rabies related tweets and to follow interesting people in roleplaying hobby.

I also made a quick new logo for my YDIN to use for my Twitter profile picture. It looks like this:


I have had trouble coming up with a good catchphrase. I have puzzled with it for some time trying to come up with something really cool. Everything sounded silly or clumsy.

When I started to create my Twitter profile picture I made box with even sides. Wrote YDIN and saw a big black space. Then I wrote what first came in my mind.

One core - Unlimited possibilities


And that's exactly what I am working with. One very basic rules you need to play. Character creation and mechanics. That's YDIN (Finnish word for core).
When you have the core, you can make unlimited setting specific rules. You can add magic, super powers, psychic powers, monsters, gadgets, special setting rules like fear or insanity... Everything.

You can also mix and match. If you have this sourcebook with different or advanced wounding system, you can use it with the other sourcebook with magic system. Or you can make your own house-rules and own systems to use with YDIN.

I am trying to build YDIN core in the way that it is easy to use with different setting specific variations and extra rules. Character creation for example is quick. Basically rolling, point assigning and small calculations take less than half an hour and in normal character creation you can already customize your character with your own imagination if you like. There is no skill what you want? No worries. With hobbies you can include them. Want special talents (gifts in game term) but you have a better idea than provided in list(s)? Make up your own. Starting equipment, you decide some before you buy from inventory list(s).

It is really versatile system to customize your character but still simple and it doesn't consume time.

That's what I want to do. Basic core system what I use as a base when I create things. One system to rule them all. But what if you do like some ideas or settings? Do what you do with all the other roleplaying games! Custom, house-rule, or use different system!


Friday, June 17, 2011

Games I have plans for

First game I have plans for is obviously Mutants & Masterminds. I just blogged about it, so won't do it again. Read HERE more about it.

We started to play All Flesh Must Be Eaten but didn't go further than three sessions. Actually in third session the action really just began. For some reason at that time my player wasn't that interested for AFMBE so we put it in the freezer. I really have plans for that campaign and I know how it would go and what is the ending (of course the end depends on character... if she gets that far). I wish we will continue it some day, because I have a feeling it is great.
You can find three first sessions at my ~Kronikat~ blog* here:
In Finnish: http://kronikat.blogspot.com/search/label/AFMBE%20-%20BBQ%20-%20Sessiot
With Google Translate into English (Google Translate Fin to Eng is wonky): http://translate.google.com/translate?js=n&prev=_t&hl=fi&ie=UTF-8&layout=2&eotf=1&sl=fi&tl=en&u=http%3A%2F%2Fkronikat.blogspot.com%2Fsearch%2Flabel%2FAFMBE%2520-%2520BBQ%2520-%2520Sessiot

I also have some plans for My Life With Master. Originally I though that it would be a vampire ghoul relationship but after re-watching Saw movies I thought Jigsaw Amanda situation would be better. I did cover this also in my last post here.

One game I already have adventure in my mind is Call of Cthulhu set in 20's. I know details and how it will go, but haven't written it down. Character is already made. Point is, that character is an astronomer or something (cannot remember details, but she deals with stars somehow) and one night she finds this weird planet. Without internet whole world cannot know about it immediately. This planet is one evil monstrosity from Yer Booke of Monsters sourcebook. The planet kinda thingie. And what happens in the end? Mental asylum here I come! This is what I want to be Call of Cthulhu where character actually goes nuts. That is one main quality in CoC games and I will abuse it.

Maybe these will be the games I will run next in some kind of order. At least I want to finish All Flesh Must Be Eaten BBQ From Hell and play Call of Cthulhu Bad Moon Rising.

Super heroes give me headache thinking next game

So, when we finish our current Vampire: the Masquerade campaign, we will play Mutants & Masterminds. But I got one major problem. My jar of Gamemastering is empty for this genre. I have collected and read lots of supers comics when I was a kid. So I know the basics. And I have seen many new superhero movies. Many of them are really good. Like Watchmen and Iron Man movies. Also, Mutants & Masterminds rulebook itself is a great book for superheroes and full of ideas.

Still, I don't have any single idea what I want to run or how.

I am still waiting for my player to create character concept. That would help a lot. When I know what kind of character player wants to play, it is easier to tailor the adventure around her character's concept. So, I am waiting for that at the moment to have some kind of a clue.

But main problem is what I would like to run. I would like to run more gritty superhero game, where hero is not planet busting, flying and laser shooting mega-human. I would like character to be more down to earth type, maybe just slightly above normal people. Like avenger of her own, or fighter of justice in smaller league. It would be great when world wouldn't be full of superheroes running wild and doing their super-stuff and every corner isn't full of super antagonists. That's what I would like to run. Also, I'd like world to be dark like Gotham City or World of Darkness like.

Still, I have to erase above, because it wouldn't be different enough. We play lots of Vampire so basically my ideal superhero game would be Vampire: the Masquerade without fangs. Basically no problem with that because I do like stuff like that but what's the point then trying out new game if you just wrap it in same wrapping paper as other games I usually run? That's why I in the other hand want to run something totally different to make Mutants & Masterminds gaming experience something different. Different game with different game. Not just slightly different modifications in same setting what we usually play.

So, what I should do is run cartoonish colorful superhero game with character who has these neat powers and who is way above normal people. That would be different, that character would be someone who has potential and capability to make difference in the city. Normal police operation to free hostages in bank robbery would be blasting in, lasering mobs and being a tabloid hero of the day. That kind of stuff. And climax would be battle against superhero villain with evil masterplan!

How would it go? Few sessions normal cases where superhero can do his superhero stuff and be awesome. Player would enjoy that because his character would be superior to normal crooks. He would be cool. Also some drama to add. Maybe family, friends, lover, daytime job or something he must hide his super identity. So it would be fast paced action packed pwning against crooks while he has normal person issues when he is out of his costume. Sounds good to me. And maybe I could tie all individual crooks and happenings in same plot and behind all those is main villain. Who of course is up to something bad what would affect whole city if he succeeds.

But what would be that mega evil plan behind all those smaller incidents? That is something I have to work out. Normal robberies would be all tied to that mega plan because that antagonist needs something to finish his evil device, what would do mind slaves of all citizens? Hmm... I have seen that story somewhere in the movies or comics. But as my player is not as familiar with superhero genre maybe it could work. It would be so basic superhero adventure that it could very well be my first Mutants & Masterminds adventure ever. Don't see need here to invent whole wheel again and do some great thinking for supers adventure, but I could very well go with the stereotypics and run that.

Maybe that is good reason to write Mutants & Masterminds adventure. Make it stereotypical superhero game. That would be different from what I usually run. Fast action, fancy costumes, secret identity, normal life issues, super antagonist with mega evil plan. I think I will go with that. Sounds superhero enough for me.

Friday, May 20, 2011

After vampire super-heroes

Our Vampire: the Masquerade campaign is reaching it's end. I have asked my player, what she would like to play next. We have agreed, that we play Vampire, then something else, then Vampire again. Vampire: the Masquerade is our favorite game no question. But even though it is awesome, Storyteller needs his breaks or he can find himself out of new ideas or repeating himself. So, that's why we play Vampire, other, Vampire. We get to play Vampire a lot, but still get to play other games so Vampire doesn't wear out.

Another reason for this is, that I have several games I haven't played or even read. I want to try several of them out. Not sure, are they the games I will return to play again and again, but interesting enough for me to want to try out.

Why Mutants & Masterminds?


Few weeks back, when I started to see the finish line of V:tM campaign, I asked my player, what would be a cool game to try out next. Preferably one of those we haven't played previously. She quickly picked Mutants & Masterminds from the shelf and told that this game would be next. I was quite surprised, because I know she is not that interested in super-heroes. But that would be totally different, and also she would like to try it out. So we decided, that after Vampire chronicle it will be Mutants & Masterminds

Character Creation


If you start to build your character with rulebook, there are so many options what you can do that I suppose if you just pick all those cool stuff, your character would be a mess. That's why I asked my player to first describe her character, her character's powers, background and uniform. It is easier that you first think of what kind of character you want to play, and then apply character creation rules and powers to your concept. That way you keep your focus on your character you will play, not on all the neat powers there are available.

Not sure has she already started to think about her character, but I will post her concept and character creation process when the time comes.

Super Adventure


I think, I will get inspiration to the adventure from character concept. So at the moment, I don't have any idea what kind of super adventure I will or want to run. I want clear start, stuff in between and clear end. Maybe one bad guy with The plan and minions. Maybe that bad guy is not revealed at the beginning but clues lead character after him. Epic final battle would be great. I also want it to be long enough for character to gain a level or two, but short enough so it doesn't derail too much.
This is something, I really, really need to write down. Usually I don't write whole adventures, just few ideas here and there. I like to GM and build the story as the story goes on. This will be different. I want to know what happens and when to keep whole adventure really intense.

Reading Mutants & Masterminds 2nd Edition


Currently I am reading the book. Fortunately I have played True20 (Blue Rose) and D&D3 so basics of D20 system are familiar so I don't have to go through all the learning process of a new game. There are tons of character feats and powers, what I can basically skip if I have an idea how they work. I need them in character creation, but can read them with my player while doing that. Then I need to know the powers for the bad guy which is basically the same as character creation learning process of skills, feats and powers.

What I wait the most from this book is all GM tricks and stuff. I have read super-hero comics a lot, but it's over ten years ago. I have seen new super-hero movies, but they aren't in my opinion cartoonish enough.

What Kind of Setting I Want To Run?


I don't know, if the core book contains any setting information yet. I hope there's something in GM section what will help me to build super-hero setting even though super-hero comics aren't my hobby so I lack of sources. I guess that there's this city included. Even though I usually don't use ready-made material in games but make my own, I guess Mutants & Masterminds will be an exception. So, thumbs up that there are enough GM help to start a campaign. Ready made adventures I won't use, even if there was some available in the core book.

How Will It Go?


No idea. It could be a blast as it is something different that we have ever played together. Actually, I haven't played a single super-hero RPG ever. So this will be totally new thing for me. I hope, it will be fun, there will be dangerous situations and cool action. Lots of action. I want there to be certain amount of humor, and I want it to be more light than grim. Of course, the bad guy should be bad, but I don't want my super-hero game be all Gotham City. I want it to be a high adventure with great special effects, some jokes, dangerous and mad powerful villain... Maybe I will even make weaker side-kick for character to be her friend. Or let my player decide how his side-kick is. So she has someone to interact even behind her mask.

Side Note


Uh, I am not sure do I have second edition or do I have second print of the first edition... Hmm...

Thursday, March 10, 2011

How to make JRPG to PNP RPG?

I am playing Chrono Trigger, and it is awesome. Great example of JRPG. Awesome story, sense of humour, turn based combat system, items what make you a bit better, skills and spells. Similar to earlier Final Fantasy series.
While playing Chrono Trigger I started to think, what kind of pen and paper roleplaying game would be, and what elements it must include to be JRPG style. Here are some points.

Deep Characters


Player characters are deep. And unique. There is not necessarily race restrictions, but almost anything is possible. Even though there are only one or two main races in the game, your player character (or some NPC) could be of rare or unknown race.

Characters have background, but usually player characters just happen to be there. They might be normal persons who just happened to be in the wrong (or right) place at a time when the adventure starts. Still, they know how to fight or use spells. Or they learn it easily during the experience they gain.

Outlooks can be whacky. Red pointy hair is more a rule than exception. Player characters are individual, even strange or crazy looking.

Weapon of Choice


Player characters are good with one weapon, and they like to use similar weapons from the beginning. Some use swords, some bows, some javelins, some fists. They usually stick to this one type of weaponry, because they are good using it.

Special Skills, Spells


Everyone has special skills. Mostly special attacks. They use some kind of power similar to magic points or mana. They can learn better and more powerful skills during the adventure. With experience levels they might unlock new skills, buy new skills or even gain access to special skills from items.
Same way with spells. Usually spell users know more spells, as fighters know special attacks. In some conditions also non-mages can learn spells, but spellcasters have wider access to them.

(Similar to D&D feats.)

Attributes and Skills


Attributes raise after every level. They have no limit and numbers must be big. First level character might have attribute of 10-40 but at level 30 these values might be hundreds. Bigger the skill number, better the character is. Usually there are no skills at all, but everything is attribute based (I'd make some kind of different system for this though).
Attributes are usually combat, defence, initiative based, dexterity for dodge, maybe change for critical hit, and resistance. Also some other attributes may be present.
Attributes are what determine how well character can perform.

Problem here is, that JRPG use character Attributes only to determine character's power in combat, but in PnP roleplaying games attributes and skills are used in many other things.


Levels


No limit to levels. Every level grands bonuses to Attributes. It might be +X every lvl. Usually in JRPG you cannot choose what Attributes you develop as it is automated.

In PnP JRPG I'd give an amount of points player can divide to his character's Attributes.


Weapons, Armor and Items


Weapons are bonus to Attributes to deal damage, hit better etc. Same goes with Armor. Some equipment give better bonus overall, some give specific bonus but are not as good overall. Also, there is no limit to how good bonuses from equipment can be.

In JRPG items are usually affecting to character's status. Healing, MP restore, poison or other effect remove etc. Potions and magic scrolls are everywhere.

For PnP RPG use there could be also other items, what give other bonuses. Like a scope might give bonus for sniping, map and compass for traveling etc. JRPG items are designed usually just to buff character, not to help him in tasks.


Monsters


Many of them. Different kinds of roam the world. Also variety of races can be diverse. Monsters are easy to create, just use your imagination. Huge blue chicken with bombs? Four handed monkey with wings? Aracnoid robot? All possible.

Combat


Combat should be tactical but fast. Different powers, special attacks and spells to use, also normal attacks. Items of course to use.
In one turn you can choose one action to do. No multiple actions (well, maybe if you got special power for that).

Initiative is a hard one. You might want to use basic initiative concept from other games, as usually there's initiative bar growing in games. Just roll initiative in the beginning of the battle. Or you can make pre-made initiative what determines the course of battle, which could be better in my opinion.

Setting World


History is important. Make it. Usually they mix up fantasy, science fiction and steam- and cyberscifi. There might be samurai warriors, robots shooting lasers, elven with bows and sniper rifles. Be creative. Nothing is impossible.

J-Tacchi, Concept For My JRPG Style PnP Rules


I was thinking, that I'd like to do quick and simple JRPG rules to fit PnP gaming. Just for fun, not so seriously.

Character creation:
Choose or pick up ready made concept. It determines your starting Attributes, Powers, Magic, Skills, Equipment. I might add some points to add and share for a customization effect.
Calculate HP, MP (or other "power points"), resistance etc. based on Attributes.
Write character personality, history etc. and describe his appearance.

Task rolls:
Trying to perform something? Roll dice equal to your every 10th of attribute value (and possible bonus from skill?). Dicepool system. There might be target number to gain success (similar to Storyteller system). Different tasks need different amount of successes to be successful. For example easy would be 3, hard 5 etc. or what ever would be balanced.

Another possibility could be fixed D20 system. For every 10 points of attribute (or skill bonus or similar) you get +1 to your D20 roll against DC.

Which would be better? Remember, there can be "Attack value" of 300! Dicepool of 30 is ridiculous, but similarly is D20+30. Though "Attack value" of 300 might be über-tough anyways ;)


Combat goes similarly to Task rolls... but how to emulate big amounts of damage here? We are talking about JRPG, not 1D8 for a sword attack. Sword can do 5-50 damage at lower levels! It's not same to just downgrade damage values if we want to do JRPG, isn't it?
If enemy has 300 HP and character does 30 damage average, it's same as 30 HP vs. 3 damage... Easier to calculate though with smaller numbers. This is something I must think harder. How to make damage work.

One way could be, that damage has multiplier based on character. So, this normal sword has damage of 1D8 what is rolled, character's multiplier is x3 so final damage is 3-24. How to make sword better?
Rusty old sword is 1D8-2 when Sharp sword is 1D8+1.

Critical hits are 2x damage. Plain and easy.

Before damage is decreased from opponent's HP, you decrease defense from it. Different defense values could be for example:
- Physical (cutting, slashing, piercing, smashing)
- Fire (magical fire, firebreath, torch)
- Water (magical water spells)
- Air (magical air spells)
- Earth (magical earth spells)
- Natural (poisons, sleep, paralyzis)

And of course special defenses for example Thunder Turtle halves damage of lightning weapons.

Character might have 1D8+2 Silver Sword of Thunder with x1 damage multiplier. He is fighting Infant Thunder Turtle, what's defense values are:
Phy: 6
Fir: -
Wat: 12
Air: 6
Earth: 7
Natural: 6
½ to thunder attacks.

So character rolls damage against physical - Phy defense and remaining damage is halved. Fire based attacks are best against Infant Thunder Turtle. But when monsters are stronger, they need stronger weapons to fight. If Defense values are high, damage is hardly dealt without great multipliers. So here's another option:
Another possibility is, that Defense value is reduced from attack value. So if character has Attack of 31 he could roll 3D OR get +3 attack bonus. If Defense is off from Attack value, it's 25 what means 2D OR +2...

If the rules are fixed D20 system, against what is attack rolled to success? DC/AC of an opponent? Are defense values separate from DC/AC? Is there some fixed number to roll against and opponent doesn't affect it but only defenses against it?

So many questions with rules system still. Must write down to paper, and start to manipulate dice and numbers.

Friday, November 5, 2010

Making demonic random table

I decided to start work on demonic random table for evil and demonic creatures, characters and NPCs. There are few columns in my table:

  • Roll result what shows what demonic quality or characteristic is possessed
  • Description tells what the result is like
  • System tells how it works or what it does and could be modified to suit the system you are using
Roll is made with D666 (roll similarly to D100 but just use 3D6). So there is lots of options to write down. How many times will one roll D666 in first place is decided by gamemaster or rolled randomly. I give some ideas for that. For NPC's somekind of demonic level could tell how many rolls you do, and for characters random roll (1D6).

This is fun to do, but there is so many things to write down to the table to fill empty spaces. I am currenlty almost half way through, but there is still over 100 to come up with.

So, if you have any ideas for demonic powers, characteristics or qualities for monsters, characters and NPCs feel free to suggest them in comments below. Help and ideas are appreciated highly!

Friday, October 22, 2010

What should I GM for Halloween special rpg?

I am planning to run some fun one-shot for my girlfriend in Halloween. I want it to be fun, kind of old-schoolish horror, like those B-movies or some old scary story.

But I don't know what to run yet! Here are few options and ideas:

All Flesh Must Be Eaten could be one, but well, my girlfirend is not into zombies, so I quess it would be lame surprise for her. And let's face it, even though zombies are awesome it could be pretty lame. Come on. Zombies on halloween? As I might want to have some bloody zombie-action, that's not an option.

Call of Cthulhu. Well, this is real deal. Horror almost at its best. I was concidering 20's theme instead of modern age. There is something more sinister and spooky in 20's than today (today and tomorrow campaigns tend to be more equipment against monsters than "oh shi- I go NUTS over this tentacle 7-dimensional blob of eyes!!!!). So, 20's it would be. I was thinking, that I wouldn't run Mythos with great bad god and cultists (that is cool though), but something different. Here's the idea:
Fading away. So, at first main character sees people noone else sees. Later on, some people don't see the character anymore. So, for some reason (Cthulhu, it's in the title.... um no) main character is slowly slipping into the realms of the dead. Only problem is, is that a bit too slow paced, too moody, too tragic, too artsy?
Another idea is monster found in Yer Booke of Monstres (CoC sourcebook with Mythos monsters from various authors). Cannot remember the details, but there was this elder god (or something) what looks like a moon. So, character is amateur stargazer and finds this new planet/moon... what is (CTHULHU!!! Eh, no) some frikkin' huge monster! And when character finds it out, he goes nutz.

My Life With Master. Haven't played this yet, but it could be (tragic, dark and sinister) beer and pretzel (we don't have those in Finland I quess) game. It could be something in mood like Nightmare Before Christmas. Good quality is, that MLWM rules are quite easy to use. And the game supports 100% the campaign (well, you obey your master and then try to kill him!). That could be a go.

Kult. Well... no. I want to have fun in halloween. Kult has awesome setting, but it is a bit too violent, strange, sinister, dark, pervert, and so on for Halloween when you dress like witch or ghost and drink "blood" and eat "chopped fingers". So no.

CoC or My Life With Master. Which should it be.

If someone has really, really neat Halloween rpg adventure or something, shoot me with it! You can find my games I own here *klick*.

Two setting ideas

I tried to write YDIN as whole and found, that it is quite hard task to do. I have ideas from here and there, and putting them together in write (program) can be hard. Then I figured out, that I can write separate rules within this blog in any order I feel. Easily.
Ofcourse I could do the same with notepad for example, and just copypaste them together in the end. But still, somehow writing rules in parts to this blog is so much easier and more inspiring work.

Basic rules are almost done. I need to write combat rules, do some weapons lists and write wounding and death rules and that's about it. Anything beyond that will be written in settings. Like for example rules for magic, insanity etc. setting specific.

So, as I am writing the rules down I have come up with two settings. Another is After Destruction I have written here, and also started to write it down otherwise. I found out the same problem as with rules, it's quite hard for me to write whole setting down "at once", so I decided, that after I have written the rules down in whole I can start to write this setting similarly; piece by piece. I could start post titled: Wastelands and write it down, then Equipment, then Wastelands Monsters, then Living in After Destruction, then Mutants, then Character classes etc. etc.
I don't have to worry about ideas, or in what order I try to write them, or about layout. I can write stuff as they come up to me. Piece by piece.

Another setting I want to write is called Grimworld. Dark high-fantasy with humour. Kind of like Discworld. There are so many great and popular fantasy settings, that it would be total waste of time to write yet another tolkien-ish fantasy setting. Who would be interested about it? No one. This will be the one I can put on all the stupid and funny ideas I come up with. It can be ridiculous and crazy, as it's the settings idea. To be dark fantasy with humour.

Why won't I just put this stuff in my homebrew (and growing during game) D&D setting Lankhemaar? Because I want my D&D to be kind of genre-serious swords and wizardry high-fantasy with flavour of D&D corebooks. Even though we are playing in my homebrew setting, I don't want to include Death with hobby to farm bees getting headache about the buzz when one bee gets lost inside his skull (Discworld Eric - Faust book actually has this description!!!). But in my own Grimworld I can do something similar. Flying and laughing stealing batmonkies, Gremlins like goblins (Pathfinder has those I think), cannibal tribe of elves, Grimreapers botching familiar slaves, aircrafts what are powered with magical bananas, talking mountains (ents and treants, you are challenged!), senile dragon etc, upside down dimensions, lollipop forest with evil witches who have bad teeth from sugar etc.

I also want to write this spy-thingie I have talked about earlier. Psychic investigators, commandos and spies. Not sure is there a game about those, but I can make it for my own fun. Not sure will I do it, as After Destruction is my primary setting to write and Grimworld is for laughs and random ideas. Another one I'd like to write would be wild west pulp with monsters, but there are games about it already. Not sure could I write it any better, and would I take the effort to write down something already created. Well, I know there are post-apocalyptic stuff already out there, and many play homebrew or fan-made Fallout, so writing post-apocalypse isn't that new idea. I just want my post-apo to be with hope and re-building the world instead of living in a shithole.

This post makes no sense... Too much energy drink I quess.

Gun penetration

I can't recall playing a roleplaying game where there was weapon penetration modelled. I mean, that when you shoot someone, bullet goes through him and does damage for an object or person behind him.

I am currently thinking about rule for ammo penetration for my roleplaying system YDIN. I have an idea technically how to do it, and without testing it yet, I think it will work fine. Actually, on paper (computer screen) and in my mind it sounds really good!

One thing I am wondering is, what weapons are capable to penetrate object. Is it about speed of bullet or about caliber? This I have to find out. I cannot imagine that .22 pistol can penetrate anything that well, but .50 handgun (cannon amirite?) would more easily. Or a robust rifle.

I have to find out what are the terms gun might penetrate an object or person. After I figure it out, I can write it down as rules.

Also, I have basic rules, character creation and advancement, skills etc. written down but haven't wrote yet combat rules. When I get this penetration thing done, I can start to write combat rules here also.

And that firearms penetration system... it will be the same with melee weapons. With same system you can penetrate your opponent with sword, axe or spear.

One thing in my mind developing my own system is, that you have these basics what are used for whole system. So you can easily write rules, and they will work as anything else. I don't like games, where skill checks, combat checks etc. are handled with different rules. Ofcourse there are some differences in rules in different situations, but I want the core of how things work to be similar with each other. And I want it to be that way, that if you want to mod the game, you can do it quite easily without heavily tearing apart whole system.

Monday, September 6, 2010

Time travelling Squirrels - almost done, need something

Wow, this is actually almost done! Need to polish it here and there and read it and try to translate it in english so it would be even semi-understable. And then good readers, you can enjoy it also!

This game will be like awesome. Well worth of Ennie and your granny.

If there are people who would like to draw cartoonish squirrels with cool gadgets made of junk, contact me! I won't pay you, but you'll see your artwork in this piece of cr... mastery.

So, soon, I will post this asesomely layouted PDF of squirrels trying to save their home forest here.

Stay tuned.

And it's a kids game by the way.

Wednesday, August 18, 2010

Timetravelling squirrels with gadgets

In one forum there is a competition where you must write a game or an adventure. The topic for the competition is time and requirement is animal. At first I had hard time inventing something for the requirements, but then the idea hit me!


The forest is destroyed by human and animals living there are left homeless. Wise owl who escaped from human research institute came back wiser than ever. Wise owl developed time machine to travel in past to make a change. A company of couragous squirrels took the quest with aid of owl's gadgets.

So, the squirrels are in an adventure to prevent humans for destroying the forest.

This will be mini-game slash scenario for younger players. Mechanics will be easy using regular playing cards.

I haven't yet written a single word for his, but will take the challenge quite soon. This will be a blast.

Rules - examples or not?

I personally like when there are examples of rules in the rulebook. I think, that same time you read and try to digest the rules and after a new thing there is example how it works, it is faster and easier to learn when you actually see how that works. You might do few test rolls to try the mechanics, but if there are examples you see how the mechanics work while you read.

One quite recent example of this is Call of Cthulhu 6th edition. It was a while since I last time played it. Actually several years, almost a decade. I did remember the basics of the rules but didn't quite remember the insanity mechanics. Luckily, there was long example what explained everything from loosing minor amount of SAN to taking a small rest period in asylum. That example covered everything needed without need to read all the sanity rules. Really convient.

But now I'd like to know what you guys think about examples. Are they for good or for some reason bad? Share with me.