Showing posts with label Idea. Show all posts
Showing posts with label Idea. Show all posts

9 June 2012

Characters as Dice

Today I was thinking about dice. Specifically, I was thinking about ways to use dice in an RPG that I haven't seen before. One of the most credible of these ideas was to use the dice as the character sheet, at least to an extent.

The Idea

I envision a character being made up of a handful of dice, probably six-sided. Each face on a die could represent a different aspect of the character, such as a skill or ability. 

Imagine a die flattened out:

   1
   2
   5
2 3 4
   6

Each side could be assigned a different icon which translates to a character skill or element of the character. If you can't get stickers to do this with then you could always write out on a piece of paper what each side means.

For example:

1 Stealth
2 Knife
3 Knife
4 Acrobatics
5 Acrobatics
6 Persuasion

A character has one of these dice for each level that they are. They roll 1 or more of these dice and the corresponding face determine their action/outcome

The GM can set difficulty in the number of faces that need to come up across all dice rolled with the desired effect. For example, if a player is trying to defeat a monster the GM can state it is a difficulty 2 monster, meaning there needs to be two matching faces. The player rolls 2d6 and gets Knife twice. They narrate that they stabbed the monster, defeating it. If they rolled persuasion twice they might have narrated that they were able to talk their way out of the situation or distract the monster for a turn.

Players choosing which of their dice to roll in any given situation is part of the strategy of the game. When building their character/leveling up they need to assign skills/abilities to their dice as well. So if one player were to place acrobatics on all the faces of one die they are guaranteed to always be at least somewhat successful if they role that die for acrobatics. Another player might spread acrobatics across 3 dice, two on each die. This character would be less likely to roll acrobatics in any given situation, but they have the potential of rolling up a larger set and thus beating more difficult challenges.

Powers/Sets

Further extending this system could be special abilities for characters that require a certain set or sequence to appear on rolled dice. For example if a character rolled 3d6 and got Stealth, Knife, and Acrobatics this might activate their Backstab power.

Complications

If a player doesn’t roll exactly what they want they could narrate their success, but incorporate a complication. The GM might also add in the complication depending on the group play style.

Races/Classes/Archetypes

With a dice system like this it is easy to implement things like Races or Classes. All you need to do is add another die to the character. An archetypal die might have predefined faces rather than player selected faces. After all, an elf is always an elf.

Using something like a racial die could be a good idea as it would give players an extra die to roll at the beginning of the game, assuming that 1 level = 1d6. Mind you, a starting character could always just have a number of bonus dice depending on the desired power level of the game.

Final Thoughts

You know, I really like this idea. I don't think I would like to play a regular game this way, but as a quick sit down and play kind of game I think it is a cool idea. It might be fun long term for groups that are more interested in narrative-based play, but for any group that likes numbers and mechanics I fear it would be a little too light to keep them engaged for long.

14 January 2012

A Game of Artifact Control (idea)

I had an idea for a card game today. I don't know what it is about me and card games, they're like an addiction. I don't know why I ever bother designing these because I don't have the resources to buy the necessary art to ever publish one. Here are my ideas anyway.

A Game of Artifact Control

There are objects of power in the universe. They do things that are unexplainable. Various people and factions want them for all manner of reasons. You are one of them.

The core of the game revolves around control of these artifacts. Factions clash as they try and recover, collect, destroy, and control these items. The game consists of two or more players facing off against each other, each bringing their own artifacts to the field. When one player no longer has any artifacts under their control they have lost.

Players come to the table with a deck of at least 60 cards as well as an artifact collection of 6 total artifacts. The artifact cards are each placed face down in a row in front of each player.

Mystical, Technological, and Financial resources are used to play cards. At the beginning of each players turn they choose one of these resources and places them on one of their Artifacts. These resources are usually represented by coloured beads (Financial = Yellow, Technological = Blue, Mystical = Red). Resources can be taken in any amount from the Artifacts to play cards, but to activate Artifact abilities/powers the resources need to have been placed on the Artifact in question. Resources are consumed when used and placed back in the shared pools they came from. On the first turn only the players distribute 3 resources among their artifacts, although they many not put more than one on each.

Resource control can be an alternate win condition for the game. If any one player is able to control all of a specific resource (Financial, Technological, or Mystical) then they win the game. To be clear, this means that none of the other players nor the common pool have any of the chosen resource.

Each turn a player may attack their opponents Artifacts with any Units that they have in play. These Units may be intercepted by Units that the defender control. The Unit with the least power in such a clash is destroyed. Equal powered Units are both destroyed. Multiple Units may intercept an attacker. If a Unit successfully attack an Artifact then resources equal to the Unit's Power are removed from the Artifact. Some Units specify a specific type of Resource that must be removed, if none is specified then the Defender chooses.

Artifacts

Each player has six Artifacts and all of them have their own powers and abilities. At the beginning of play they are placed face down in front of each player. Resources are assigned to artifacts each turn. Over the course of play the artifacts may be re-arranged, stolen or destroyed. If a player ever has control of all remaining Artifacts then they win the game.

To use an Artifact’s ability it must be revealed at the time of use. Flip it from face down to face up. It stays that way unless another ability or card is used to turn it face down or to shuffle the artifacts. Two Artifacts of the same name can not be in the face up position at the same time (unless otherwise noted).

An artifact can be destroyed using special operations or equipment cards or unit and artifact abilities. More commonly, they are destroyed by attacking them with units. A unit deals damage equal to its power as normal. For each point of power 1 resource is removed from the artifact. If there are no resources remaining it is destroyed and placed into the discard.

Deck Cards

Deck cards come in a number of different varieties. The three most common are Unit, Operations, and Equipment Cards.

Unit Cards are your troops on the ground. While they may have other uses, they are primarily used to defend your artifacts and attack/steal your opponents artifacts. Unit cards can be played by spending resources. The type of resource used to bring them into play depends on the unit and the faction it belongs. Units may have special abilities that can activated by spending resources.

Operations Cards are one time use tactics or effects that you can play by spending resources. They are things like calling in reinforcements, rearranging artifacts, and getting intel (revealing artifacts or an opponents hand).

Equipment Cards are just that, equipment. These are attached to Units to improve them in some way. The most common benefit of an equipment card is that it will add a special ability to a Unit.


Example Artifacts

Humming Scrap
Type: Alien Artifact
This mysterious piece of unidentifiable metal gives off a faint vibration despite having no power source.
Power Surge - Destroy all units attached to Humming Scrap and receive 2 Tech for each one destroyed this way.

Statue of Moloch
Type: Religious Artifact
This large statue contains 7 cabinets. Within each cabinet is a different sacrifice.
Sacrifice - During your turn you may sacrifice any Unit you control. The resource cost of the unit is placed on Statue of Moloch in the form of Mystical Resources. You may not sacrifice a Unit engaged in combat.

Example Units

Thieving Smoke
Type: Mystical Unit
Faction: Brotherhood of Smoke
It is well known that the Brotherhood can steal the unstealable. It is less known how they do it.
Power: 1 (Financial)
Special: When Thieving Smoke damages an Artifact place the lost resources on an Artifact that you control.
Special: Pay 1 Mystical to prevent Thieving Smoke from being intercepted.

Templar Knight
Type: Mystical Unit
Faction: Templars
The sword of a Templar Knight is feared by monsters everywhere.
Power: 2
Special: If Templar Knight enters combat with any Unit with "Monster" or "Beast" in its name then its power is 6.

19 June 2011

Magic Eight-balls as a Game Mechanic

Did you know that the piece inside a magic eight-ball that produces an answer when you shake it is a dodecahedron? I didn't and when I found out that it was a twenty-sided die I was inspired to come up with an RPG that uses a magic eight-ball, or that at least approximates one with a d20 table.

Using an eight-ball as an oracle

There is an interesting game called Mythic that, instead of using a GM or placing narrative duties on the players, uses an oracle mechanic. The way it works is that players ask questions about what is happening (Is there anything in the woods? Yes, something dangerous. Is it a monster? Yes.) and the oracle responds with an answer. They have to be questions that can be answered with a Yes or a No and the players use these answers in combination with random tables to determine what happens in the game.

It seems to me that I could do something similar with a magic eight-ball. Players consult the magic eight-ball with yes/no questions and it responds.

What kind of game would use a mechanic like this?

In my mind there is only one setting that could use such a strange mechanic: corporate offices. I imagine a comedy game in which the players are workers in an office. I'm imagining an office environment like Better Off Ted, You Don't Have to Be Evil to Work Here and similar takes. A game filled with nonsensical business decisions, weird characters and general hilarity.

The Magic Eight Ball is used whenever communicating with Upper Management. If you need to ask for something, get a ruling, or find out if some alternative is an option then you work it into a yes/no question and shake the eight-ball. The resulting phrase is what management has to say on the matter.

23 January 2011

Foundation: a kingdom-building rpg (idea)

I have always loved the kingdom and city building elements of video games like Suikoden and Actraiser. There is something compelling about searching out people to fill your city, managing the day to day conflicts and the dealing with politics and war. It is something I really enjoy, but aside from a few supplements it's also something I rarely see in the tabletop RPG world.

I remember the Birthright setting for D&D, but it seems to have slipped away into obscurity. Birthright doesn't seem to have had the staying power that other D&D settings, like Plansecape or Spelljammer, did. Then there is Reign, but while that game does have some great rules for player organizations it doesn't have the kind of focus that I'm interested in.

The popularity of the Kingmaker Adventure Path shows that I'm not the only one that thinks this style of play is fun. I got to thinking, "How would I make an RPG focused around this kind of play?"

Concept

A game in which the players build up their own fantasy city/country/kingdom from the ground up. Each player controls a Founder or Leader (if no Founders are left living). A founder is only as good as their followers and throughout the game the players will regularly role play as both their Founder and the followers that work under their Founder. Additionally, players will also have opportunity to role play as a follower of one of the other founders under certain circumstances. The followers a Founder gathers affect the skills and abilities that are mechanically available to a founder.

Design Goals
  1. To capture the fun of city building and kingdom politics while maintaining an easy to use/learn system.
  2. To provide a fun game for both players that want to build a mighty utopia and play through the obstacles towards that goal as well as allowing for political conflict for players that want to play something a little... sleazier.
  3. Provide mechanics for conflict between other cities/kingdoms as well as internal conflict, either between players (founder) or NPC factions.

Some Rough Ideas

This game is strictly in the "batting around ideas" phase. What follows are some of the things I have been thinking about.

Player Characters as Founders

For me, at least, I see this game beginning when the player characters stake out some territory and found their new city. In Foundation each of the players takes on the role of one of the founders of a new settlement/city/kingdom/etc.

A Founder would be made up of a few key elements, but the most important of these are their Background, Influence and Entourage.

Background

Unlike with a lot of RPGs where player characters start out as relative unknowns the Founders have already made a name for themselves. They already have the necessary fame or infamy to gather people for their cause. Think of their Background as being a package that sums up their career to this point. It's equal parts character class and back story.

An example Background might be "War Hero" or "Noble". Backgrounds could give the character some abilities or starting stats. I might throw in some more narrative mechanics into the background by giving each Background some blanks that need to be filled in. For example, a War Hero would have to define the war, where it happened and if they were on the winning side. I could see this working something like Apocalypse World's Hx or Fate's Aspects. I could also imagine using some random tables with the Backgrounds that work like a limited lifepath, something like what you see with Traveller's Careers. This is definitely something that needs some more thought.

Influence
Influence is a currency stat. It would be used during play to make things happen. I see Influence as a stat that powers a Founder's abilities and can also be directed towards different factions and goals. For example, if a Founder has 10 Influence they might decide to spend 3 of it towards the Ranger's Guild, 4 to Bankers and the remaining 3 to Public Relations. This influence could be slid around during the course of play and provides bonuses/re-rolls when dealing with those factions/goals.

Entourage
The Entourage is the meat of any Founder.  Founders didn't just get up one day and decide they would build a community from the ground up. They are powerful and influential people with a history. An Entourage includes all of the Followers that are at the disposal of a Founder.

While part of an Entourage a Follower grants skills and abilities to their Founder. For example, a thief's knack for procuring items grants their Founder the ability to pickpocket while a mage allows for the casting of spells.  A Founder that has a bodyguard in the Entourage has increased physical capabilities to overcome challenges (or rather, they have someone to overcome it for them). A bodyguard might also give them the "take a hit" ability which would allow the player to sacrifice the bodyguard so that their Founder can avoid death.

Followers are not always part of the Entourage. There are times when a Founder may assign a Quest (more on this in a bit) to one of their followers and when they do that follower must leave the Entourage in order to accomplish it. If a follower leaves an Entourage then any skills/abilities granted by their presence are lost until their return.

This size of the Entourage should be limited and increasing the size of the Entourage is one of two "leveling" mechanics in Foundation. (The second is increasing the size of the city/kingdom.)

Multiple Characters for Each Player

Taking a page from Ars Magica's book, Foundation has players to take ownership and play from the veiwpoint of any of the characters in their Founder's Entourage. A Founder doesn't leave their city to track down some magical item or a skilled artisan, they send one of their trusted followers. At this point the game could change to that character's viewpoint and players could enjoy a dungeon crawl or just RP out a quick scene.

Not every group is going to like switching the focus like this. In fact, maybe the players want to keep things at the macro level. That's no problem, if I include some tables for players to get an idea of how one of their followers does on a quest then that should allow for quick resolution for those that want it.

City/Kingdom as a Character

The city/kingdom should be treated like a shared player character. It should have its own set of stats and abilities determined by its demographics and physical makeup. Founders could spend Influence to activate abilities.

Ideas
  • Unrest as a stat. This would probably be a percentage and would be determined by events and actions of the Founders. Unrest rolls would be rolled regularly and if the roll falls within the Unrest % then something bad happens. (Maybe there should be an Unrest table that could be used to generate a random Unrest event?)
  • Buildings and Factions each grant abilities to the city. A cathedral might allow for a Holy Day ability that could be used to lower Unrest.

Player "Generated" Starting Map

I think it would be a lot of fun to have the players generate the map that their city is founded on. This could be done using a set of hexes with players taking turns rolling on a table and then placing elements in a desired hex. Things to place could be resources, points of interest, threats (monsters/rival settlements/bandit camps/etc.) and geographical features. I could look to How to Host a Dungeon and Dawn of Worlds for inspiration on how to put this together.

Passage of Time

The game should proceed in rounds, with each round representing a chunk of time. The players should probably decide on how much time to start with, but I think either 1 month or 1 season would be a good place to start at.

For each of these chunks of time the players decide what their Founders want to do. That might be trying to make connections with a certain guild, expanding their Kingdom's borders or even trying to lure someone important to their city. In addition, for each one of these rounds some rolls should be made. The first would be the Unrest Roll discussed above and the second should be on a Random Events Table that would have things on it like "besieged by goblins" or "crime wave". These events would create obstacles for the Founders to overcome or risk the Unrest rising. Of course, not all events should be negative. There could be windfalls, important people joining the settlement and other positive results.

GM?   

This one has me a bit stumped. Should this game be GMless or should it have someone in the traditional role of storyteller/game master? It wouldn't be hard to tweak Influence to work as a narrative currency like you see in games like Universalis. It might also work to have the GM role switch to a different Founder for each Round. This one definitely requires more mulling over.

Afterthoughts

Phew. That was quite the brain-dump. I really do like the idea of this game, but I don't know if all of these ideas fit together as snuggly as I would like them to. I definitely need to let this game bounce around in my head for a while and see what happens with it.

28 December 2010

Quick mock-up of a Role Playing Card Game card.

I know I said that I wouldn’t play around with my role playing card game (RPCG) until I finished up my revision of In Between, but I just couldn’t help myself.

Here is a mock-up of what one of the Persona Cards might look like.

I think I’ve missed my true calling in life: art. 
Apart from the terrible art and questionable graphic design skills what’s going on here exactly? Well, let’s start from the top and work our way down.

First off you’ll notice that the card is red. Various colors represent different attributes. In this case that attribute is STRENGTH. Don’t worry, I’ve considered colourblind players. You see that tiny little icon at the top? It’s supposed to look like a muscely bicep. It’s there as a secondary way of telling what attribute the card is linked to. I’ll talk more about attributes at some later point in time. For now, just know that they exist.

Next up is the title of the card. That would be Orc Hatred. That’s pretty straightforward, as is the the stick-art below.

Now we reach the good stuff. In the text box you’ll see the bolded word ANCESTRY on the right. That’s to tell us that it is an Ancestry TYPE card. That’s important for random character creation and also for any other cards that might affect Ancestry cards. There are other Types as well. Right now they are limited to 3 types for Persona cards. That is Ancestry, Ability, and Equipment. As an aside, Persona cards are those that make up a player’s character . Character cards just sounded kind of boring so I decided to use Persona instead.

Beneath the TYPE is the RULES TEXT. This is the meat of a card. It has some role playing information which I think is really important to help drive home that this is a RPG and not a competitive card game. Following that is the actual mechanics aspect. In this case it talks about TRUMPS. Trumps are going to be a major part of the resolution system. Everything has a trump, think of it like rock-paper-scissors. Rock trumps paper which trumps scissors which trumps rock. Only in this case everything has a positive and negative trump which for the sake of simplicity we will equate to Critical Success and Critical Failure. Essentially what this card is saying is that if you’re fighting an orc and you roll a 1 you treat it like a 10 OR if you are negotiating with an orc and you roll a 20 then you treat it like a 10. Trumping and resolution is a bit more complicated than that, but this post isn’t about that. I’ll talk about the resolution system some other time.

That’s everything that is on this card. There is room for more information and some of the non-persona cards do have other stuff on them. Monster/NPC/Challenge cards, for example, require attribute information as they aren’t built out of 9 separate cards. This will be represented by colored symbols.

That’s enough about this game for now. If you’ve got a (relevant) opinion I’d love to hear it.

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