HinterBlog

March 8, 2010

Nebuleon SE : Classes

Filed under: Games — Tags: , , , — bilbo @ 12:56 pm

Now, even more so than in V1, Iridium V2 has essentially classes with little meaning beyond character generation. So, classes become life path short hand for skill packages. Essentially, you are picking what you have done for X years. One idea I have is to allow a package to be picked for each 10 years of age beyond 10. For instance, I might be 30 years old and I have been a spy and a soldier garnering me 2 groups of skills.

The problem I have with this and with any life gen system is that I have seen more than once, a group of impossibly old traders bumming it through the galaxy. I am not sure I will incorporate this but it is an interesting idea. You could also stack the packages taking spy twice and getting a better initial package.

Now, all of that said, this is the “classes” from V1:
Fighter Types
Bounty Hunter Pilot Police Soldier Specialist
Trader
Performer Types
Actor Artist Craftsman Reporter Tech
Intellectual Types
Medic Engineer Psi
Thief Types
Criminal Investigator Politician Raider Smuggler Spy

The two classes I have received the most flak from are the Reporter and the Politician. These are not popular. I was thinking of cutting them. Thoughts?

Also, I am considering adding Marine, Scientist, historian (although I expect the same “They are worthless”) comments.

So what do you think? What should I cut, should we go with the more life pathy setup?

March 4, 2010

Neb SE : Planetary Generation II

Filed under: Games — Tags: , , , — bilbo @ 7:57 pm

So, I like the sheet and I like the idea of just whipping ideas in the form of Aspects out there. However, a lot of times it is not the description that is the issue but the inspiration. Well, folks (clash I am looking at you) have convinced me that tables can help here (or random rolls). First, the primary points that i think need to be included in the Planetary Gen system. In no particular order.

1. Price index – This is how much something will cost compared to normalized charts. In a perfect world we would have about 500 products to establish a basic strength or buying power of our currency but lets keep it a bit less painful. I can see two ways to approach this. A generic multiplier, for example, .7 or 1.3 times the cost of an item if the world is an ample or wealthy one as opposed to a scarce economy. This might be a good initial, quick and dirty, solution but I feel the second is a better way. Second, we could list broad categories like Weapons, Electronics, Food, General Supplies and transportation. Maybe 1 or 2 more but keep it under 10. This could be used to flesh out the planet once things get rolling or even as they are happening. In general, a d10 could be rolled with a d6 (or even another d10. The first generates a 1-10 range and the second wither it is + or -. Thus we get a range from -10 to +10 which then reflects the PI from 0 to 2. Now, this could be interpreted that a result of 0 is a hyper common and thus undeveloped item. No one uses horses and they run wild but that makes them even more difficult to find. On the other end, we could have a 2 indicate hyper-scarcity and indicat a second d10 roll that is added as integer increments to the 2 and thus generate a PI of 3 to 12.

2. Basic Civilization – I am torn on this. I believe it is vital but the truth be told, it might need to be derived. Well, if we are going to have a table how about:
1 None
2 Hierarchy
3 Republic
4 Despotism
5 Theocracy
6 Parliamentary
7 Totalitarian
8 Plutocracy
9 Kleptocracy
0 Corporatism
11 Timocracy (Property owners rule)
12 Tribalism

Economy
1 Basic Trade
2 Market (Capitalism)
3 Planned (Command Economies)
4 Mixed (Part Capitalism, but regulated)

Unification
1-2 World Governemnt
3-8 Many (tens of different governing bodies)
9-10 Great Many (hundreds or thousands) of governments

Culture
1 Peaceful, cultured, introspective, pacifist
2 Peaceful, expansionist, shallow
3 Moderate, extroverted, little cultural memory
4 Moderate, introverted, culturally proud
5 Moderate, isolationist, culturally rigid and traditional
6 Moderate, extroverted, culturally impressionable
7 Warlike, expansionist, culturally shallow
8 Warlike, xenophobic, culturally traditional

3. Environment. Something needs to be said about this but I really do not care to get into the planetary science of it. To me, it should be a setting descriptor. Need an earth-like planet? Then do it. However, if folks are looking for inspiration…
1 Artificial habitat
2 Asteroid
3 Moon
4 Mercury sized
5 Mars Sized
6 Earth Sized
7 Neptune Sized
8 Jupiter Sized

Atmosphere
1 Hazardous, protective gear needed
2 Hazardous, breathing mask needed only
3 Thin Atmosphere, breathable
4 Standard Atmosphere, breathable
5 Thick Atmosphere, breathable
6 Exotic Atmosphere

Honestly, I could run a game on such a thing. However, do we have suggestions? The numbers could probably be changed to weight it towards certain things. Also, what am I missing?

Thanks!

March 3, 2010

GM’s Day Sale 25% off!

Filed under: Press — bilbo @ 4:56 pm

Stop by and treat the GM with 25% off all HinterWelt PDF and Print+PDF products at the HinterStore, Your Games Now and OBS. Hurry though, as the sales end March 7th!

Size and concise writing

Filed under: General — Tags: , — bilbo @ 4:52 pm

For what it is worth, as I write more I find myself to try and say more with fewer words. This is not to the detriment of understanding or clarity, in fact, it is in aid of clarity. I have found my squirrel books at 60 page of big margin digest format say a whole lot more than some of my larger books. I have had more than one newbie to role playing thank me for a clear rules set. To me, at this point, that is what I am talking about. It is what I prefer.

February 28, 2010

To Percentile or not

Filed under: Games — Tags: , , — bilbo @ 9:26 pm

One of the big things worrying me about Iridium Version 2 is that it is all standardized on percentile. So, unlike V1 where you had percentile for skills and d20 for combat/stats you now have percentile for everything. I am torn. I made the split originally as a sort of easy short hand. I saw no need for combat to have the % breakdown, steps in the 5% range were fine. However, I have had enough customers mention that they want a “standardized” system that uses one sort of dice, either d20s or %. For me, it had always been no biggie since conversion was easy enough. Now, some of the more refined pints might run into trouble with conversion back and forth. I really like how the system has been stream lined and is a very nice system with the conversion to % though out.

Still, I have to wonder, am I throwing the baby out with the bath water. Any thoughts?

Here is the V2 rules as they currently stand.

February 25, 2010

NEB SE: Planetary Generation

Filed under: General — Tags: , , — bilbo @ 10:45 pm

First go at the Planet Building system.

Aspects: These are descriptors. So, Physical Aspects are things like landmass, seas, size, environment and the like. They can:
1. have no quantifier
2. Have a quantifier between -10 and 10

For the quantifier we would use it like so. Say, Price Index has a quantifier of 3, then all product prices would be multiplied by 1.3. If it was -3, then they would be multiplied by 0.7.

GMs can make up whatever Aspects they want but some are suggested.

Below is a rough draft of the planetary fact sheet. Click for a bigger version.

Nebuleon SE

Filed under: General — Tags: , — bilbo @ 9:30 am

Matt is asking about Nebuleon SE on facebook as well as Alan over on our forums. Here is what I told Matt:

Gee Matt, you don’t ask the easy ones. ;) Basically, it has taken a back seet to development of the Squirrel Dice Game. To be honest though, I have been struggling with changes I wish to make to the Iridium version. I really like where Iridium V2 has gone and get great feedback from the play testers but it is still a case of whether to update the Nebuleon SE to Iridium V2 or just stick with V1 and the setting updates I would like. I think what I need is a good editor.

So, I have kind of hit a loop/block. Part of what I am having trouble with is what should be included, what should be added and what should be subtracted. Short list off the top of my head:

1. V1 or V2?
2. Planet generation system? If so, what kind?
3. Ship gen system? Change the ship combat system?
4. I will be clarifying FTL, the effects of travel. the specifics of travelling.
5. Better/clearer rules on healing.
6. ???
7. Profit!!!!

Of course, any suggestions are very welcome. In fact, much like Clash over at Flying Mice I would ask for suggestions, modifications, revisions and requests for Nebuleon SE.

February 22, 2010

Satire vs Comedy

Filed under: Games — Tags: , , — bilbo @ 11:11 pm

This is a point that has weighed on my mind quite a bit lately. As I write All Squirrels Must Be Eaten, I am constantly evaluating the difference between comedy and satire. They can often be dangerously similar in their appearance. I say dangerously since it can often lead down a path that is neither funny nor particularly a good parody. For instance, today I took Theo to see the Max and Ruby play. It was excellent. It had elements of the familiar mixed with original songs. The plot (if we call it that) was lifted, more or less, from the cartoons and books. No biggy since it worked the same way as satire does. That is, a good satire must have elements of the original but also original elements. To copy a work whole cloth but with funny names will not work and worse, it will make for dry and boring read no matter how hilarious the names are. Original content is key but there must be hooks that draw the reader to nod, reminisce and draw comparisons to the reference work.

I hope I am getting there with ASMBE. I think I am.

February 17, 2010

Squirrel Attack! the Dice Game now at the HinterStore

Filed under: Press — Tags: , , — bilbo @ 11:15 pm

HinterWelt is proud to announce its latest Squirrel Attack! product, Squirrel Attack! the Dice Game. It is available at the HinterStore for $5.99 ($11.99 for the Family Pack which include 16 dice instead of the usual 4).

Squirrel Attack! the Dice Game is an action packed game meant to be played between game sessions. Fast paced and easy to learn this game that features custom Chessex dice is also quick to pick up or teach to a friend. Customize your hand to reinforce your best strategies or just pick the dice up and play.

This game includes:


  • 4 (16 in the Family Pack) custom Squirrel Dice, all that is required for 2 players but 4 per player are recommended

  • Complete rules set with examples

  • 9 solid wood nut counters

  • Rules for single head-to-head action or group competition

  • Rules for tournament play

  • Custom dice hands

  • convenient carrying bag

  • Fun! Fun! Fun!


Here is a look at what you get!


The Dice!

February 11, 2010

Aspects revisited

Filed under: Games — Tags: , — bilbo @ 1:55 pm

So, with some more input and some play test, the idea of Aspects growing out of critical successes seems to be a keeper. This is a method to build magic in items dynamically. However, an idea was put forth that instead of all chance, make it point driven. So, we played with the idea that you get 1 Aspect point for your item with a crit success. The Aspect Points many be spent but the total is tracked. Aspect points may be spent for modifying rolls or to save the character’s life or to buy Permanent Aspects. As discussed before with Aspects, Permanent Aspects would be those like Vorpal or Teleport the user or some other special ability. However, if the Aspect points are spent then a power is lost.

Now, I can see pluses and minuses to this. On the plus side, more control and a dynamic growth and shrink making weapons almost extensions of characters. On the downside, you are now driven by a list of Aspects an the whole problem of min maxers comes in. I am not too worried about that but weapon bloat could be an issue where weapons become too powerful.

Thoughts?

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