Friday, January 8, 2010

Diamond Jill



Part of my creative process with my new Supers RPG includes (amazingly) illustration. I mentioned below that I love comics. Growing up as a kid I wanted to draw comics for a living and I used to sketch superheroes all the time.

Recently, I have taken to sketching again. This time on my laptop using a touch pad and a freeware graphic program called GIMP. My current plan is to create 10 original supers pin-up drawings and drop them as spot illustrations into my RPG rules.

I thought people might enjoy seeing these as I get them drawn.

I got started on the whole "drawing with my computer" thing due to a site I enjoy called Heromorph. The site started (I think) as a place where photo-shop artists would manipulate celebrity (and nude model) photos by overlaying superhero costumes on the photos there by creating superhero fan art.

The site features an incredible array of original art and artist now well beyond just the original photo-shop manips. The site is well worth a visit. I even have my work (what little there is) posted there.

Diamond Jill



Part of my creative process with my new Supers RPG includes (amazingly) illustration. I mentioned below that I love comics. Growing up as a kid I wanted to draw comics for a living and I used to sketch superheroes all the time.

Recently, I have taken to sketching again. This time on my laptop using a touch pad and a freeware graphic program called GIMP. My current plan is to create 10 original supers pin-up drawings and drop them as spot illustrations into my RPG rules.

I thought people might enjoy seeing these as I get them drawn.

I got started on the whole "drawing with my computer" thing due to a site I enjoy called Heromorph. The site started (I think) as a place where photo-shop artists would manipulate celebrity (and nude model) photos by overlaying superhero costumes on the photos there by creating superhero fan art.

The site features an incredible array of original art and artist now well beyond just the original photo-shop manips. The site is well worth a visit. I even have my work (what little there is) posted there.

Following the Guide ...



I am still planning to match content and design of my current RPG project to those strictures suggested by Rob Lang's free guide to organizing your RPG.

The guide still strikes me as a useful and constructive approach to RPG presentation. However, something I have learned in working on my new edition of A+ over these past few months is that there is a time to follow the guide and that time isn't yet.

I am still trying to get information on the page and the organization and presentation of that information is an editorial task, not a creation task.

I was reading a guide to writing somewhere and one recommendation that struck a cord with me was the advice "Do not edit ... just write." (I paraphrase. I can't find the original article, but the idea is there.) Editing and writing (creating) are two different tasks. It is important not to interrupt one to start the other.

Rob's advice will serve me well once the work of creating my game has been completed. Until that time I plan to focus on the tasks of creation alone.

Following the Guide ...



I am still planning to match content and design of my current RPG project to those strictures suggested by Rob Lang's free guide to organizing your RPG.

The guide still strikes me as a useful and constructive approach to RPG presentation. However, something I have learned in working on my new edition of A+ over these past few months is that there is a time to follow the guide and that time isn't yet.

I am still trying to get information on the page and the organization and presentation of that information is an editorial task, not a creation task.

I was reading a guide to writing somewhere and one recommendation that struck a cord with me was the advice "Do not edit ... just write." (I paraphrase. I can't find the original article, but the idea is there.) Editing and writing (creating) are two different tasks. It is important not to interrupt one to start the other.

Rob's advice will serve me well once the work of creating my game has been completed. Until that time I plan to focus on the tasks of creation alone.

5x5 Heroes


So, I haven't posted in some time. I am still busy working on RPG design but work on A+ Fantasy (2010 edition) has evolved into work on something else entirely. The Fantasy genre of A+ wasn't engaging me, also ... I feel that there are fantasy games out there already that do most everything right. Or right enough for my tastes ... nothing much for me to "fix."

I can't say the same for the Superhero genre however and I found as I was going over my old RPG designs and consolidating my ideas, I kept migrating in that direction. I have designed a number of games but those who know me will see a recurring interest in games in the super hero genre. That's because I am a comic book fan. I have been since I was a boy and that interest has never left me.

I love comics and RPG's but the perfect comic book RPG has yet to be made (in my opinion.) This includes my own efforts. Of the works available today, I would have to give my highest marks to Chad Underkoffler's Truth and Justice. Of those games of yesteryear my favorites are the Marvel Saga Adventure Game (the one that used cards) and Mike Pondsmith's Dream Park.

I like these games because they each maintain a simple mechanic. I want my RPG's to be simple to teach, simple to learn and quick to play. Where most of today's (and yesterday's) games fail (again, my opinion) is: Character Creation.

Most of these games have very complex rules for creating new characters and even those that do not provide the player with such an open canvas for creation (comics being a genre of infinite character variety) that players must come to the table with a clear concept of the character that they wish to play and often an understanding of how to implement that concept under the rules.

This isn't very friendly to a new player, or a casual gamer. Also, I detest point by construction systems for character creation which is the norm not only for Superhero RPG's, but for most modern RPG's in general.

Expecting a person who has not played an RPG before to construct an original idea through a point buy system can become daunting and off-putting. When I first began to play RPG's I was introduced to the game through Dungeons and Dragons. Roll a few dice, make a few choices and you were ready to play.

This may seem limiting or restrictive to experienced players, but it didn't seem that way to me at the time. D&D wasn't sold to me as a simulation of limitless possibilities and I wouldn't have known what to do with it, if it was. It was a game, plain and simple. I was given a handful of simple understandable choices and any choice could alternatively be rolled for if I didn't have the answer. It was fast. It was easy. It was fun. And, it was accessible.

I don't think that most super hero RPG's are by their nature very accessible. I think that primarily this is due to the nature of character creation and that in many cases the ultimate game play itself is not hindered as much.

This is a problem that I tried to address with both, Hi/Lo Heroes and Powers Brawl. Both games attempt to solve the problem of character creation by introducing a "Choose or Roll" approach to character creation that allows a novice to begin play after only a few simple choices or die rolls.

I do believe that these games succeed in the "character creation" arena. But, I don't think that they manage to capture the best in game play. So, I succeeded in one area but lost in another. As I have been going over all my past RPG designs and distilling the best of my ideas into one cohesive whole, I hope to resolve this problem and finally design a Superhero RPG that for me wins in the areas of both: character creation, and game play.

And so, my design work continues but the focus has shifted and A+ Fantasy 2010 has become 5x5 Heroes ... a marriage of 5x5 and Hi/Lo Heros (and Powers Brawl and Prometheus Blade.)

5x5 Heroes


So, I haven't posted in some time. I am still busy working on RPG design but work on A+ Fantasy (2010 edition) has evolved into work on something else entirely. The Fantasy genre of A+ wasn't engaging me, also ... I feel that there are fantasy games out there already that do most everything right. Or right enough for my tastes ... nothing much for me to "fix."

I can't say the same for the Superhero genre however and I found as I was going over my old RPG designs and consolidating my ideas, I kept migrating in that direction. I have designed a number of games but those who know me will see a recurring interest in games in the super hero genre. That's because I am a comic book fan. I have been since I was a boy and that interest has never left me.

I love comics and RPG's but the perfect comic book RPG has yet to be made (in my opinion.) This includes my own efforts. Of the works available today, I would have to give my highest marks to Chad Underkoffler's Truth and Justice. Of those games of yesteryear my favorites are the Marvel Saga Adventure Game (the one that used cards) and Mike Pondsmith's Dream Park.

I like these games because they each maintain a simple mechanic. I want my RPG's to be simple to teach, simple to learn and quick to play. Where most of today's (and yesterday's) games fail (again, my opinion) is: Character Creation.

Most of these games have very complex rules for creating new characters and even those that do not provide the player with such an open canvas for creation (comics being a genre of infinite character variety) that players must come to the table with a clear concept of the character that they wish to play and often an understanding of how to implement that concept under the rules.

This isn't very friendly to a new player, or a casual gamer. Also, I detest point by construction systems for character creation which is the norm not only for Superhero RPG's, but for most modern RPG's in general.

Expecting a person who has not played an RPG before to construct an original idea through a point buy system can become daunting and off-putting. When I first began to play RPG's I was introduced to the game through Dungeons and Dragons. Roll a few dice, make a few choices and you were ready to play.

This may seem limiting or restrictive to experienced players, but it didn't seem that way to me at the time. D&D wasn't sold to me as a simulation of limitless possibilities and I wouldn't have known what to do with it, if it was. It was a game, plain and simple. I was given a handful of simple understandable choices and any choice could alternatively be rolled for if I didn't have the answer. It was fast. It was easy. It was fun. And, it was accessible.

I don't think that most super hero RPG's are by their nature very accessible. I think that primarily this is due to the nature of character creation and that in many cases the ultimate game play itself is not hindered as much.

This is a problem that I tried to address with both, Hi/Lo Heroes and Powers Brawl. Both games attempt to solve the problem of character creation by introducing a "Choose or Roll" approach to character creation that allows a novice to begin play after only a few simple choices or die rolls.

I do believe that these games succeed in the "character creation" arena. But, I don't think that they manage to capture the best in game play. So, I succeeded in one area but lost in another. As I have been going over all my past RPG designs and distilling the best of my ideas into one cohesive whole, I hope to resolve this problem and finally design a Superhero RPG that for me wins in the areas of both: character creation, and game play.

And so, my design work continues but the focus has shifted and A+ Fantasy 2010 has become 5x5 Heroes ... a marriage of 5x5 and Hi/Lo Heros (and Powers Brawl and Prometheus Blade.)

Monday, November 16, 2009

Doctor Who Roleplaying Game


I am a hugenormous Doctor Who fan. I am a hugenormous Roleplaying Game fan. This purchase is a "no brainer." But it begs the question, "Who will play this with me."

I have a difficult enough time finding people to play my RPG's with. A specialized property like Doctor Who creates a special challenge. But, I don't really care about that. I plan to purchase the game book just to read and enjoy it.

Are there RPG's out there that you have purchased with the foreknowlege that you will very likely never actually play the game? I am curious about games that other gamers have purchased just for the love of the genre or the joy of the read.

Regards,

Jeff

Doctor Who Roleplaying Game


I am a hugenormous Doctor Who fan. I am a hugenormous Roleplaying Game fan. This purchase is a "no brainer." But it begs the question, "Who will play this with me."

I have a difficult enough time finding people to play my RPG's with. A specialized property like Doctor Who creates a special challenge. But, I don't really care about that. I plan to purchase the game book just to read and enjoy it.

Are there RPG's out there that you have purchased with the foreknowlege that you will very likely never actually play the game? I am curious about games that other gamers have purchased just for the love of the genre or the joy of the read.

Regards,

Jeff

Tuesday, August 18, 2009

Maul Rats

So, I wanted to blog an update before my game today. Yes, I did play (for the first time in about 4 years) for real last week. We used the Legends of the Ancient World free rules by Dark City Games. The rules seemed to work well (although the play-test was limited to only a few encounters.) It took a bit longer to create characters than I thought it would, and one player was late.

The characters are: An Ursan (like a bearman) Hero, a Tigran (like a Tigerman) Mage (Healer,) and a Fairy (used Gnome racial template and subbed flight for invis.) Mage (Wizard.)

I am using the "Lord of the Rats" sample adventure that appears in the Dungeon Slayers free RPG. The players had some interesting ideas about "trolling for rats" using a soup bone or slab of old meat and a long piece of string. Man, I had forgotten how players think. If I had been using a 300 page rule book that I had paid $50 for, there would not have been any rules included for "rat trolling."

That brings to mind a revelation that I have made about gaming and game rules. It seems to me that the more different situations a rules set tries to cover, the more time players and referees will spend with their nose in the books trying to find a solution. What I like is a brief clean rules tool-kit that will arm the players and the referee with just enough ammo to concoct their own solutions based upon the examples set by the rules.

Don't tell me what to do. Tell me just enough that I can figure out what to do for myself. If I understand the tools, that's enough. And I am spending my time playing and problem solving rather than reading.

We managed to get through the cellar part of the adventure and into the first part of the hidden, "Lord of the Rats" dungeon.

Combat with the rats in the cellar went fine and everyone had a good time.

I am also using the "JUICE UP YOUR GAME!" guidelines from the Wicked Fantasy Factory adventure line. I have adapted these to LAW as follows:

Finishing Moves

Finishing Moves (FM) are opposed tests (like direct spells)

Melee Attack FM is player normal undamaged ST/3 test vs. enemy current injured ST/3 test.

Ranged Attack FM is player adjusted (for armor) DX/3 test vs. enemy current injured ST/3 test.

Magic Attack FM is player IQ/3 test vs. enemy current injured ST/3 test.

Note that success is opposed by ST/3 test at enemies current injury level, so the more hurt the enemy is, the easier it will be to score a success. (A warrior whose Melee FM relies more on precision than brute force may choose to base their FM on adjusted DX rather than ST.)

Remember, you can attempt your finishing move only once each combat.

Using your Finishing Move successfully and spectacularly is worth 1 xp.


Mooks

A player defender can counterattack or dodge against Mooks as a reaction, but the player does not give up their following turn. Players are still allowed only one reaction each turn.


The Big Badass!

The Big Badass possesses 1 wish (see karma / wish pg 3) that it uses automatically upon being defeated.


Phat Lewt

Maul Rats

These three rats appear to be made of stone (like the Rat God idol) ... they have 1 strength and 4 natural armor. If they take the 1 damage then they crumble. They have Dex of 12 and inflict 1d6-1 damage. They do not automatically dodge like the Rat Mooks. The Maul Rats (including crumbled remains) radiate magic. When 2 of the Rats have been defeated the Rat God will animate and speak the word:

"Starluam" (star - loo - ahm)

The third rat plus the two crumbled bodies will disappear and a giant magical maul will appear in the Rat God's hands.

The Rat Maul

This ornate maul appears to be forged from a single slab of gray granite. The handle is covered in detailed carvings of vicious looking rats and the head of the maul although "squared off" in the shape of a rectangular hammer head has been etched to appear as a stylized giant rat. A huge hammer made of stone would likely be too heavy and brittle to make an effective weapon, but this one has been magicked to be stronger and lighter than its base material. In all ways the Rat Maul functions as a normal Maul (Two-Handed Weapon / DM 2d6+2) but it has a +1 bonus to hit (Treat DX as 1 point higher when making attack rolls with the Rat Maul) and it has a Heft of only 12.

The transformation of the Maul Rats to the Rat Maul

When the Rat God is defeated, the Rat Maul will fall to the ground. When a player moves to pick up the Rat Maul, it will disappear from their grasp and transform back into the three Maul Rats. These rats will be "animated" stone creatures under the control of the person who grasped the Maul. The two crumbled rats return restored to full health.

When the command word: "Starluam" (star - loo - ahm) is uttered, the Maul Rats will transform into the Rat Maul. This can only be done once per day, and it will only work if one or more of the Maul Rats is engaged in combat. The Rat Maul lasts for the duration of that one combat and then transforms back into the Maul Rats. The transformation process repairs any shattered rats, but one rat must be intact and within ear-shot to "hear" the command word. If all the Maul Rats have been broken, the command word will not work, and the magical Maul Rats/Rat Maul will have been forever destroyed.

***

That was my idea for Phat Lewt for the "Lord of the Rats" adventure. One of my players (the Ursan) is working on boosting his ST so he can get a Maul, so the pun was just too much fun to leave alone.

Anyway, that's all for now. I am playing again tonight and will happily post about that game when I can.



Jeff

Maul Rats

So, I wanted to blog an update before my game today. Yes, I did play (for the first time in about 4 years) for real last week. We used the Legends of the Ancient World free rules by Dark City Games. The rules seemed to work well (although the play-test was limited to only a few encounters.) It took a bit longer to create characters than I thought it would, and one player was late.

The characters are: An Ursan (like a bearman) Hero, a Tigran (like a Tigerman) Mage (Healer,) and a Fairy (used Gnome racial template and subbed flight for invis.) Mage (Wizard.)

I am using the "Lord of the Rats" sample adventure that appears in the Dungeon Slayers free RPG. The players had some interesting ideas about "trolling for rats" using a soup bone or slab of old meat and a long piece of string. Man, I had forgotten how players think. If I had been using a 300 page rule book that I had paid $50 for, there would not have been any rules included for "rat trolling."

That brings to mind a revelation that I have made about gaming and game rules. It seems to me that the more different situations a rules set tries to cover, the more time players and referees will spend with their nose in the books trying to find a solution. What I like is a brief clean rules tool-kit that will arm the players and the referee with just enough ammo to concoct their own solutions based upon the examples set by the rules.

Don't tell me what to do. Tell me just enough that I can figure out what to do for myself. If I understand the tools, that's enough. And I am spending my time playing and problem solving rather than reading.

We managed to get through the cellar part of the adventure and into the first part of the hidden, "Lord of the Rats" dungeon.

Combat with the rats in the cellar went fine and everyone had a good time.

I am also using the "JUICE UP YOUR GAME!" guidelines from the Wicked Fantasy Factory adventure line. I have adapted these to LAW as follows:

Finishing Moves

Finishing Moves (FM) are opposed tests (like direct spells)

Melee Attack FM is player normal undamaged ST/3 test vs. enemy current injured ST/3 test.

Ranged Attack FM is player adjusted (for armor) DX/3 test vs. enemy current injured ST/3 test.

Magic Attack FM is player IQ/3 test vs. enemy current injured ST/3 test.

Note that success is opposed by ST/3 test at enemies current injury level, so the more hurt the enemy is, the easier it will be to score a success. (A warrior whose Melee FM relies more on precision than brute force may choose to base their FM on adjusted DX rather than ST.)

Remember, you can attempt your finishing move only once each combat.

Using your Finishing Move successfully and spectacularly is worth 1 xp.


Mooks

A player defender can counterattack or dodge against Mooks as a reaction, but the player does not give up their following turn. Players are still allowed only one reaction each turn.


The Big Badass!

The Big Badass possesses 1 wish (see karma / wish pg 3) that it uses automatically upon being defeated.


Phat Lewt

Maul Rats

These three rats appear to be made of stone (like the Rat God idol) ... they have 1 strength and 4 natural armor. If they take the 1 damage then they crumble. They have Dex of 12 and inflict 1d6-1 damage. They do not automatically dodge like the Rat Mooks. The Maul Rats (including crumbled remains) radiate magic. When 2 of the Rats have been defeated the Rat God will animate and speak the word:

"Starluam" (star - loo - ahm)

The third rat plus the two crumbled bodies will disappear and a giant magical maul will appear in the Rat God's hands.

The Rat Maul

This ornate maul appears to be forged from a single slab of gray granite. The handle is covered in detailed carvings of vicious looking rats and the head of the maul although "squared off" in the shape of a rectangular hammer head has been etched to appear as a stylized giant rat. A huge hammer made of stone would likely be too heavy and brittle to make an effective weapon, but this one has been magicked to be stronger and lighter than its base material. In all ways the Rat Maul functions as a normal Maul (Two-Handed Weapon / DM 2d6+2) but it has a +1 bonus to hit (Treat DX as 1 point higher when making attack rolls with the Rat Maul) and it has a Heft of only 12.

The transformation of the Maul Rats to the Rat Maul

When the Rat God is defeated, the Rat Maul will fall to the ground. When a player moves to pick up the Rat Maul, it will disappear from their grasp and transform back into the three Maul Rats. These rats will be "animated" stone creatures under the control of the person who grasped the Maul. The two crumbled rats return restored to full health.

When the command word: "Starluam" (star - loo - ahm) is uttered, the Maul Rats will transform into the Rat Maul. This can only be done once per day, and it will only work if one or more of the Maul Rats is engaged in combat. The Rat Maul lasts for the duration of that one combat and then transforms back into the Maul Rats. The transformation process repairs any shattered rats, but one rat must be intact and within ear-shot to "hear" the command word. If all the Maul Rats have been broken, the command word will not work, and the magical Maul Rats/Rat Maul will have been forever destroyed.

***

That was my idea for Phat Lewt for the "Lord of the Rats" adventure. One of my players (the Ursan) is working on boosting his ST so he can get a Maul, so the pun was just too much fun to leave alone.

Anyway, that's all for now. I am playing again tonight and will happily post about that game when I can.



Jeff