Showing posts with label Sporadic Updates. Show all posts
Showing posts with label Sporadic Updates. Show all posts
Friday, March 13, 2015
Return to Civilized Life and Progress Report
The last few months have flown by. It started with a relocation cross country trip from East to West Coast, catching a flight overseas then eventually making it back to California for additional schooling. Now that I've just gotten back from a field exercise in the Southern Californian brushland I am ecstatic to once again have running water, three square meals a day and a nice rack to sleep in. It also means I have more time for my personal life and projects, not to mention a semi-reliable internet connection while I continue my hotel living on temporary duty assignment.
Where I last left off I mentioned I had been working on a book. Well I have been for quite some time now; this rules system has taken one shape or another for many years now, each new revision building off the last. I'd say my initial encounter with the Old School Renaissance (OSR), years back is what influenced me the most. From that day forward my goal was to drop the exceptional mechanical complexity and to keep it sweet and simple, letting the theater of the mind fill in the form work laid by basic but elegant rules. Don't get me wrong, this still has plenty more fiddly bits than Holmes basic but each mechanic has been hit by Occam's razor on numerous occasions.
Currently, playtesting is focusing on finding glitches in the system and unanswered questions. For instance, Ranged weapons fire at the start of initiative so a recent question was whether or not thrown weapons or an elemental blast falls under that clause. We'll experiment a few more times before we come up with a hard answer. After a few more cycles of this I'll start working out how I will handle open playtesting. Initial batches of art have been commissioned and procured but I'd like to have a hell of a lot more so we'll see where the budget falls soon enough.
Below you'll find the basic outline of the book, its contents, and an approximate percentage of how complete it is.
Friday, August 8, 2014
Hiatus till 2015
Uncle Sam has my number so I will be out of state and without outside communication for a few months. I'll be returning in 2015 ready to throw a book on the shelves.
Take care all.
Take care all.
Tuesday, March 4, 2014
Avatars & Annihilation R&D Update Feburary 2014
February has gone by in a flash. While social commitments and heart shaped holidays occupied most my time I managed to get quite a bit done. In fact the core of the rules set is finished outside of some sections on Running Adventures, Non-Treasure Rewards and various odds and ends. The problem is we're currently sitting at 178 pages, almost double of my initial goal of keeping it under a hundred. That's a whole lot to prune.
The goal now is to go over major relevant subsystems, reevaluate them and see about a way to cut them down. Not just to reduce my usual verbose ways but any avenue to streamline something, get rid of fiddly bits (regardless of how fun it is force the caster to save vs brain goo whenever they memorize their most formidable spell) and make for a smoother experience overall. Movement currently clocks in at 7 pages, highly readable and well paced but a bit excessive and a recent epiphany may have a way to shorten that to two paragraphs. The spell casting section for instance, after taking a quick poll after a recent playtest there were a number of things that while enjoyable and thematic have been pushed over to the chopping. When I post the spell casting section to complete the A&A Spell series I'll make a note at the bottom for what was cut. In the meantime, this behemoth won't edit itself.
Sunday, February 23, 2014
Time
Originally today was meant to be my ship out date.
Due to some family medical issues I've been granted a brief extension for the next few months. Despite the dour circumstances I'm happy that I have more time. More time for my family, my friends, my extremely accomodating girlfriend, my endless crunch time at work and now and then here and there some more time to devote to this newfangled RPG product I'm developing (while I sing the praises of my dedicated layout editor.)
It's amazing how quickly 30 days can go by. I intend to value the intermission I have left in the same way I held this brief passing span. High energy and full of life. At this point its the only way I know how to live.
Sunday, January 26, 2014
Avatar's & Annihilation R&D Update: January 2014
Unfortunately, 11 hour days, being on call throughout most the night and generally busting my ass at work and maintaining my relationships doesn't leave me a whole lot of time. One of the things I wanted to do to keep myself on track was to finish up the spell list which had been a perpetual thorn in my side for quite some time. Expect a post explaining spell casting soon. Creating rather than editing really enlivened me and has given me some semblance of hope that I'll get this done on time. Well, I have faith in my layout editor, we'll see what he comes up with.
In the follow-up post to this I'll be putting up an excerpt from the books Introduction explaining the name of this book patterned after numerous other retroclones that came before it.
Wednesday, October 2, 2013
Break
I've had some medical issues crop up with a family member so I'm going to have to take a break from blogging for a while. Rest assured I will return as I always have plenty to say.
Sunday, June 10, 2012
Disintegration with added Physics
Turns out that moving, changing work locations and hours took a lot more time than I expected to. I haven't moved my laptop down yet either so I don't have my notes available so the posts I'll be tackling won't be especially substantive in game mechanics. Instead here's a post I was considering in the A-Z Challenge for D and hopefully I'll be able to get a post out next Sunday as well.
Disintegration
Thursday, March 1, 2012
Crunch Time Results
Crunch time was a worthy endeavor. Although I did not manage to fulfill all the goals I set out to these last few hectic days I still have the motivation to keep going and that's what is important. As I mentioned previously I hadn't updated my formal draft in a while and instead stuck to my increasingly disorganized notes. Part of the reason is layout, the other part was that I had to take care of a major rewrite of a core section of the system. Until I did I didn't feel comfortable adding anything else while something so important was left broken and scattered. I fixed that section, I rewrote it from scratch at least half a dozen times and I wasn't sure I'd ever make progress on it but I persevered. I'm sure there's more necessary revisions to be done but I'm glad, because now I have something working, something that resembles what I originally set out to do. Now, I can continue adding reworking now that I've slain this latest beast. No longer does that insurmountable feeling hold me able fingers back, I can start writing anew and that made this an important hurdle to cross.
Also, I really enjoyed posting everyday, although I certainly didn't have the time for it. I think it's something to strive for in the future. Well, provided I have anything to write about!
Also, I really enjoyed posting everyday, although I certainly didn't have the time for it. I think it's something to strive for in the future. Well, provided I have anything to write about!
Tuesday, November 22, 2011
Temple of Elemental Evil
I completed Cugel's Saga last month and now I'm going to start Rhialto the Marvelous. When I've finished I'm going to sit down and work on a spellcasting section and finalize the magic using class, or at least its first level.
In the meantime I've been playing the Temple of Elemental Evil through Good Old Games (GOG). This would be my third experience with a 3.x edition computer game. I absolutely love Icewind Dales 2 (and it's predecessor) while I loathed Ruins of Myth Drannor due to it's flagrant disregard of XP rules and from what I could tell inability to flee from combat. As you can imagine this can be quite fatal when your 1st level party accidentally walks near an incorporeal spectre. Since both Ruins and ToEE were both turn based I was cautiously optimistic of what to expect.
I'm playing with the Circle of 8 modpack because like all Troika games it was unbelievably buggy. I fell prey to the secret door bug about an hour and a half in and had to start from scratch. The modpack has a wealth of new content which is nice since the content in the main game is rather sparse to put it nicely. Plus it allows you to accrue a fair amount of experience without dealing with the monotony and excessive backtracking in the Hommlet, lazy town people's quests.
Of course that's not really the issue here, the game is called the Temple of Elemental Evil so let's talk about the actual Temple! My first observation was how well thought out the actual dungeon was. Escape tunnels, plenty of secret passages, massive combats, various critters, and an easy way for PC's to impersonate temple factions. As I was exploring the dungeon I was beginning to regret playing a super good party because it looked like there was a lot of fun in store for the more nefarious party with the all the political backstabbing going on in the clerical hierarchy of the temples depths.
I'm enjoying the game but man are low levels lethal. I haven't gone digging through books to verify this claim but it felt like you had a much harder time not getting in hit in AD&D (a la Baldur's Gate) then you did in the 3.x world. Of course my experience with level 1 in AD&D mostly involved heavily armored characters (and occasionally supplemented with a good dexterity) while in 3.x most games I ran had lightly armored rogues, swashbucklers, druids and Wizards. Not exactly the most stalwart bunch so I'll chalk that up to bias.
As a final closing thought I'd really like to point out the radial menu in ToEE that basically covers almost any action your character can possibly do. At first I found it rather frustrating but as I grew used to I find it to be very intuitive. My one major usability gripe though is finding more information on items in your inventory. In Baldur's Gate/Ice Wind Dale a simple right click will tell you what you need to know AND have the option to identify it on the same screen. In ToEE you must use the radial menu to identify an object, and if you are identifying more than a few objects/scrolls/potions at a time this can get very tedious. Furthermore, you must shift+click to get more information on an item and some items won't even allow you to do so without first identifying the item. This is rather frustrating when all you want to do is see what type of proficiency an item requires to be wielded.
All in all I've enjoyed my time in Greyhawk and the next time I run a D&D game I'll definitely be considering running it in Hommlet. I can definitely see a lot of ways PC's can have fun with temple politics. My first idea occurred after I had dispatched the Head Earth Priest while reading his journal and who he regarded as an ally and an enemy. With that kind of information it would be trivial for the PC's to dress up in two sets of robes, stage a fight and have on member run in and declare the fire temple was attacking. The group fighting would 'hold them off' while the actual temple forces would descend to attack their unguarded base.
Should be exciting.
In the meantime I've been playing the Temple of Elemental Evil through Good Old Games (GOG). This would be my third experience with a 3.x edition computer game. I absolutely love Icewind Dales 2 (and it's predecessor) while I loathed Ruins of Myth Drannor due to it's flagrant disregard of XP rules and from what I could tell inability to flee from combat. As you can imagine this can be quite fatal when your 1st level party accidentally walks near an incorporeal spectre. Since both Ruins and ToEE were both turn based I was cautiously optimistic of what to expect.
I'm playing with the Circle of 8 modpack because like all Troika games it was unbelievably buggy. I fell prey to the secret door bug about an hour and a half in and had to start from scratch. The modpack has a wealth of new content which is nice since the content in the main game is rather sparse to put it nicely. Plus it allows you to accrue a fair amount of experience without dealing with the monotony and excessive backtracking in the Hommlet, lazy town people's quests.
Of course that's not really the issue here, the game is called the Temple of Elemental Evil so let's talk about the actual Temple! My first observation was how well thought out the actual dungeon was. Escape tunnels, plenty of secret passages, massive combats, various critters, and an easy way for PC's to impersonate temple factions. As I was exploring the dungeon I was beginning to regret playing a super good party because it looked like there was a lot of fun in store for the more nefarious party with the all the political backstabbing going on in the clerical hierarchy of the temples depths.
I'm enjoying the game but man are low levels lethal. I haven't gone digging through books to verify this claim but it felt like you had a much harder time not getting in hit in AD&D (a la Baldur's Gate) then you did in the 3.x world. Of course my experience with level 1 in AD&D mostly involved heavily armored characters (and occasionally supplemented with a good dexterity) while in 3.x most games I ran had lightly armored rogues, swashbucklers, druids and Wizards. Not exactly the most stalwart bunch so I'll chalk that up to bias.
As a final closing thought I'd really like to point out the radial menu in ToEE that basically covers almost any action your character can possibly do. At first I found it rather frustrating but as I grew used to I find it to be very intuitive. My one major usability gripe though is finding more information on items in your inventory. In Baldur's Gate/Ice Wind Dale a simple right click will tell you what you need to know AND have the option to identify it on the same screen. In ToEE you must use the radial menu to identify an object, and if you are identifying more than a few objects/scrolls/potions at a time this can get very tedious. Furthermore, you must shift+click to get more information on an item and some items won't even allow you to do so without first identifying the item. This is rather frustrating when all you want to do is see what type of proficiency an item requires to be wielded.
All in all I've enjoyed my time in Greyhawk and the next time I run a D&D game I'll definitely be considering running it in Hommlet. I can definitely see a lot of ways PC's can have fun with temple politics. My first idea occurred after I had dispatched the Head Earth Priest while reading his journal and who he regarded as an ally and an enemy. With that kind of information it would be trivial for the PC's to dress up in two sets of robes, stage a fight and have on member run in and declare the fire temple was attacking. The group fighting would 'hold them off' while the actual temple forces would descend to attack their unguarded base.
Should be exciting.
Thursday, October 27, 2011
Doomed to Repeat; Creative Urges
Been a while since I've posted an update. Here's what I've been working on.
My players and I grew frustrated with Saint Sage Edition since we were coming from some fast and loose systems. Moving back to the structured, "There's a DC for that. There's always a DC for that" was a bit of a wake up call. As much as I love Sage Edition I'm beginning to realize that I love it for being a great d20 system and thus a great D&D system. Thematically I don't think Star Wars and 20 levels really coincides. With that in mind we came up with a very agreeable solution. All the players love SW Minis. I personally love it for it's simplified approach of taking the "Keep It Sweet and Simple" design approach of Sage and further boiling it down. Abilities are useful, rather than roadblocks on the way to power. Many abilities are resolved with a simple saving throw. A Saving throw is always 11! Talk about ease of use, this is a terrific rule of thumb (later expansions would add in Save of 6 or 16 but all it's really doing is adding or subtracting +5). That single rule I love so much I decided to adapt Static Save DC's for my own games.
So I began the task of going through the glossary and rules of Star Wars Minis to create a playable RPG system. I'll talk more about that in a follow up post.
I've also been working on transcribing my thoughts to my over-burgeoning text documents. From there I've been taking barebones systems and trying to create a rough draft of my games. I'm of the opinion that at some point you need to start writing things down in a coherent fashion or you'll never make progress. Things have been slow going so far. I'll never marginalize the work of a copy editor again. There is nothing more agonizing than taking well worded paragraphs and putting them on the chopping block to make a coherant idea fit on a single column or page.
Currently, I'm working on getting the basic combat system down. Here is where I ran into a bit of trouble and it pertains to anyone interested in design and modification of RPG systems. I wrote many posts ago about Wounds, the lifeblood of your character. As opposed to Hit Points these represent actually taking a serious hit, and if you're lucky you can keep on going. I based the idea (well revised it really) from the Star Wars RCR d20 system where a critical hit could go directly to Wounds. Thus recreating the Samurai-things can be settled in a sudden stroke- action present in Star Wars.
The problems were many of course, they decided to keep critical multipliers in, and as you can imagine doubling 2d8 plus modifiers will nearly always trump your Constitution score. In my original revision I merely had criticals go straight to Wounds with no doubling or tripling to speak of. I reasoned that damage progressed at a rate equal to half your level while Wounds progressed at a rate equal to your level, therefore damage would not out pace Wounds. Of course this idea has a few holes in it, namely that it is ignorant of damage modifications that come from feat choices or class features but the basic premise was a decent one.
The critical system has gone through some changes since then. Mostly to rectify the idea that a certain ability score will affect the severity of critical hits. Also having Armor apply only to damage to wounds as a way to minimize extra rolling. As I was writing up an example in the Critical section I was blindsided by the conclusion. A man wearing decent armor would still be flat out killed by a man with a longsword and a decent damage attribute. I put it succinctly, "The defender would then receive a whopping 19 Wounds. At which point he presumably dies."
Here's the lesson. This goes out to everyone who likes to propose changed to their RPG system of choice.
"Rules do not exist in a vacuum. Remember that even the smallest changes can have far reaching consequences on the overall balance of the system."
As someone who decided to design a core system from scratch after coming to the conclusion that tinkering with an existing system to make it work was more trouble than it was worth, I had hoped that lesson would have stuck with me. Now then, it's time to look into solutions.
My players and I grew frustrated with Saint Sage Edition since we were coming from some fast and loose systems. Moving back to the structured, "There's a DC for that. There's always a DC for that" was a bit of a wake up call. As much as I love Sage Edition I'm beginning to realize that I love it for being a great d20 system and thus a great D&D system. Thematically I don't think Star Wars and 20 levels really coincides. With that in mind we came up with a very agreeable solution. All the players love SW Minis. I personally love it for it's simplified approach of taking the "Keep It Sweet and Simple" design approach of Sage and further boiling it down. Abilities are useful, rather than roadblocks on the way to power. Many abilities are resolved with a simple saving throw. A Saving throw is always 11! Talk about ease of use, this is a terrific rule of thumb (later expansions would add in Save of 6 or 16 but all it's really doing is adding or subtracting +5). That single rule I love so much I decided to adapt Static Save DC's for my own games.
So I began the task of going through the glossary and rules of Star Wars Minis to create a playable RPG system. I'll talk more about that in a follow up post.
I've also been working on transcribing my thoughts to my over-burgeoning text documents. From there I've been taking barebones systems and trying to create a rough draft of my games. I'm of the opinion that at some point you need to start writing things down in a coherent fashion or you'll never make progress. Things have been slow going so far. I'll never marginalize the work of a copy editor again. There is nothing more agonizing than taking well worded paragraphs and putting them on the chopping block to make a coherant idea fit on a single column or page.
Currently, I'm working on getting the basic combat system down. Here is where I ran into a bit of trouble and it pertains to anyone interested in design and modification of RPG systems. I wrote many posts ago about Wounds, the lifeblood of your character. As opposed to Hit Points these represent actually taking a serious hit, and if you're lucky you can keep on going. I based the idea (well revised it really) from the Star Wars RCR d20 system where a critical hit could go directly to Wounds. Thus recreating the Samurai-things can be settled in a sudden stroke- action present in Star Wars.
The problems were many of course, they decided to keep critical multipliers in, and as you can imagine doubling 2d8 plus modifiers will nearly always trump your Constitution score. In my original revision I merely had criticals go straight to Wounds with no doubling or tripling to speak of. I reasoned that damage progressed at a rate equal to half your level while Wounds progressed at a rate equal to your level, therefore damage would not out pace Wounds. Of course this idea has a few holes in it, namely that it is ignorant of damage modifications that come from feat choices or class features but the basic premise was a decent one.
The critical system has gone through some changes since then. Mostly to rectify the idea that a certain ability score will affect the severity of critical hits. Also having Armor apply only to damage to wounds as a way to minimize extra rolling. As I was writing up an example in the Critical section I was blindsided by the conclusion. A man wearing decent armor would still be flat out killed by a man with a longsword and a decent damage attribute. I put it succinctly, "The defender would then receive a whopping 19 Wounds. At which point he presumably dies."
Here's the lesson. This goes out to everyone who likes to propose changed to their RPG system of choice.
"Rules do not exist in a vacuum. Remember that even the smallest changes can have far reaching consequences on the overall balance of the system."
As someone who decided to design a core system from scratch after coming to the conclusion that tinkering with an existing system to make it work was more trouble than it was worth, I had hoped that lesson would have stuck with me. Now then, it's time to look into solutions.
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