HinterBlog

January 28, 2010

Chevalier Play Test

Filed under: Games — Tags: , , , — bilbo @ 9:23 am

This time around I had a go at what I will be calling Aspects. This is inspired by a designer I very much respect, Clash Bowley over on I Fly By Night. Essentially, Aspects are a free form descriptor that the player can generate and invest experience in. However, it goes a bit further than that allowing the GM to imbue items with an Aspect (or more than one). For instance, the other night a knight got a crit on a bandit that had been plaguing the thoroughfare. The sword cut off the limb of the bandit. After the battle, I told him to write down the Aspect: Vorpal Rank 1 for his sword and to give it a name. He named it Thrond as he imagined it came from the north and had Nordic runes on it. As play progressed, he brandished the sword and made a stirring speech to rally his men against a dragon. I gave him the option to advance his Vorpal to Rank 2 or give it an Inspire of Rank 1. He chose the Inspire.

Now, you might ask, that is fine but how does it play out in the system. This worked so much better than I thought it would. Basically, the Vorpal Rank 1 added 1 to damage roles. I switched back and forth between that and adding 1 die to the damage roll. I could see either working. The Inspire affected his Renown (previously called Honor) allowing him to gain 1 addition Renown point whenever he earned 1 normally. Also, I added it to any skill checks for leadership. This mechanic will have more weight in campaign play.

Finally, I want a method to remove Aspect ranks as well. So, a thought would be with weapons and tools, you could have crit failures do this. Perhaps a save of rolling under the rank on a d20. This means you most likely will loose your Vorpal 1 on a failure but could just as easily gain it back (on a crit success).

I look forward to more play test on this as I think it has applications in Nebuleon, Shades and just about all out games.

January 21, 2010

Mapping Tools?

Filed under: General — Tags: , , — bilbo @ 11:44 pm

I have an idea for a project where you would be able to upload your own map, then put annotations and symbols on it. This would work, eventually, in conjunction with a campaign manager where players would be able to interact and say things like “My char is from city X” or “My family rules the outlying barony here!”. In general, the GM could have players getting very involved in the actual creation of the setting.

Am I crazy or does this sound useful?

January 20, 2010

OBS, Small Press help out Haiti

Filed under: Press — Tags: , — bilbo @ 12:33 pm

Please, consider donating $20 through OBS by purchasing their bundle (which includes $1400 in PDF titles). The proceeds go to Doctors without Borders, a very noble organization. If you cannot do that, please consider donation what you can to the organization of your choice.

HinterWelt is proud to be a part of this effort and has offered Roma Imperious, Turris Lemurum, Squirrel Attack! and Shaolin Squirrels for inclusion in the bundle.

It can be purchased here:
http://www.rpgnow.com/product_info.php?products_id=78023&SRC=haiti

Thank you for anything you can do.

January 5, 2010

Adaptability of a Game

Filed under: Games — Tags: , — bilbo @ 12:35 pm

To me, any game can be adapted to another setting or genre but, as with any spectrum statement, ease of which one can do such things is variable. Now, in rare cases, a system can be so handicapped as to make it prohibitive for adaptation but this is rare and, to be honest, I have never encountered such a case. I can imagine the possibility but I believe it would indicate a willfulness on the part of the designer to make a system incapable of being adapted as opposed to being such a good fit for a specific setting.

When considering adaptability, the system should be split into three basic parts. Task resolution, special abilities and combat mechanics. It is not so important how these are resolved as it is what they are designed to support. For instance, under special abilities, you might define a spell list and lists are the mechanic however, this makes a lot of work when adapting to a new setting. Say, one based on modern psi powers. However, a free form system allows for higher adaptability and flexibility. The same applies to task resolution. With skills you have a lot esier time adding and subtracting elements while with a class structure it becomes more problematic.

In the end, it is a trick to balance blanding out the system with keeping the mechanics interesting. It is easy to make an ultimately adaptable system but far more difficult to make such a system interesting.

December 28, 2009

Thoughts on Weapon Damage

Filed under: Games — Tags: — bilbo @ 6:01 pm

I have always been of the school that weapons like swords really do similar damage but that the varying damages reflect the ease with which that damage is deliver. So, if you were stabbed with a bowie knife and you were stabbed with a short sword and stabbed yet again with a broad sword, you would essentially be delivering similar damage with all things being equal….but they are not. A broadsword has longer reach and greater heft. These are factors that make the potential to deal damage higher. A dagger can be “faster” but that does not balance out against the inertia that a broadsword or even a short sword has on its side.

All that said, what are your thoughts on incorporating these types of factors into your combat? Does it add something to have the same damage for these three weapons but then have reach and heft play in as factors on to hit and damage?

Just the inkiling of an idea here and not even one I might be considering but basically a weapons would have a broad type of damage so say:
Sword, thin : d8
Sword, broad : d12

Long Sword : Reach = 4, Heft = 3, type = Sword, thin
Broad Sword: Reach = 3, Heft = 4, type = Sword, broad
Zwei-hander : Reach = 6, Heft = 6, type = Sword, broad
Dagger : Reach = 1, Heft = 1, type = Sword, thin

In practice:
A person using a long sword would have init over the guy using the broad sword. In addition, the LS (Long Sword) would have a +1 to hit (Reach: 4 (attacker:you) – 3 (Defender : BS) = +1. The BS would have a -1 to hit under similar calculation. However, damage would be 3(heft)d8 for LS and 4(heft)d12 for the BS.

There would be a total of 4 actions per round. This would be ticked off via heft of the weapon being used. So, the LS would have 3 the first round with one left over, 3 the next round with 2 left over, and then the third round be able to take 2 attacks. With a dagger you could go to town with 4 per round but if you are fighting a BS then you would be at -2.

Does this sound crazy or just familiar?

Changing Shields in Iridium

Filed under: Games — Tags: — bilbo @ 5:13 pm

So, as I ruminate on Iridium V2 I wonder if I could implement shields better. For reference, currently shields covers between 1 and 5 areas (out of 10 on the body) and adds to the armor covering those areas with addition points. So, for instance, a small steel shield would cover 3 interlocking areas for 60 points above the points the armor that covers those areas provide.

So, my thoughts wander into the area where the shield is actually performing a different function in that it provides cover or makes you more difficult to hit. Currently, the worst penalty for a shield is -1 to your Defense (your target number on a d20). Now, I am thinking of dropping the areas and providing something like a +1 for bucklers, +2 for small shields and +3 for large shields to your Defense.

Any thoughts on such a fundamental change to a system?

December 23, 2009

New Tales of Gaea Hardcover from LULU

Filed under: Business, Games — Tags: , , — bilbo @ 10:44 pm

So, I took the plunge and put Tales up on LULU. Some things I was not surprised by:
- I needed to pay for a proof. Kind of ticks me off a bit but hey, I have dealt with worse.
- Some elements were not properly laid out. This is a difficulty when dealing with automation over dealing with a person in printing. I will adjust and hopefully the final version will be good.
- Man does it look great! Hardcover, 240 pages, good paper and clear printing. I have dealt with LSO (the guys who do the printing for LULU) before. In fact, the printed the soft cover of Tales about 10 years ago. That was a pain. Also, a vew of the LULU folks approached us at GenCon a few years back and the smaples they handed over were great.

Things I was surprised at:
- An HC priced at 29.99 that I still make a decent profit at via LULU.
- It got here in about 10 days. I was expecting it sometime in January.
- By the Gods, the cover is beautiful!!!!

So, all in all a pretty good experience. I will be posting pictures soon.

A Merry Solstice to All

Filed under: General — bilbo @ 10:36 pm

Sorry for the late well wishes but Theo took ill this past solstice and had to be hospitalized. All is well though and he is back home and happily opening presents.

A very merry solstice to all and may light return to your life and bring you good fortune this coming year!

December 21, 2009

What customers “want”

Filed under: Business — Tags: , — bilbo @ 10:19 am

I have dealt with this for a long time. It often equates to “Wow! That would be cool!!” It is invariably true and honest. Unfortunately, it also seldom equates into a viable product. This is not a recrimination but it is an observation. I have had some very vocal customers insist that a supers game would be a great thing using Iridium. So, I made Supers Inc and it paid for itself but that is about it. Now, you might say, “Well, you made a sucky game…” and that may be so however, this was the game that these customers helped make, the setting they were interested in, and the one they bought when it was done. The point being, what customers say they want is not always a viable product for a company.

It follows then that the company may pass on it. This is not because they do not “listen to their customers” but more that they do, but they just do not think they can make a go of that product in the genre/system/niche described. I sometimes think folks are not aware of this and it then generates ill will that really does not exist.

December 15, 2009

Work on the Iridium Lite CHARGen (ILGen) begins

Filed under: Business, Games, General — Tags: , , — bilbo @ 4:06 pm

I have begin laying the foundation for the ILGen specifically creating the project in NetBeans and building the database. I am hoping to base it even more on rules based data-driven Model-View-Controller architecture than the CHARGen is. That is a tall order as CHARGen is very much designed using those principles.

My hope for this is a create a system that can be used to export data as well as import it in XML format but also I am considering a more graphic interface. Right now, the CHARGen is…utilitarian to put it mildly. I will keep you updated on the progress.

Oh, and any requests? I am tempted to have a GenGen where you can import any stats, any skills, any equipment all designed to be transported in XML format. Would that be interesting or an IP nightmare…?

Older Posts »

Powered by WordPress