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| Monday, July 28th, 2008 | | 9:10 am |
Publication Thoughts on Coming of Age I've been thinking over some of the advice about Coming of Age that I received at Dreamation earlier this year. The main thing is that the game isn't in a terribly exciting package.
Putting a bunch of setting sheets with the main rules and saying "Play it!" certainly appeals. On the other hand, without an overarching theme or connection between the settings it's difficult to really push the game towards something which I can easily market. So I've been thinking of alternatives:p
Magic Academy - combine the Coming of Age rules and Magic setting sheets with my old design a magic club / magic school process (which was always the most fun part about playing Magic Academy). Maybe this could be combined with Squires of Sword and Sorcery and Space Police Academy, dealing with the entire school-based sub-genre of coming of age stories.
Darker Journeys - take some of the more mature themes from the setting sheets. Includes Heroes of the Revolution, Family Matters (crime drama), and The Next Day (post disaster/apocalypse). Really look into character death and maybe even include the reverse rules for Last Hurray.
Rites of Passage - this focuses on real cultures and situations, and will probably require doing some more research. Survival stories and spiritual journeys both belong here, as well as some options for more structured play and rules to encourage stronger cooperation between players.
I think these three book ideas would neatly cover much of the ground I want to expose within Coming of Age. But I've less idea on how to approach publishing them. Perhaps one at a time, or maybe all together. | | Thursday, July 17th, 2008 | | 12:07 pm |
Making a Mystery I've been asked recently to build on the mystery creation mechanics I suggested on Story Games a some months ago. They rose from the mission creation mechanics in Drift, but turned a few corners along the way. Unfortunately, what I posted at Story Games didn't work when I tried it. But this modified mechanic seems to. ( Mystery Creation Mechanic ) | | Monday, January 21st, 2008 | | 7:51 am |
Coming of Age: Continuity Continuity
At the center of roleplaying a character is the idea that the world of the character will retain a certain consistency, that events will flow from one moment or description to the next. Coming of Age relies on this continuity to help bring the characters and hence you the players together. Because the antagonists are shared among you, how you describe the changes in those antagonists and in the wider world of the game directly affects what your fellow players can do.
While often taken for granted, continuity isn't automatic. Most of the time, each of you will respond to each others ideas and incorporate them into your actions and description. But sometimes a player will forget some detail important to you, like the fact that the demon knight has entered the castle already. If that happens, tell him. Politely remind him of the fact, and if it changes what he was planning to do, try to give an alternate suggestion. Be open to clarification by others, they might have different ideas of what had happened. Most importantly, work together to resolve the gap.
It may seem odd, but one of the keys to keeping the continuity working in Coming of Age is to not plan too far ahead. You already know where your character is headed, because of her titles and her opposition, the purpose of the game is to discover how she gets there. The dice, and more importantly your fellow players will surprise you. And that's what you should look forward to as part of playing Coming of Age. | | Wednesday, November 28th, 2007 | | 5:48 pm |
Whispers of Heaven's Fall - Beginnings I've just started pulling together ideas for a the friendship RPG design contest at knife fight. My present idea is martial artists in a world which is in the process of an ontological apocalypse, splintering into multiple worlds.
The design is based on three requests:
1) flexible / discovered characters within the rules and expressions of the system (examples here were Dogs in the Vineyards, My Life With Master, and something called Drifter's Escape)
2) emergent effectiveness from system complexity (examples here were D&D, Exalted, and Weapons of the Gods)
3) kung fu
Working from the last towards the first, I decided to borrow from some kung fu ideas and build the game based on state changes. Characters have a stance, which indicates their present physical and emotional state. They also have a path, which indicates their role within the world. In default, each path links the stances in one or more fixed cycles, indicating the predictable patterns of that path.
The next two states are global, shared by all characters, and the world around them. The first is the kingdom, which starts having only one state, and slowly splinters, creating alternate realities, where characters can discover they are very different people. The second of these is the horoscope, which does not directly affect the characters outside of a conflict. During a conflict however, resolution happens by progressing the horoscope, and hence advancing some of the events which lead to the splintering and destruction of the world.
I might be replacing the horoscope with a card draw of some sort, but as of now there is no randomness in the system. Another outcome of conflicts is to grant characters points which can be used to draw new links on their characters.
Beyond the default links, these represent secret arts, whether martial or philosophical. Player characters start with several of these arts already, enabling them to break from a single path and become heroes. There is one over-arching limitation to these arts - they may not cross each other. And since there are 6 stances and 6 paths, this limit will be reached fairly easily.
Each step from one state to another causes an effect (seduction, best someone in combat, meditate, and so on). The default links are pre-defined, but while suggested secret arts exist, the specific effect can be crafted by the player. In a bout, any player may cause an effect by stepping across a single link. Multiple effects which conflict with each other can lead to a conflict. Entering a conflict leads to gaining points (as yet unnamed) for new arts. Conflicts may require advancing the horoscope to resolve. | | Monday, October 29th, 2007 | | 2:12 pm |
Coming of Age additions After playtesting and some careful thought, I've decided that two changes are needed in the Coming of Age playtest document. First, the pacing rules should not affect the short term dynamics of antagonists, only the longer term dynamics of opposition dice. Second, character versus character actions should be able to provide a benefit to the antagonist character. As such, I've decided to allow a victorious initiator to add a step to one of their antagonist's opposition dice. Literally they are teaching her or him a lesson. ( Specific Changes ) | | Saturday, September 29th, 2007 | | 8:34 am |
Dragon's Gate - Wyverns Dragon-kin are draconic beings that sentients can relate to, while dragonettes are much like beasts. Wyverns are another scale entirely. A wyvern is a draconic being on the scale of natural (hurricane, earthquake, or meteor strike) or unnatural (plague of undead, wave of madness, cloud of bliss) catastrophe. Wyverns are not so much hostile as forces of pure magic, and their motives are at best enigmatic. But wyvers, unlike the true dragons can be influenced and even destroyed by characters such as PCs.
A wyvern is a form of magic, much like a dragon-kin, although it has effectively unlimited potency. A wyvern also has a potency, between 1 and 10. The DC to affect a wyvern is 50 + 25 * its magnitude. Thus even the weakest wyvern requires a legendary action to affect. On the other hand, wyverns do not make saves, so meeting this DC is enough. The most powerful wyverns require a DC 300, impossible without careful preparation and planning (using the aiding rules).
Wyverns do not generally wait passively to be defeated or controlled. Instead they affect things in three different ways, using their innate magic to produce various effects. The scope of these effects is settlement for magnitude 1-3, countryside for 4-6, and local area for 7+. When the wyvern is simply present it produces magical effects of a level 10 + 5 * magnitude. When the wyvern is focusing on a specific place or situation within its scope, that raises to 20 + 10 * magnitude. And when provoked it can strike with a pinpoint focus against a person or object at an effect of 30 + 15 * magnitude.
Remember, wyverns rarely take notice of lesser beings. Only a failed roll which could have beaten it's affect DC will be sure to draw its attention, and even then for only a short while. This does not mean that wyverns won't have other, strange purposes and motivations. Wyverns are intended to be powerful challenges requiring preparation and cooperation, as well as atmospheric effects demonstrating some of the most exotic beings PCs will likely encounter in the world of Dragon's Gate. | | Friday, September 28th, 2007 | | 4:01 pm |
Dragon's Gate - Beasts and Dragonettes Building a beast is much like making a character, but with more limited options. Beasts only ever have one innate potency, which is of the Dragon on which they dwell. ( Abilities )( Traits )( Skills )( Feats and Saves )( Dragonettes ) | | 3:11 pm |
Dragon's Gate - Revised Aiding Rules Originally aiding was an action you could take in combat to give a character a +2 bonus on all actions of a specific type for a round. We decided, given the scaling, that this was insufficient. The first change was to make aiding give a +5. That seemed to work well, but opened up some other problems, not the least of which was the question of aiding outside of combat. To answer those questions I've worked out the following:
Aiding is any action (i.e. skill use) that is meant to assist a character on another action (you may assist yourself). The relationship of the assist to the bonus must be explained, and may use any skill that logically could affect the final action. Aiding adds a +5 assist bonus, which stacks with other assist bonuses, if the aiding character beats a DC equal to the current bonus on that action, including assist bonuses, but not bonuses from magic skills. If the skill being assisted is a magic skill, then a point of potency must be expended in the aiding action, even if the aiding skill is not a magic skill.
(Of special note, in combat the assist bonuses now apply to one action, not for the rest of the round. This was needed to streamline the mechanic for out of combat use.)
For example, if a character has an attack bonus of +13, not counting a +6 ferocity bonus, then if a character wishes aid the eventual attack they must beat a 13 DC to add +5, if another assist is attempted, that will be versus a 18 DC, and then a 23 DC and so on. The aiding characters need not use a combat skill, they could, for example, use Wit, Distract, or even a minor magical effect from a magic skill like Deceive (which would cost no potency). After being aided three times the total bonus on the attack would be a +34 (28 + 6 from Ferocity).
Remember aiding must always have a reason to make a substantial effect on the final action. Thus additional attempts to aid must have a reasonable effect in addition to the previous attempts. This is especially important outside of combat. Also, it is entirely viable to aid an an attempt to aid. Indeed, an entire session could be constructed around a single vital action in this way (such as convincing the king or cracking a code).
Also, aiding largely replaces a direct attempt at an action. Hence, aiding with Distract wouldn't prevent people from noticing you or aiding with a magic skill wouldn't enable you to convert potency to a magical effect. While there is some effect, it is in influencing the situation to enhance the outcome of the final action. | | Friday, August 31st, 2007 | | 3:13 pm |
Dragon's Gate Additions - Dragons and Their Kin The Dragon's Gate setting is founded on seven dragons, called the Great Dragons. These are Ourboros, Demiurge, Ialdaboth, Fafnir, Leviathan, Quetzalcoatl, and Lucifer. On average these beings are significantly bigger than Earth, despite being inhabited much like planets. For example, Ourboros has a circumference roughly the same as Jupiter's Red Spot. Each dragon's very blood and essence is one of the seven building block elements of existence.
On the scale beneath them are the Lesser Dragons, planetoids and moons of the Great Dragons. There are dozens, perhaps even hundreds of these. These are mystically distinct from their primaries, although tainted by proximity and the strange radiations that permeate the space of Dragon's Gate.
Beneath the Lesser Dragons are the Wyverns, the asteroids and comets, as well as symbiotic or parasitic beings dwelling on the Dragons. The wyverns are on the edge of being comprehensible to the peoples inhabiting the Dragons. Still, the relationship is more one of natural disasters and cosmic encounters. Often an earthquake or a meteor strike will be due to the movements of a wyvern. They space born ones seem to travel between the Dragons, for reasons scholars can only speculate.
The next tiers down are the Dragonkin and Dragonettes, the distinction between these types is always somewhat hazy. Loosely speaking, a Dragonkin is a draconic being which acknowledges the humans and other such beings and are at least as capable or aware. Here are where mythic dragons of Earth legend would be placed, as well as stranger beings.
If the draconic being is no more than any other animal it is considered a dragonette. There are many forms of dragonettes, from graceful flocking dragonettes living on the savannas of Demiurge's wings to the crawling draconic forms found beneath a rotted stump. Indeed, dragonettes are so plentiful that they occupy many of the wild niches taken by insects and other animals. In any given environment only a handful of the creatures will be of an identifiable Earth-like creature.
Because of this hierarchy of draconic beings, it is really only important to describe Wyverns Dragonkin, and Dragonettes. In particular, the only playable option of these three are the Dragonkin.
Like all things draconic, dragonkin are not merely imbued with magical potency, they are entirely composed of it. And like the others their potency is a unique aspect, tinged by that of the Dragons. So the first step in making a dragonkin is to choose what their magical nature is. Part of this is reflected in their appearance and personality.
As part of this step, choose seven skills (as though you are gaining a level). You may choose from the Instinct skill group and any magical skill groups, but you may not choose an entire skill group. These define the matters in which your magical aspect is most applicable. These are also locked skills you must select for each level gained.
Dragonkin gain magical potency equal to their base save plus their highest ability, plus twice their level. This is their own unique form of potency, and has associations worked out at character creation between the player and the GM (use the Great Dragons as examples). Dragonkin do not gain a Talent. Once per level, a dragonkin may take the following feat:
Freedom - You have learned greater flexibility. Prerequisite: Must have one or more locked skills selections. Effect: Unlock one of your skill selections. This may be chosen freely for this level, and all subsequent levels. It may also be joined with three other (non-locked) skill selections to select a skill group. Special: You may select this feat up to once per level. This is a general feat, and so provides no save bonus. | | Thursday, August 30th, 2007 | | 4:32 pm |
Dragon's Gate Additions Alchemy - You can alter the material and spiritual forms of the world around you. Prerequisite: Assembled Heritage or 5 ranks of Research Effect: Gain a new save starting at Constitution plus base save. This save is a base amount of Fafnir power and can be used in place of a Fortitude save to avoid physical transformations. You also gain a new skill area with three skills:
- Metamorphose (Wis - Magic) - convert potency to a transformation of a being (who may be yourself). You must defeat their Constitution + 10 or their Fortitude DC (or Alchemy DC) if they are unwilling, and any remaining potency may be converted to a single Instinct skill weakness (see Chosen), alternatively you may provide an Instinct Skill (other than Mindspeak or Mindtouch) at a bonus of +5 per potency spent. Providing an Instinct skill does not stack with that skill if already possessed, and the bonus lasts for one day. This effect may be resisted by a Will save versus five times the potency spent, reduced by half after one day elapses. Failing this Will save leaves the transformed trapped until a use of this power successfully exceeds their Fortitude DC to turn them back to their original form.
- Enrich (Con - Magic) - Convert potency to a transformation of associated material forces or substances to a spiritual one. You may enrich up to twice the potency you expended.
- Degenerate (Con - Magic) - Convert potency to a transformation of associated spiritual forces or substances to a material one. You may degenerate up to twice the potency you expended.
| | Friday, July 27th, 2007 | | 11:27 am |
Star Wars Homeworld Project I've been discussing with Gàbor how to use Homeworld Project (pdf) to run Star Wars. Admittedly, one of my thought experiment examples of the game is based on the movies (the original trilogy), so I figure that shouldn't be too difficult. After some thought, it seems the only real change is to re-define the modes (basically the species of Homeworld Project) to become factions within the world of Star Wars. Each mode has a verb - indicating the types of things they excel at, I'm keeping the same idea for the Star Wars version, so here are my first attempt at the factions: Fringer - On the edge of galactic society, fringer are largely trying to get by. Their verb is Frolic. Corporate - Traders, merchants, and manipulators, value and worth is always important to them. Their verb is Build. Criminal - The scum of the galaxy, smugglers, thieves, and troublemakers. Their verb is Master. Imperial - The political faction struggling for order and safety, best described by the Empire. Their verb is Preserve. Republican - The political faction struggling for freedom and openness, best described by the Republics. Their verb is Believe. Outsider - Lost worlders, people who have no ties to the greater galactic world, with they stay neutral or take a side? Their verb is Seek. Legacy - Remnants of lost civilizations and past glories, they are all that remain of their hopes. Their verb is Survive. (There may be better verbs, but I chose to use the same seven as the modes originally used. They seem to present a good mix of options. Perhaps that will change later...) As an aside, while there are many aliens in the Star Wars universe their alien-ness is generally an important part of them (they tend to be representative of their species). So, aliens could be of any of the factions, but they should have a grain which is their species, and likely a reflection of that species as well. All together that ought to be enough to build a solid Star Wars epic - and after all, doesn't it make sense to play Star Wars in a system where the Millennium Falcon is a character in its own right? | | Friday, July 13th, 2007 | | 6:16 pm |
Alternative d20 Craft Each rank of the craft skill gives the character some number of "patterns", lets say 3. Each time a a crafter constructs something with that craft, she may use a pattern to design the specifics - materials, quality level, size, as well as the item itself. If a pattern is totally new (sharing neither material or item type with a previous pattern) it costs 2. Crafting without a pattern uses the standard (slow) crafting rules. Crafting with a pattern doubles the "money" generated by a successful craft roll, while giving the default even on a failed roll. A crafter can devote more pattern slots to increase success modifier by one, up to a x5. A warning, this may make it cost effective to craft rather than adventure for money, at least if the DM lets the demand keep pace with your supply. The nice thing here is that the crafters will specialize. DMs can even make some patterns "trade secrets" making them valuable treasure as well. | | Thursday, June 21st, 2007 | | 4:55 pm |
Thoughts on the Big Score I've likely mentioned this idea before, a d20-based game for heist and big con genre stories, heavily inspired by the Ocean's 11 movies. I've recently put together a few more ideas, based on things I could do to the d20 system that would be deeply innovative, and possibly quite useful for this design.
The basic gist is that leveling becomes something that happens all the time, as in during the course of the con / heist you will go from 1st up to the some specified top level. Indeed during the game the players are competing to get to that top level first, even if they are teammates. This means gaining levels needs to be easy - which means cutting out most of the d20 complexity of classes - saves, hit points, and the like.
Instead I'm merging most of that with skills - making the ranks of skills ablative. If you are scene, you take "damage" to your Stealth. If you are injured you take damage to your combat. If you run out of ranks the damage hits your ability score, and may drop you out of that arena.
I'm planning to keep feats, but make them very different. The basic idea is feats are one time nifty things you can do to reinvent the present facts about the heist. They're limited by your ability scores, so some characters will be able to use You Just Didn't See Me, while others can access I Know a Guy. This allows you to change a fact into a different one, aiding in re-envisioning the facts into a new truth. That will be one of the keys to gaining levels, which then translates to being the one on top, who decides what actually happened in the con / heist.
Mostly I'm intrigued by the possibilities of using leveling as an active mechanic, as part of the action. I envision this as a revelation of competency, after all getting to the top meant you were the most competent con artist / thief, so it turned out everyone else was playing your game all along. | | Friday, March 16th, 2007 | | 2:22 pm |
Homeworld Project - GM Advice At first glance, being the GM in Homeworld Project seems difficult. Unlike many RPGs, you have specific restrictions on what you can do, namely the reflections. You can't just bring in a situation or a problem that doesn't link to them in some way. But in practice that restriction is more of a benefit. If a player asks for a reflection, then that is a clear sign that at least that player wants to see more about that reflection.
As the GM, it is your role to help provide that. If you want to see something in particular, suggest that to the players as they select reflections. If no one bites, then more than likely that idea won't work for this group as is. And there is always the chance of opening a new reflection from a player's free mark.
Instead, you should focus on the tools you have at hand. There are three ways to use reflections. First you can dedicate layers to introduce manifests. Do this to start with, but not to excess. You want to keep room for expending layers as well. Also, remember you don't need to manifest a handful of thugs individually, they can just be one manifest.
The second use is to expend those layers. That gives you some flexibility, but you usually have less available than all of the players, so expend your layers were it counts. Either to place a particularly interesting consequence or to add some marks.
The last, and most easily forgotten, use is to raise or lower the reflections. You can do this as easily as the players, and it can be an important way to introduce conflict. If a player is trying to grow a reflection, make sure you reduce it somewhat occasionally, to keep things interesting. Likewise a reflection won't simply go quietly as a player attempts to reduce it to oblivion.
But remember, making things challenging should help make things fun. Remember, the players are taking on the role of the heroes. It's not a question of whether they will win. What is important is what happens along the way. This is Space Opera after all.
Beyond providing a challenge, you have two other duties. The first is to keep an eye on pacing. This generally a matter of making sure that players aren't uncertain about what to do next. If they are, then manifest something and make things interesting. Look at the reflections you haven't used as much recently.
The other duty is related to pacing. Its to make sure that players get a fair access to bouts. As GM you shouldn't be getting into bouts with yourself, just decide those outcomes. That means each bout that happens will have at least one player in it. You should make sure that a few players aren't taking most of those bouts, at least not without other players have the option for bouts of their own.
Most of the time this shouldn't be difficult. But sometimes player will be competing to take the free marks from Turning Points or otherwise two players both want the next bout. If this becomes a problem, you can resolve it in a few ways. One way is to go around the table, giving each player the chance to start a bout. Another is to break ties with the lowest die showing. But the best way to resolve it is to talk to the players about it before feelings are hurt.
In many ways, you are not the only one who has these duties. Players can and often should participate in making things challenging, well paced, and fair. Encouraging that behavior will make things easier and more rewarding. After each person has a responsibility to help make the game fun for everyone else. | | 1:49 pm |
Homeworld Project - Conceptual Overview Homeworld Project is a RPG that is built somewhat differently than most. It is a dynamic game where each piece of the game interacts with other pieces, in an almost cyclic manner. So it is especially important to understand how all the pieces fit together, before delving into each one.
One of the starting places is the action. The action is where everything interesting occurs, a flow of events, people, ships, and plots. If you are in the action then you can be influenced by others in the action. And if you are not, you cannot do anything consequential. One of the important parts of the action are manifests. These are people, groups, ships, or events introduced by a player or the GM to help drive things. In addition to manifests, the action also has the characters and ships directly belonging to the players.
At any given point of the action there can be a bout, a contest between any two elements in the action. The outcome of a bout is determined by dice, as well as aspects of the characters, ships, and manifests involved. And the result of a bout is called a consequence. This gives some difficulty or after effect to the loser, as determined by the bout's winner. How much of these consequences someone or something can bear before being driven out of the action is based on their importance.
One way of affecting a bout is to spend the layers of a grain (if you are a player) or a reflection (if you are the GM). That can change the dice you compare to determine the winner of the bout. But if that changes a die to a 12 it will also help increase that grain or reflection, and if it changes a die to a 1 it will help decrease that grain or reflection. In some ways this is the purpose of the bouts. While consequences are the immediate outcome, the longer term goals are to raise a grain to thirteen layers or to diminish it to zero layers.
What ties this together is the fact that grains and reflections are not independent. Indeed each grain has a reflection, which shares the same number of layers. Grains describe inner or personal aspects of a character or ship. On the other hand, reflections are the global scale counterparts. So your Quest for Vengeance can be mirrored in The Pirate Fleet that slew your family.
Even as your grains and reflections change, each time a 1 or a 12 appears the game moves toward a partial climax, called a Turning Point. Turning Points occurs periodically, and reset the expended grains and reflections, as well as allowing the GM to describe a global change to the action. Everyone can be affected, and some will even be removed from the action. Then play continues once more, eventually building to a new Turning Point.
A Turning Point occurs because each time a 1 or a 12 appears two numbers are brought closer together. These numbers affect the dice as they are used. The higher of these numbers starts at 11, and any die showing that number or above will increase by one up to 12 on its next use. Likewise the lower number starts at 2, and causes dice to reduce. Grains can change this, to a point. A grain layer allows you to skip a use of your die, so if the low number was 4 and you rolled a 3, then you could skip the 3 and the 2, and go directly to 1.
But 1's and 12's cannot be skipped, and they roll randomly for their next use. Also, high rolls win bouts. So you can be stuck at a low number for several bouts, or spend layers to jump to 1 directly. But if you do, you will be weakening that grain or reflection. On the other hand, you can jump directly to a 12 to strengthen your grain or reflection, but that usually means giving up a few bouts of assuredly high rolls.
Thus choosing to succeed affects your grains, which in turn affect those grain's reflections. And like wise, the GM's choices can affect the reflections, in turn affecting the grains they mirror. In both cases that changes how the action will evolve, feeding back into the cycle.
Don't expect to control everything that happens in Homeworld Project. Instead, try to go with the flow, and see where it takes you. Heroics and villainy, cunning and brute force, they all have their place in the action. And if you are careful you will be able to find your homeworld. | | 12:59 pm |
Homeworld Project - Grains and Reflections The ultimate purpose of Homeworld Project is to change yourself and to change the world in the process. Your character is built of grains, small aspects of the self that stir you to action and inspire growth. Just as a pearl forms, layers are formed on these grains, building that small aspect into something potent and pervasive. These layers represent the ability of that grain to affect the world, and the people in it. Each layer adds a new piece of description, so a new layer on the Swordsman grain could be Blooded or Open Stance or even My Sword Protects the Weak. These descriptions allow you to define and mold what is true about that grain. If they are lost, then that description is weakened or removed in turn.
But grains are not merely the growth within a character's life. They also affect Astral Space at large. Because each character's grain has a reflection, behaving much like a grain, but on a broader scale. A reflection is a force, cause, or group whose fortune is tied to its images, the grains of which it is a reflection. When any grain changes (gaining or losing a layer), the reflection changes as well. This works in reverse as well. As a reflection changes its images also change.
While a grain may have only one reflection, a reflection can have multiple images. For example, if one character has a grain of Family Honor, and another has a grain of Genius, these grains may both be images of the Zurmak Corporation (whether as an heir to a board seat or as a lead researcher). Thus both of these grains and this reflection are tied together. If Zurmak Corporation gains a layer, then so too will Family Honor and Genius. Likewise, if Family Honor loses a level, then so will the Zurmak Corporation, which in turn causes Genius to lose a level as well.
As you make your characters, the number of layers for a grain determine the number of layers in that grain's reflection. If two grains share the same reflection, they must start with the same number of layers. Thus, as a grain rises, so too will the reflection. This interaction can be exploited in a variety of ways.
A reflection can be antagonistic, something the character wants to destroy. By tying that reflection to an important grain, the player can ensure that the destruction of their foe is something that only happens with sacrifice. And it means that choosing to use that grain can materially hinder the reflection, by causing the player's grain to reduce. For example, you could choose to have your Swordsman grain reflected by the Dream Armada. This means that while you may be encouraged to fight them with your sword, if you want to truly defeat the Dream Armada you must give up the way of the sword.
Alternatively, a reflection can be a goal or ideal, something you want to grow at all costs. The GM will challenge you with it, but if you can grow your grain to the 13th layer, then you can remove it from your character sheet, as your reflection has become something that will exist independent of your goals and ideal. In many cases this is the ultimate goal of Homeworld Project, after all, only then could you have crafted a homeworld.
While the players determine the descriptions for each grain layer, the GM determines these for the reflections, building these aspects of the world. The GM will continue to control these reflections, using them to produce manifests (see below) and progress the dice for those manifests (see Dramatic d12), just as players can do for their characters, ships, and manifests. Reflections are the GMs tools to influence the action and introduce challenges for the players.
The primary use of grain layers is to affect the action directly, they may also be used to create manifests, characters, ships, organizations, or even events which exist in the action by the dedication of some number of layers from a grain or a reflection. Manifests have dice and are controlled by the player who dedicated layers to them (or the GM if reflection layers were used). For as long as they exist in the action, the layers spent to introduce them are unavailable. Manifests should be related to the grain or reflection used, but may be obstacles or enemies, rather than being supportive.
Manifests also gain consequences, and they have an importance rating. Unlike characters, however, manifests may have variable importance. To introduce a manifest, you must dedicate twice as many layers as its importance, all from the same grain or reflection. All manifests will have a Mode. For each importance above one, the manifest can have a Panache as well. These Panache can be selected from the character list, the ship list, or be invented during play. These Panache must make sense for the role of that manifest.
For example, say the GM dedicates four layers of the Homeworld Quest reflection into a manifest Rage Storm, depicting a ravening storm across this region of Astral Space. Then the one invented Panache for the storm could be Disaster, describing how the storm will tend to affect those who pass through it. If the storm instead made people angry, then the Rake Panache might be a better choice. | | Thursday, March 15th, 2007 | | 3:34 pm |
Homeworld Project - Ship Modes and Panache Ships are built communally, by all the players contributing at least one grain layer to the ship. In addition to purchasing grains for the ship, those players also get to describe the ship's appearance and amenities, most especially picking the ship's Mode, and selecting two Panache. These work in exactly the same manner as for characters, giving advantages during bouts where the ship is acting in accordance with the Mode's verb or the Panache.
The owners of the ship (all the players who donated grain levels to it, either in character creation or using a free mark from a turning point) determine who will handle the ship. That player treats the ship much like a character, including describing bouts, spending grain layers, and keeping track of the ship's consequences. That player can change over time, as the owner's agree, often based on which characters are present on the ship.
Modes:
Native (Preserve) - Natives tend to build ships that are simple, resilient and large. Spheres, domes, and towers are a common motif. Native ships always feel very much like a ground-side building, reflecting the homes of those who made them. Nearly all native ships contain a small biosphere, reminiscent to the homeworld of the natives that crafted it. Sometimes these small nature reserves are essential to the ships operation, other times their benefits are more ephemeral.
Shadow (Build) - Shadow ships mirror their creators in the facade, whether beautiful and graceful or harsh and battle-pocked, surrounding an architecture of an almost organic nature. Strange pulsing energy runs through them, glowing in unreal hues. Whispers can be heard when alone, as though the ship was speaking just below the consciousness. However, shadow ships are built as places to live, not merely pass through, while not always fancy they have large quarters and simple amenities.
Stranger (Explore) - Strangers do not build one type of ship, instead their ships are as varied as they are. Some are flying saucers, with non-Euclidean nodules lying in their center, where the crew and pilots dwell. Others are built of millions of small interchangeable pieces, in constant flux, like a biomechanical organism. Still others appear as just glowing lights and shadow. Others are strange objects with doors in the wrong place and far too much space within.
Lunatic (Believe) - Lunatic ships are crafted with care, lines and curves present a statement against the void these ships traverse. Within, these ships are epitome of man-made technology, the craft humans imagine traveling through the space beyond their world. The oldest ships may be constructed of stone and precious metals, but even these have a relentless modernity to them. The newest are positively futurist. But each is imbued with the ideal of humanity's progress toward the unknown.
Dreamer (Frolic) - Dreamer ships are as eclectic as their creators. Often making little sense, dreamers ships do not appear intended for space travel. Whether a modified sailing ship, a shuttle bearing the unmistakable profile of a snow globe, or a skyscraper with rocket engines attached to the base, each has a piece of mundane humanity as part of it. These ships are often found derelict, as their architects leave them for other, more interesting diversions.
Guest (Master) - Guest ships are particularly rare, and always exude a personal touch. Guest ships are homes, first and foremost. Created as sanctuaries, their outer design is often simple and functional, but their inner spaces are opulent and diverse. Some guest ships are memory mansions pulled from some world to travel the stars. Others are temples or monasteries thrust into space.
Lost (Survive) - Lost ships are often more than they appear. On the outside they appear as collections of junk or small asteroids, but within is a paranoid's paradise of redundancy and safety. Pulled together from numerous pieces of debris and wreckage, the lost ship is joined together with an intense attention to detail. The chambers within lock securely, and often can act as small craft on their own.
Panache:
Courier - Couriers are fast and agile. They respond to situations by movement, whether fleeing, closing, dodging, or outmaneuvering. A courier gets where its going as fast as it can, and avoids anything that might get in its way.
Defender - Defenders are strong and resilient. They block aggression and hold the line against attackers. They absorb, shield, negate, and wear down their opposition. A defender is reactive, ready to halt others, to save, to protect.
Destroyer - Destroyers are powerful and well-armed. They strike first, and keep up the pressure. They crush their foes with ferocity, filling the void with fire and death. A destroyer is proactive, ready to strike, to attack, to annihilate.
Explorer - Explorers are enduring and vigilant. They travel farther and longer than other ships. They see things coming and plan for them, playing the long game. They persistent, clever, and prepared, going where ever is needed.
Transport - Transports are workhorses and carriers. They act by what they transport, whether those be troops, cargo, or fighters. They release what they carry, and sometimes take what others have left behind. Transports capture, smuggle, support, and deploy. | | Monday, March 12th, 2007 | | 4:10 pm |
Homeworld Project - Character Modes and Panache Modes:
Native (Preserve) - Born of human thoughts, natives are elemental beings of astral space. Native characters have ascended, in the image of their creators. Their form is often human-like, but with a little something else - hooves and furry bent legs, green skin and fiery eyes, a body of sand, or even just pitch black eyes. A native almost always originate from one of the many worlds of astral space - typically each will be peopled by one or maybe a handful of native types, each distinctive in their personality, culture, and appearance. A native people born from the concept of mathematical proofs would be a very different people than ones born of memories of war. Native do not seek change, they desire stability as a rule. Even if they strive for chaos it is a constant, familiar chaos they seek. As such, a native's verb is to Preserve.
Natives are part of the underlying fabric of astral space. Individuals may be destroyed, but the thoughts and beliefs that give rise to a native people do fade so easily. When destroyed, a native character becomes inherited. Some time later that character's player may choose to bring a spiritual or physical descendant of the destroyed character into the action. While the descriptions may change, the grains and their layers will remain the same.
Shadow (Build) - The shadows are outsiders, immigrants, and refugees. Coming from some other place, but unable to go home, the shadows seek to build a home in astral space. The shadows exist as a number of clans - each presumably from some long lost world, but one facet remains the same for all of them. Each shadow has facade which lets them relate to the more human denizens of astral space. Beneath is something darker and more alien. One such clan are the fae, human forms both beautiful and terrifying, made too perfect. Another are the giants, beings whose unimaginably size is kept limited by their facade, merely tall they loom on the horizon when they show their true forms. A third clan are the ladies of secrets, and their consorts the whisperings, the former always veiled and the later always sheathed in shadow. The clans usually work together, although war is not unknown, seeking homeworlds for a new beginning. As such a shadow's verb is to Build.
Shadows are only partially beings of astral space, and their hold on it is tenuous. If destroyed they fade, disappearing forever. Perhaps they return to an ancient homeworld, or more likely with their last hope gone, they are forever trapped outside.
Stranger (Explore) - Beyond astral space are other universes, vast and alien. The beings who dwell in them occasionally arrive in astral space. Their forms, purposes, and beliefs are varied and bizarre. A stranger could be a seven winged, seven eyed angels, a demon of fire and darkness, a large-eyed gray humanoid, a knife limbed arachnid, or marriage of squid, ape, and clockwork. However, each is united by one fact. You do not come to a place like astral space without a reason, something to find. Each stranger may seek something different, but that purpose is what drives them. As such, a stranger s verb is to Explore.
Strangers are not tied to astral space, instead they have a faint tie with some other universe, an alien place that calls to them as home and sanctuary. When destroyed a stranger is banished, cast out of astral space for a time. They may return, but only if someone else opens the way.
Lunatic (Believe) - Astral space is a place of beliefs and ideas, a sanctuary for those for whom the human world is insufficiently malleable. Chief among these are the lunatics, those troubled by madness and insanity in the human world, but made into leaders and shapers of the astral space. Lunatics, generally take human form (though some have been known to exist as animals), typically a fixed and alluring form. They have regal bearing and have formed themselves into houses, based on their philosophies. They exude confidence and assurance, for everywhere they are in astral space, they are meant to be. The Lunatics champion causes, begin and end wars, and act as the aristocracy of the humans in astral space. As such the lunatic's verb is to Believe.
Lunatics are present in astral space my the gift of madness. If they are destroyed that blessed madness is ended, and they are healed for a time, or perhaps forever, perhaps able to participate once more in the human world. It is possible for a lunatic to return as another mode in that case, albeit somewhat rare. Dreamers are the most common route for a healed lunatics, but some can become guests or even lost.
Dreamer (Frolic) - The most chaotic of the denizens of astral space, the dreamers are tourists and thrill-seekers. Each time they appear they will differ subtly, whether in clothing and physical appearance. Some will change genders or even species over time. Dreamers are free to behave as they will, and are the most common type of human within astral space. In the human world, they merely have vivid dreams occasionally retaining a tidbit of their adventures. But in the astral, it is the human world which is the dream. And without those cares, the dreamer is free. As such, the dreamer's verb is to Frolic.
Dreamers exist in astral space as they sleep. And when they sleep in the astral they awake in the human world. Time is flexible, but there are dangers. A dreamer who sleeps too long may become a lost or a lunatic, disappearing from the human world mentally or physically. But one who is destroyed in astral space becomes awakened, to traumatized to sleep, an insomniac suffering until rest can be found. Sometimes the will return as dreamers, but more likely, an awakened dreamer will only return in another mode.
Guest (Master) - Astral space is a place few choose to enter, but those few are the guests, marked by their faintly luminous bodies and the almost invisible thread leading back in a direction outside of all the normal ones in astral space. Guests manifest as idealized, self-images. They have delved into secrets, mediation, or rely upon natural talents, but they, alone among the modes, knowingly live in two worlds, the astral and the human. They come to astral to seek something that is not possible in the human world, a discovery of their inner potential. And that comes from applying their will upon astral space. As such, the guest's verb is to Master.
Guests are aware of both worlds, as so when they are destroyed in astral space they are punished. Their thread pulls them back forcefully, leaving them spiritually wounded. In time they may learn to undo the damage, but until then the astral space is bared to them, except perhaps as a dreamer. Sometimes guests are trapped in other ways. A guest who loses their cord is driven to madness in the human world, becoming a lunatic. Even more unfortunate a guest whose body is pulled into the astral by that cord becomes one of the lost.
Lost (Survive) - Ragged and uncertain, the lost are the only humans bodily present within astral space. And with that presence is the immediate understanding of how precarious a place that is to be. Perhaps the lost was once another mode, whose body followed where the mind dwelt. Strangers have been said to abduct some from the human world, for purposes unknown, stranding some in astral space. A lost is trapped, imprisoned within their own body, as such they are depressingly human for a creature in the astral, nothing special or luminous exudes from them, they do not change except to grow old or injured. They wear what they can scrounge from natives, and are on perpetual guard, all other modes have something to fall back upon, the lost do not. As such, the lost's verb is to Survive.
Lost often come from other modes, but rarely do they return if they can find that rare passage back to the human world. If a lost is destroyed, they are dead. There is no return or reprieve for the lost.
Panache:
Mystic - Mystics are subtle and occult. They do things indirectly, often with careful plans or baroque rituals. Mystics are wise, knowing or finding secrets, remembering lore, and finding hidden patterns.
Noble - Nobles are authority and elegance. They follow protocols and social conventions. They use intermediaries and employ others to do their dirty work. They are cultured and refined, appreciating and practicing the arts.
Pilot - Pilots are risk takers, going to new places, and relying upon their wits and honed skills to achieve their goals. They fly ships, chart unknown systems, and cut everything to the wire. The technology they use is familiar, like an old friend.
Rake - Rakes are seducers and tricksters, the sharks of social situations. They rely on charm and personality to get their way. To win, a rake will be more outrageous, more daring, and do it all with a smile.
Rogue - Rogues are the unseen, the underhanded manipulators, thieves, and assassins. They work behind the scenes, under the cover of darkness, or while others are distracted. Rogues will lie, cheat, steal, and betray whenever it suits their purposes.
Tech - Techs are the logical thinkers and intuitive geniuses. They are the masters of new technology and outsmarting their foes. Techs are clever, creative, and prone to complexity, they rely on tools, theories, and sheer engineering brilliance.
Warrior - Warriors are direct and physical, whether using a fist, a space ship, or an armada. A warrior will solve a problem through violence or force if at all possible. They rely only on tried and true technology, but to them the tools are less important than the hand that wields them. | | Tuesday, February 27th, 2007 | | 12:15 pm |
Theories of Player(s) One of the problems in testing RPGs during design is the difficulty in simulating the processes behind play. While playtesting can never be replaced, effective pre-play testing can remove many of the problems which find their way into playtest drafts. And in doing so can free up the playtesting phase to deal with deeper and subtler concerns about the RPG. RPG theory has many uses, whether to aid design or to understand play better. But one of the less studied areas is the motivations of players as they take part in RPGs. Certainly taxonomies of players have been a corner stone of RPGs for decades, but these serve to simplify things for easier social interaction. Recognizing that someone is, say, an actor or a powergamer, can help streamline your interaction with them. But all a classification like that gives you is an idea of what a player tends to do. Not why. It doesn't open up the motives underneath. Stereotypical archetypes can even gloss over important distinctions between motives. A powergamer may seek social acceptance or be fascinated by the game mechanics. Both may behave the same way for one game, but completely differently for another. And you cannot predict which unless you can delve to the deeper level of player motives. Gesalt AestheticsOne theory of player motives comes from the RPG theory developed at the Forge. Specifically, the concept of creative agenda acts as a common thread to many of those developments. But what exactly is a creative agenda, and how does it link to player motives? The most important thing to do is to recognize what creative agendas don't do. In a sense they cannot be isolated: they aren't something a player can have alone or something a game can contain. And creative agendas are not overarching limits on the game. They specifically influence important decisions of the play group as a whole. In a very real way they are aesthetics, criteria by which options and valued. And they are the aesthetics of the play group as they are playing. A great deal of work has been done with creative agendas, but for our purposes they are very simple. To simulate with creative agendas means to assume that a play group has a consistent aesthetic for play, that on some level the players all agree to certain values or can negotiate out fairly easily any differences. This gestalt is not always easy. It is a socially emergent state, not something that can always be expected. Some aesthetics may be more feasible for an entire group than others. An important component of GNS and Big Model theories (both developed at the Forge), is those specific classes of creative agendas which are feasible for a play group to follow. This can be a fairly limiting view, but these categories (GNS has Gamism, Narrativism, and Simulationism, while Big Model has Step on Up, Story Now, and Right to Dream) are open enough to support a wide class of design goals. Unfortunately, the idea of creative agendas falls apart when you turn to single players, or even player groups where no unified aesthetic emerges. If we want to look into those situations we need something that reveals these motives of by the player. Sockets, Goals, and PayoffsOne of the most succinct break downs of player motives for RPGs are the three concepts of sockets, goals, and payoffs, as developed by Moyra Turkington. Rather than attempting to produce a monolithic scheme of group decision making, these concepts break down player motives into various pieces, sometime cooperating and sometimes at odds. Sockets are the "locus of enjoyment", the aspects of play which engage a player. Different players can easily work together with quite different sockets, as long as the play dynamics can respect each of them. However, differing sockets can produce quite a different sense of play. Playing with a story socket, a character socket, or a social socket will bring up different aspects of play. And players often tend towards and even adopt in play multiple sockets. Sockets are also related to innate channels in the Channel Theory of Role-playing. Goals are fairly direct. These are the goals a specific player works towards. Admittedly the loosest part of this theory, it offers a place for explicit or concrete goals to influence a players decisions. Interestingly enough the success of a goal may or may not be part of the reasons to play. Having a goal simply means working towards it. One may have a goal to kill another player's character and will have great fun trying, but succeeding on that goal may not be something the player in fact wants. Payoffs are the other side, those are events in play which you want to experience. Generally positive, if you consider the denial of a desired payoff a negative payoff, then this concept links quite closely with rewards in the Process Model of Role-playing. The important thing about payoffs is that players will want to achieve their desired payoffs, but may not recognize others. Payoffs are perhaps the simplest player motive, and my original Ur-Game simulation used a theory of player based solely on success and failure payoffs. Dynamic ViewsSo far I've discussed a variety of theories of player motives, one for groups of players, and others for a single player. But none of these theories deals with a common circumstance in play. Namely how players change their motive, whether they be sockets, goals, or payoffs. The problem is none of these theories suggests when a player simply becomes frustrated with play versus when a player adapts to find a different way to enjoy play. One approach to this problem is the theory of views, which I discussed earlier. Views are much like sockets, except generalized to any way of pulling out a small piece of everything that is going on during play. The theory states that you want a certain level of complexity from that piece of play, too much and you get frustrated, too little and the simplicity is boring. But views are always in flux, since each piece is connected to the rest of the game. In a sense, you have edges which come in and out of view as you play. If you are unsatisfied by your current view, because, say, it is too simple, then a bit of complexity on the edge of that view can draw your view towards that complexity. This process will naturally move you towards better and better suited views, up to a point. It could be the case that your ideal views are simply too far removed for you to even know which way to adjust your own views. In that case, rather than adapting you'll find yourself becoming bored or frustrated, and ultimately the game will not satisfy you. If you are focused on a character, it will be easier for you to notice that the character's story, if not the character itself, is interesting. However, the fiddling of another character's mechanics will likely be too far away to engage. So to facilitate adaption you want to make sure that there is a taste of the best views far outside, leading back to the perspectives you, as a game designer, want your players to adopt. Perhaps they still won't partake, but at least you've shown a way to better enjoy the game. | | Monday, February 5th, 2007 | | 6:30 pm |
Homeworld Project - Turning Point When the high value and low value match the GM has the opportunity to describe a change in the action. Every manifest and character in the action is included and in the process the GM may award one mark to each character and manifest. The GM describes how the affected grain is enhanced or inhibited by the turning point and awards a plus mark or a minus mark, respectively. In the process, the GM must meet the requirements of any consequence thresholds. Thus, even if a destroyed character or manifest avoids bouts it leaves the action during the turning point, unless it is rescued before then.
On the other hand, if a character or manifest controlled by someone other than the GM spent a grain layer to progress to the final 1 or 12, in addition to the mark gained in that last bout, the player also gains a free mark, which he or she can describe being added as plus or minus to any grain of the character or manifest, or to start a new grain.
A new grain must be given a reflection, also by that player, and if this reflection already exists then the new grain matches the layers of the reflection, although the layer details should be filled in over time, as the new grain makes an appearance. Alternatively, a new reflection would start both the grain and the reflection at one layer. Truly new grains are often fragile, but they have the greatest potential.
A turning point is a moment where fortune and the strange synchronicity of Astral Space reigns supreme. It can be an upheaval, a revelation, or a climax. Turning points punctuate the action, giving definition to the changes occurring within. The GM should watch carefully for how a turning point can arise as the high and low values approach. And players should be ready with suggestions, just like with consequences. The action should remain engaging and fun, and turning points should be one of the tools to do just that. |
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