dorchadas: (JCDenton)
Insert that quote about how "I'm a content creator--I create problems for myself."

If you know anything about JSON, you might think "refactor JSON? What are you talking about?" If you don't, JSON is a way of storing data that makes it easy for both machines and humans to read. It's all done as key-value pairs, so you have like
"name": "Item",
"Description": "This is an item.",
"black": true
and so on and so on, with as many fields as necessary.

The reason for the refactor is that Cataclysm: Dark Days Ahead has a JSON-based scripting language incorporated into it. A lot of games use Lua for modding, a programming language where one of its main feature is that it's designed to be embedded in other codebases (such as that of a video game), and indeed some other forks of Cataclysm use Lua as well. CDDA does not, for several reasons, but as far as I know the most relevant is that it's open source, multiple builds come out every day, and the Lua integration would need constant work and constant tweaks to keep working with all the changes. A full game that releases discrete patches can make sure all the Lua binds are working before releasing the patch, thus avoiding constant mod disruption.

Anyway, CDDA has a scripting language called "Effect on Condition" that's all built out of the dialogue system, which allows certain dialogue choices to only appear sometimes depending on what Conditions are set--what other quests you've done, how long since the start of the game, if you have certain items, etc.--and cause an Effect, like setting NPC opinions, giving you quest rewards, and so on. That was all expanded out to scripts that run under certain Conditions and cause certain Effects. Nowadays a lot of the game is reliant on this system for more complicated effects, since it's easily expandable and testable without re-compiling the game, which lowers the barrier for contribution. One update allowed crafting recipes to run a script on completion, and I used this to make training psychic powers for my Mind Over Matter mod into crafting recipes. At the time, I did not have the skill to come up with a generic framework, so every single recipe (something like 200) had individual handling for training whatever power it is attached to.

Well, this week I pulled the trigger and rewrote every one of those 200 scripts so they all called on a set of ten total scripts, nine for each of the psionic paths (telekinesis, telepathy, etc), and then a final one that handles which power you're using and appropriately trains it. That means if I ever want to make changes in the future, I only to do it at most ten times, and more probably only one time, rather than having to mirror the change 200 times and hope that I never mess it up. It only took like six hours to go through thousands of lines of JSON and make all the changes, but now it's all done and easy to make further changes. I'm already thinking of how to make learning powers a bit more complicated--currently it's a straight Skill + 1d10 vs a difficulty roll, and when that was repeated 200 times I was loathe to change it. But now that I would only have to change it once...

The eternal battle between "add new things" vs. "do boring work of making old thing better" and this time the second one won.
dorchadas: (Chrono Trigger Campfire Scene)
Was thinking lately about the problems I have with so many survival games and I realized that it comes down to a lack of being punished by the indifferent gods.

Okay, so like I wrote about in my recent gameing update, I've been playing Project Zomboid. It's a lot of fun, but it has a lot of limitations, and I've had some of the veil pulled back in how the game's simulation actually works and now I can't unsee it. For example, by default, zombies sort themselves into small groups that are roughly equidistant from each other, and they'll migrate to nearby areas with no zombies. But, crucially, they'll only migrate the equivalent of a few hundred meters, because the only area that's simulated is the area that far around the character. There's a mod called Wandering Zombies that cause zombies to wander around a bit more, and it does mean I need to be a bit more careful about stragglers and zombies having shown up near houses I've cleared, but it still can't cause zombies to wander too far away. The giant horde coming toward the protagonists' safehouse, one of the staple tropes of zombie fiction, is impossible in Project Zomboid because there are no far-away horde movement mechanics. If you clear out the area near your base, base defenses are useless because no zombie will ever find you.

Zomboid gets around this by just having zombies respawn, which is pretty gamey in a game that tries hard for verisimilitude.

Cataclysm has similar problems. It also only simulates the area near the player, but while it does have horde mechanics, the area it simulates is small enough that it's very possible if you have a large enough base that hordes would appear on the edge of the simulated area which could be inside your defenses. To deal with this, hordes were changed to prefer roads and city centers, but that leads to the same problem as Zomboid, where if you build your base away from a zombie hotspot--the obvious thing to do--you can farm and play post-apocalyptic Stardew Valley without a care. In a game about the inevitable decline of the world, nothing dangerous will come to you unless you go seek it out.

Unreal World has a similar but different problem, which is that the early game is a brutal struggle for survival as you try to carve a homestead out of the unforgiving wilderness but once you do, once you have a small cabin and food stored in your food cellar for the winter and some traps set out for animals, you usually wonder "Well...now what do I do?" and stop playing. I've done that several times and never actually played through winter because I knew I would survive and it would take months of the exact same gameplay to get there. I didn't have to worry about any trouble unless I made it for myself.

And that's my problem. City-builders are very good about providing unexpected challenges that you need to have the resilience to beat, like Timberborn's droughts and Badtide or SimCity's disasters, but a lot of survival games don't seem to have anything like that even when it would be appropriate. Now, I know that some of this is because these are games and if you sow an entire field and it all dies to drought, you're just going to quit the game rather than try to recover from it the way that our ancestors did. But it's very weird to me in a game that's about the zombie apocalypse you can avoid most of the tropes that are central to zombie apocalypse fiction. Zomboid doesn't have NPCs (they've been promising them for 12 years...), which means there's no raiders, there's no person who joins the group while hiding a bite, there's no conflict over who has to do what jobs. It has no wandering hordes so bases are totally safe. Cataclysm has multiple interdimensional invaders fighting over the Earth, except none of them actually fight unless they happen to spawn near each other and you can likewise just ignore most of them unless you deliberately seek out trouble. Once you've brought in one harvest, you've won the game.

I keep looking at Vintage Story for its robust survival mechanics but that has an entirely separate thing I don't like (it keeps the Minecraft-like system of mobs just spawning in from thin air), so who knows.
dorchadas: (Pile of Dice)
I've been doing some RPG tinkering lately--slightly modifying True20, which hits my sweet spot between complexity and ease-of-use--and when trying to find a good setting to run with it, I've been looking at my old Rules Cyclopedia and the twenty years of fan work up on the Vaults of Pandius and I'm realizing that Mystara has the combination of interesting fantasy and totally crazy sci fi nonsense that I love in RPGs while also avoiding a lot of the problems that people have with standard D&D settings. For example:

A long list )

It honestly all sounds like the kind of fantasy that would be the background of an isekai anime series, which makes since because anime fantasy is based on 80s D&D through computer games like Wizardry and Japanese TTRPGs like Sword World. Low magic, humanocentric fantasy is out, kitchen sink fantasy is in. A town street with wolf people hawking wears, a group of elven tourists, a wizard doing magic tricks for money...and honestly, you could even have some guy from Japan who was magically transported there after being hit by a truck. It'd all fit.

This seems to be keeping my attention for longer than usual. What I really need is to be running an actual game so I can devote my creative energy toward that.
dorchadas: (Warhammer Fantasy)
Still plugging away at at some D&D homebrew. I'm maybe a third done and currently writing up a bunch of spellcasters. Since I hate the way D&D does magic, I'm giving every class its own theme and very limited list of powers. Pyromancers blow things up (or make food spicy or inspire courage or see through flames), shadewrights control shadows and darkness, glamourweavers do Fair Folk-style trickery like changing leaves into gold or making people lose their way or cursing people, and so on. There are no generalists because I think generalist wizards is one of D&D's worst design problems. Rather, wizards should have to be creative to figure out how to work their limited magical area of expertise into a solution to the problems they face. A pyromancer is great in a fight but less so when you need to sneak into an enemy camp, and so on.

But in doing this, I've found that the general approach in the 3.X community is actually the complete opposite--there's a lot of character design strategies that are based around coming up with a single strategy and making sure it applies to all situations. Like the infamous spiked chain tripper of yore, but even more so. For example, there are oracle (a Charisma-based caster) builds that involve putting everything into Charisma and then making Charisma apply to everything. Take the Lore Mystery and then add Charisma to Armor Class and Reflex saves instead of Dexterity, take Lore Keeper to add Charisma to Knowledge skills instead of Intelligence, take the Spirit Guide archetype to get some shaman powers but use Charisma instead, take the Noble Scion of War feat to add Charisma to Initiative checks, take two levels of Paladin to add Charisma to all saves, and then just stack +Charisma items.

This is one of those things that just rubs me the wrong way, but it's an inherent part of character customization. With a large enough group of options, it becomes possible to cherry-pick a group of abilities that synergize extremely well in a way that the disparate designers of those abilities never intended. The only way to avoid this is to have a gentleman's agreement, to redesign the available powers (my take), or to have players who don't care, because the simple truth is that D&D is a game and having a character who can't affect the game world to the same degree as others is not fun.

You'll often see the terms "SAD" and "MAD" (single attribute dependent" and "multiple attribute dependent") used in these discussions, where classes like the wizard are SAD because they basically only need Intelligence but monks are MAD because they need Dexterity to hit, Wisdom to defend, Constitution for hit points, Strength for damage, etc etc. And it's obviously easier to power up a SAD class because there's only one number to raise, and since you can only wear one hat, two rings, one belt, one set of gloves, and so on, if you can dedicate all of those to your one trick that trick goes much higher than if you have to spread that power out.

That's why a huge part of my RPG design philosophy is to bring down the ceiling. If there are no Angel Summoners then the BMX Bandits in the game don't feel put out. People can branch out rather than having to expend all their capabilities keeping up with higher and higher numbers.

I guess my main point is that I'm trying to use Pathfinder to make a game that feels more like Warhammer Fantasy Roleplay. We'll see if I succeed. Dark Souls
dorchadas: (Pile of Dice)
It seems like every few months I come back to the well. This time it's about wanting to maybe run a heavily modified game of E6, once again based on the long-dead webcomic Dark Places, which I wrote about here.

There's two main. things that prompted this post, by which I mean, two problems I have with baseline D&D that I want to change: the way combat works and the way magic works.

(Yeah, just minor changes, no problem).

Further thoughts below )
dorchadas: (Warhammer Fantasy)
It's been a long time since I wrote a TTRPG post about mechanics--looks like the last one was this one about deciding between magic systems, back before the Plague Years. I guess Wizards & Witchery counts too...but considering I used to write multiple TTRPG-themed posts a month, that's quite a decline.

Well, here's another one.

Lately I've been hit with massive inspiration--I have no idea from where--to convert Warhammer Fantasy Roleplay into the Exalted-based system that I used to run Warlords of the Mushroom Kingdom. WFRP (2e at least, haven't played any other editions) already has a perfectly fine system that I've used to run a year-long game of biweekly sessions, and I could just do that, but to be honest this is mostly to satisfy my urge to tinker. I have a half-dozen adaptations of this same system to other games--Dark Sun (maybe 33% done), that Wizards & Witchery post (maybe 10% done), Warcraft (maybe 20% done), Forgotten Realms (literally just started)--but the benefit of doing WFRP is that converting things is much easier than writing them from scratch.

Here's some mechanical notes about what I've done and planning to do:

Mechanics )

Wizards & Witchery

2021-Mar-10, Wednesday 13:10
dorchadas: (Pile of Dice)
I've been thinking about running a game of D&D, to the point where I actually bought some 5E sourcebooks. But not official sourcebooks--third party ones that overhaul the magic and combat systems called Spheres of Power and Spheres of Might, because I really don't like D&D's magic system and if I run a game I'd want to totally overhaul it. I write a lot about tinkering with the magic system, like in this post about Dark Sun's magic vs. psionics or this post about deciding between different magic systems for a homebrew game, but I've never really done a post about my problems with D&D magic, so this is that post.

This post causes 1d4+1 damage per two caster levels )
dorchadas: (Warlords of the Mushroom Kingdom)
I've been thinking of writing this post for days but, well, my appendix tried to kill me so it took a bit. I should also say this is mostly about dungeon-crawling-style RPGs and other games don't always have this problem.

On reward structures affecting player behavior )
dorchadas: (Pile of Dice)
Working more on the setting I was thinking about magic systems for here. I went with [personal profile] shadaras's suggestion of splitting Changeling: the Lost's Contracts apart into individual spells and called it Sorcery, representing the weird and capricious magic learned from the Fair Folk, and I also want to take Vampire: the Masquerade's necromancy and make that magic learned from ghosts and the dead, and another system that I haven't picked a name for yet based on the demons of the Outer Dark. So that's sorted out.

Anyway, I saw a post on Twitter not that long ago about being careful not to replicate colonialism in fantasy worldbuilding and I've been thinking about it:

Thoughts )

Anyway, I haven't actually done much fleshing out of the world, but that's what I've thought of so far!
dorchadas: (Great Old Ones)
So there was a dust-up on social media about sanity rules in RPGs recently, kicked off by this tweet:



And of course, since Twitter is a terrible medium for most discussion, everything descended into hell. But I'm going to talk about it here where I can write as much as I want!

Unleash the eldritch madness )
dorchadas: (Pile of Dice)
I went back to my old Dark Places/Avernum game idea, stripped out the Avernum part, and decided to make a more traditional fantasy setting using the Exalted-derived system that I started with Warlords of the Mushroom Kingdom and have been developing since then, that I called "E10" in its latest incarnation. It turns out there's not much market for a skill-based, dice-pool, adventurer fantasy game, so I've got to make it myself.

Anyway, I'm trying to decide between three ways of handling magic:

Abra or Cadabra? )
dorchadas: (Dark Sun Rulebook Cover)
A while ago I wrote about converting Dark Sun over to an Exalted-based system, and while the idea sat in my head for a while, I've since started working on it and gotten pretty far.

Nerdery within )

千矢

2019-Feb-12, Tuesday 08:55
dorchadas: (Pile of Dice)
A few days ago I posted on Facebook about Yasuke (弥助), an African man brought to Japan by the Portuguese who became a retainer under Oda Nobunaga, and [instagram.com profile] thosesocks replied and asked if I had heard about the RPG Thousand Arrows (chiya, written as in the subject line), and I had not. I looked at the kickstarter page, and it looked interesting but I had some concerns, and on Saturday between Lunar New Year events we met for tea so I could hear more about it.

Tabletop RPG nerdery )
dorchadas: (Perfection)
I guess I can't complain too much more about that seminar initiative that management came up with because I just finished the final exam and got 100%. Emoji Cute shrug

On the other hand, I was able to do all of that because the database has been down literally all day, so it's not like I had anything else to do other than tinker with things.

The WoW Classic announcement got me working again on my dormant Warcraft tabletop RPG adaptation. I finished up priest and paladin spells, and now just need to add shaman spells and some stuff from the RPG that isn't in the computer games (runemasters, etc). Then it'll be ready for testing. Finding time for it...is another matter.

I don't have anything scheduled for this weekend, and [personal profile] schoolpsychnerd and I are going out to dinner tomorrow at a new-to-us restaurant. I'm really looking forward to both of those.
dorchadas: (Not he who tells it)
Enjoying a lazy Sunday on Labor Day weekend. Yesterday was busy, with a dentist appointment in the morning and Call of Cthulhu in the afternoon, but I have nothing scheduled for today. Next weekend is [tumblr.com profile] novafigura and [tumblr.com profile] hopefulrefrain's engagement party, the weekend after that [livejournal.com profile] melishus_b and her boyfriend are coming from Seattle to visit, the weekend after that [personal profile] schoolpsychnerd and I are going to Seattle for [livejournal.com profile] t3chnomag3's wedding, and the weekend after that is Yom Kippur. But for the moment, I have very little to do. Emoji Happy cat

I signed up for the pedometer challenge at work. This isn't really anything out of the ordinary for me, since ever since I downloaded a pedometer app for my phone that changes color I've tried to get 10K steps a day (about 8.1 km for me), but the team I signed is full of exercise junkies so we decided to compete in the 12K band. I got in my steps without too much trouble yesterday since I was already planning on reading while [personal profile] schoolpsychnerd was out, so I just walked around a bit with my book. Today I'm at 3.3K right now and we still have to go grocery shopping and clean later, but I'll probably have to do an hour of walking. It keeps me from spending twelve hours in a row playing video games like I used to and helps me keep up on my RSS feeds, and I actually enjoy walking. I just wish that we had our own house or a ground floor apartment sometimes. I try to walk softly and our downstairs neighbors have never complained, but...

I've started a new RPG project, because that's my primary outlet for creativity other than writing. I keep trying to adapt the old TSR AD&D setting of Dark Sun to something that I'd rather run it in, and after almost two years of Warlords of the Mushroom Kingdom, I'm comfortable trying to adapt it into a hybrid of Exalted and NWoD. I haven't gotten very far, but I made a few changes (ported over Composure and Resolve, dumped Manipulation and Appearance, split Dexterity into Dexterity and Agility) and have some more in mind. The Essence stat in Exalted being universal means it works perfectly as a way to determine psychic potential, since everyone and everything in Dark Sun is supposed to be psychic. The way sorcerous motes work in Exalted 3e, where the sorcerer has to roll and accumulate energy, simulates the way Dark Sun wizards draw in life energy from plants to power their spells and allows me to give defilers an advantage by making their accumulation faster. There are enough dials on the weapon statistics that I can easily replicate the way most weapons are inferior because they're made of stone or wood or bone by tweaking them. I think it can work, and it'll be fun to work on, even if I never run it.

I have three maps on the wall of the computer room from the three fantasy settings that have most influenced me. One is the map of Vvardenfell from the Morrowind Collector's Edition; one is Chrono Trigger's Kingdom of Zeal, where dreams come true; and the third is a map of the Tablelands from the Dark Sun boxed set.

[personal profile] schoolpsychnerd has promised to make a special dinner tonight, but hasn't said what she's going to make. I'm not sure it matters, because I can think of only three times she's made something that I haven't liked it, and one of those didn't count because the flour had gone rancid. I'm looking forward to it. Emoji back and forth dance

I might have a Darker than Black later in the weekend, and probably a post tomorrow about a long-term personal goal that I've reached. I hope everyone else is having a good weekend!
dorchadas: (Pile of Dice)
A while ago, I wrote up a description of elves for a science-fantasy RPG setting I'm working on. I liked them, but they were based on elves as creatures of Faerie and didn't really have anything science-fiction about them at all, so now I went back and changed them a lot and I think they fit a lot better:

Elf
The elves have always been a people apart. Before the coming of the Mist, the elves were united by the Elven Court of the Elder Wood, the center of elven civilization. There the Queen ruled, advised by the oldest of her people and the spirits of the forest. Even the far-flung communities in other forests paid homage to the Elven Court, their bonds aided by the Emerald Roads that facilitated travel from elven community to community.

The Mist ended that forever. As it washed over the Elder Wood, the elves made a choice. Some of them gave themselves fully to the rule of the forest spirits, forsaking such technology as they used and following the dictates of their shamans. Others saw the changes that the Mist wrought in those creatures it touched and determined to learn from them. They studied the Changed, using all their magic to form bastions among the woods to hold the Mist at bay, and developed the art of fleshcrafting. The former are known as the wild elves, and the latter as the mist elves.

There are rumors of a third group, who fled underground to avoid the Mist rather than ascending to the heights. It is said that the Mist changed them as they fled, that they worship spirits of fungus and spider and unclean things, and that they have tunnels under the surviving lands and raid the surface for slaves. But theses are merely rumors.

Physical Description: Generally taller than humans, elves possess a graceful, slender physique seemingly made of bark, vines and foliage. They vary greatly in appearance, as wild as nature itself. They encompass the colors of all plant life, tending towards shades of green and brown. Their hair grows leaves and branches. The older they are, the more growths they have, sometimes becoming long twisted vines that hang to their waist or longer. Their flesh is wooden, smooth when they are young and furrowing more and more as they grow older until it resembles the gnarled bark of an ancient tree. Their eyes vary from virgin wood green, morning sun gold, rich brown earth, to deep sky blue, but always a solid color with neither pupil nor iris visible.

The wild elves live in the forests and frequently dress in animal skins or clothing of bark and leaves, whereas mist elves wear suits designed to keep off the mist and work with fleshcrafted creatures, or the symbiotic armor given to their warriors.

Society: Where the elves were once unified, now there is a great division among them. The wild elves are ruled by shamans who speak to the forest spirits and look up to the warriors who practice supernatural martial arts learned from the spirits of the animals around them. The mist elves delve ever deeper into the arts of fleshwarping in the hope of discovering the secret of adaptation to the Mist without losing themselves to it.

There are still some similarities, however. Both cultures have a deep-seated appreciation for artistry and craftsmanship, and whether it’s a carved wooden chair or a piece of living furniture, an elven artisan will always work to their utmost and take pride in their work. Magic is held is high esteem, and the lifeshapers of the mist elves and spiritspeakers of the wild elves are some of the most honored members of their communities.

Relations: Others were always suspicious of the elves because of their insularity, and their new behavior has not changed that. It is the wild elves who are the most well-thought-of, because while they are savage and unpredictable, at least their powers are understandable. Wild elves get along especially well with grippli and sesheyans, who share their wilderness homes. Whatever it is that the mist elves are doing in their living strongholds makes the other races nervous, and their appearance, swathed entirely in robes or with visible symbiotic grafts attached to their bodies, does not allay that concern. There are some elves who live in the patchwork human cities that sprang up after the Mist came, but they are often not entirely trusted there, even after long years of residence.

And here's a picture I found on the internet that's a pretty good visual inspiration:



Pathfinder game mechanics )

Exalted stats )

Maybe someday, I'll actually be able to run this.
dorchadas: (Pile of Dice)
I've been tinkering with RPGs again. Some people write fanfiction, some people draw fanart, and I come up with RPG homebrew. Even though I'm in three games right now--[personal profile] schoolpsychnerd's 7th Sea game, [livejournal.com profile] mutantur's Call of Cthulhu game, and my own Warlords of the Mushroom Kingdom game--and thus have no time for another one, I just enjoy game design. My latest burst of creativity was spurred on by finding Heretical Shadows, someone's fan supplement for using the Shadowrun system with fantasy settings. It's something I've always wanted to try, since there's already rules for fantasy races, magic, and spirits, it's skill-based instead of class-and-level based, and it uses my favorite dice mechanic (giant pools of dice). But it would be a bunch of work for a game that I'm not likely to run anytime soon, so I'm glad someone else did it.

I keep thinking about tweaking it more, but I should actually run Shadowrun for a while first to familiarize myself with the system. I did a lot of tinkering with Exalted, but I ran that game for years. And anyway, one of my players perks up every time I mention canon Shadowrun so that's probably next in the queue. And urban fantasy cyberpunk is a good departure from grim sword and sorcery.

At [personal profile] schoolpsychnerd's suggestion, we sat down and watched an episode of Chef's Table about Ivan Orkin, a Jewish New Yorker who ran a ramen restaurant in Japan. So now I want to move back to Japan, and I really want a bowl of ramen. Especially his ramen, with its noodles made in-house using toasted rye flour. He's right that it's very unlikely a Japanese person would have thought to do that, especially since they usually buy their noodles.

This also reminds me of the first time I saw salarymen ordering noodle refills and decided to do it myself. I spent a few minutes psyching myself up and formulating how to ask and eventually said something like すみません、もう麺を一皿お願いします ("Excuse me, may I have another plate of noodles?"), and the ramenyasan looked at me quizzically and said かえだま (kaedama), the specific word for that very thing. Emoji Smiling sweatdrop I did get my noodles, though.

And speaking of food:

Farmer's Market dinner )

Overcooked comes out on Switch tonight and we're probably going to buy it. Usually, if a game is multiplatform I buy it on PC for future-proofing reasons--I just recently played through a game from 1994 with no problems at all--but Overcooked is specifically local co-op only, and sitting on the couch next to [personal profile] schoolpsychnerd to play is more comfortable than both of us crowding around my computer. It's also about cooking, one of [personal profile] schoolpsychnerd's treasured hobbies. I'm looking forward to cooking together, on the back of two speeding trucks!
dorchadas: (Warcraft Algalon)
I've been on edge almost all day, which doesn't make it easy to relax on a three-day weekend. I even went to get a manicure with [personal profile] schoolpsychnerd and while my nails are much more manageable--they were long enough that it was pretty annoying to type--all I could think of while I was there was how long it was taking. I didn't find it relaxing at all. And I meant to start playing ふしぎの木の実 (大地の章) (Oracle of Seasons) today and haven't even booted it up. Instead I finished reading Japan at War, which is admittedly an excellent book, and fiddled with music for hours.

I've been really nostalgic for Warcraft lately. Not World of Warcraft, necessarily. The time of my life when I played MMOs is over. But the Warcraft setting, around which there isn't any way to interact outside of WoW and Hearthstone now that Blizzard isn't putting out Warcraft RTSes. I downloaded and organized the entire Wrath of the Lich King soundtrack, all fourteen hours of it, and have original WoW and Burning Crusade waiting for me to sort through when I can find the time. I booted up Warcraft III and played for a while before I tore myself away. And I made that icon that's up there from one of the few screenshots of Algalon I could find that wasn't full of PC nameplates or raiders trying to murder him.

I originally thought of putting "The stars come to my aid" as the text, since I played a Balance Druid and wore the Starcaller title from the moment I got it until I stopped playing even as I accumulated titles like "The Insane" and "Battlemaster," but I thought the current version would be more broadly applicable.

I'm all fired up over trying to make my perfect version of a WoW tabletop RPG game based on Pathfinder and using the Spheres of Power sourcebook to build spell lists for each caster class and Path of War for the martial classes, because I think it would work incredibly well even if it would be a ton of work. It'd be less work than actually balancing WoW is, though! And I need a new project now that Warlords of the Mushroom Kingdom is in tinkering mode and I have multiple other games prepped and ready for when I have more time.

Of course, that's what I need, right? More time.

(On the other hand, an old woman at the nail salon told me that I had interesting pants and the proprietor said she was jealous of my hair, so some good things happened today!)
dorchadas: (Exalted: One True RPG)
I've spent a long time putting together compilation documents for Dragon-Blooded Charms, hearthstones, sorcery spells, and martial arts and putting together a (currently 76-page) bestiary for that game I wrote about two-and-a-half years ago that I'm sure I'll get around to at some point. But despite that, I was never super happy with the Dragon-Blooded mechanically.

Dragon-Blooded abilities, and the Charms associated with them, are split into the aspects, with a surcharge on any power not part of the Exalt's own aspect, and it locks out a lot of character concepts or makes them more expensive. An Air aspect archer? Nope, Archery is a Wood aspect Ability. You'd think Fire aspects make good lieutenants because they're passionate and inspiring, but War is an Earth ability, so they pay a penalty for all the Charms. Earth should be good at contemplation and planning, but Bureaucracy is a Water ability and Lore is an Air ability, so no. And so on.

A while ago, I found a document by Ekorren from the Onyx Path forums called "Dragon-Blooded Revisions, Making Terrestrials Terrestrial" that cut all this out and gave each aspect its own set of Charms. Now there were just Air Charms, which covered a huge variety of concepts. Sure, Air aspect combat is focused on range, but it's possible to play an Air aspect swordsman and use the element of Air to do it, rather than having to take Fire-aspected Melee Charms and no longer have any Air powers despite being an Air aspect. Unfortunately, it was half done, with finished Air and Earth and only a bit of Fire.

Well, I took it, modified it, added a bunch of stuff from that compilation document, and now it's done. All five aspects, each with their own Charmset. Each with more ability in that aspects' thematic strengths, but with a broad range of powers that can accommodate a wide variety of characters.

I don't know if it's balanced, and only a quarter of it is my original work. I wrote a lot of Charms here and there, but I was also building on an existing framework and I made heavy use of Charms borrowed from fanworks like Hundredfold Facets of Enlightenment (PDF) or Ever-Cascading Torrent of Glory (PDF) or conversions of A Clutch of Dragons. But it exists and it's enough to run a game on, and I'm finally happy with the way that Dragon-Blooded work.

Now, to just get a game off the ground.
dorchadas: (Pile of Dice)
One benefit of the d20 system and its endless permutations is that if yo spend enough time looking, you'll almost certainly find that whatever changes you want to make, someone has already done it.

Like with the subject of this post. I don't think Armor as DR is more realistic or anything, I just like it better--and admittedly, playing Baldur's Gate II has shown me how easy it is to turn everything into rocket tag when there's no way to mitigate damage other than "don't let them hit you"--and so I've been looking for a formal implementation for a while. And while looking around online last night, I found out that Game of Thrones d20 does that while also having shields that make one harder to hit and opposed roll combat, with both attack and defense rolls.

Okay, cool. That means I can dump the damage roll and move to static damage, since I also found this chart that makes any conversions easy. Just plug in the damage done and the attacker size and it outputs a value. It even accounts for critical hits and variations on critical range and multipliers.

One obvious problem is monsters. Unlike Game of Thrones, where nearly every enemy is human, most D&D settings having plenty of monsters and I can't just turn Natural Armor into DR because Natural Armor is usually inflated to make monsters challenging. I don't know if there's a standard modifier I can apply, like 1/2 NA or 2/3rd NA. Fortunately, in E6 Natural Armor never gets too high, but it's something to watch out for.

A second is, assuming I want to use the variable between attack and defense roll to add to damage--and I do--how to account for penalties to the attacker, which are now also penalties to damage? One way is to make some of them into bonuses to the defender which are ignored for calculating damage. Like, Power Attack then gives the defender a bonus to parry/dodge, but if the attacker hits, then damage is calculated using the margin of success without that bonus.

Or maybe that's not worthwhile and it's easier to have tiers, like "For every 5 by which the attacker beats the defender, they add 50% to their base damage." That keeps hit and damage bonuses distinct while making a skilled warrior do more damage overall beyond the obvious note that a skilled warrior will hit more often. Or even easier, for every 5 over, they move up one size category on the chart. Simple and clean.

This also allows armor penetration as a standard weapon ability or feat. Like, it's easy to take something like Keen Edge and the keen property and make them armor penetration instead.

I'm not sure if I'll get around to testing this since I'm currently on a huge Exalted kick, but it was food for thought. And after months of turning Exalted into a game about 8bit Nintendo sword and sorcery which, amazingly, works, I might be able to make this work too.
dorchadas: (Pile of Dice)
Who knows if it'll ever get finished, but I decided to work on that fantasy RPG I posted about earlier, though with one change--I'm using 2d10 instead of a dice-pool, success-counting system. After all, I have Shadowrun 4e and Exalted already, and Warlords of the Mushroom Kingdom is a great set of house rules for low fantasy. Might as well make something new.

I'm running into a problem, though. Specifically, about defense in combat. I want opposed skill rolls, and it's obvious what the attack rolls. But what about the defender?

Do I want a Dodge skill and if so, how do I make it worthwhile investment instead of buying more combat skill that can also be used to parry? What about shields--should there be a shield skill? If not, what does the shield-wielder roll?

For shields, I think I came up with the answer. Have some kind of Advantage called "Shield Training" that lets the warrior use shields with their normal combat skill, and incentivize shields by making them easier to defend with and able to block arrows (leaving parrying arrows for monks). Okay, that's done.

Dodge? Right now, I'm thinking of having an Evade skill that covers combat dodging as well as just generally avoiding bad stuff--the equivalent of a Reflex save as well, going with the Vigor skill and the Resolve skill. That's not super elegant, but it will work.

As for which to roll, maybe add in a couple things to incentivize Evade. Attacks that can't be blocked/parried, like some spells, attacks that are easier to defend against by one or the other defense like Exalted has. That has to be done carefully, though, in a way that conveys the proper information to the players so they can make informed decisions, and without that it's better off not to do it at all.

"Better off not to do it at all" is probably a good attitude toward the whole project, but I like tinkering!
dorchadas: (Pile of Dice)
I have no idea if I'm ever going to actually put any time into this--probably not, considering all the already-written RPGs I want to run games of--but I've been thinking a lot lately about what my perfect fantasy RPG would look like so here are some characteristics it would have:
Read more... )
dorchadas: (Death Goth)
I've been rereading all the Vampire: the Masquerade books lately and it's getting me thinking about running a game (of course). And that leads to tinkering--even if the odds of me running it are very low, I like homebrewing mechanics.

One of the things that's bothered me about Vampire for a while is that the seven Camarilla Clans have four Clans without a unique Discipline, whereas both Sabbat Clans and all the independent Clans have unique Disciplines. This is a legacy of first edition, when only the Camarilla was playable and the other Clans were mysterious enemies in the night with bizarre and frightening powers, but there's no reason for that to continue. As such, I looked at Vampire: the Requiem's big list of Disciplines and I have some ideas for how to change things up a bit:

  • Brujah: Celerity, Praestantia, Presence. Praestantia enhances combat skills, strengthening Brujah's role as rabble-rousing brawlers, and its hint of prescience helps tie into the time-manipulation powers that the True Brujah have. Hey, I like the Trujah.
  • Nosferatu: Animalism, Nightmare, Obfuscate. This one was easy.
  • Toreador: Auspex, Celerity, Xinyao. Xinyao is about manipulating emotions, and that leaves a place for the Toreador as the vampires who are passionate, or at least as passionate as the undead can get. I'd probably rename it Synaesthima (pseudoGreek for "feeling").
  • Ventrue: Constance, Dominate, Presence. Constance is about supernatural willpower and mental fortitude, which ties into the Ventrue's space as the unflinching rulers of the Damned. I'd probably rename it Pertinax (Latin for "steadfast."
So that's done. Yay!

In doing that, though, I realized that I took away Potence from two of the Clans that had it, and that made me realize I could solve another problem. Ghouls get Potence automatically, and I've seen a lot of debates about whether vampires whose backstory had them as ghouls should mean they automatically get Potence as a Clan Discipline, or could start with Potence. Well, if ghouls get Potence, Potence is inherent in vitae, right? So why not make it universal among vampires and replace one Discipline for everyone else who has it?

That led to this:

  • Blood Brothers: Celerity, Fortitude, Sanguinis. No one is ever going to play one of these anyway.
  • Gargoyles: Fortitude, Obfuscate, Visceratika. More likely to be played than Blood Brothers, but not by much. Obfuscate helps explain why giant stony winged monsters can exist and not have everyone panic.
  • Giovanni: Dominate, Fortitude, Necromancy. That gives them two Disciplines in common with the Cappadocians, their original parent.
  • Lasomba: Auspex, Dominate, Obtenebration. I know the Tzimisce already have Auspex, but I think Auspex fits the Lasombra too. They can see in the dark and into your mind, which fits them being incredibly manipulative along with Dominate.
  • True Brujah: Obfuscate, Presence, Temporis. As with gargoyles, Obfuscate ties into how they're super secret and unknown, as well as being dispassionate observers and scholars. And giving them two Disciplines in common with the Setites helps confuse their origins a bit, which I like.
  • Warrior Setites: The entry already says "A mortal Embraced by a warrior Setite becomes a 'normal' member of the line (that is, learning Obfuscate as a Clan Discipline) unless trained as a warrior from childe-hood" so no changes here are needed. They just focus more on Potence.
There are some Laibon legacies with Potence as well, but most of those are kind of a missed opportunity anyway since they're just obviously "[Clan], but in Africa!"

Huh. I actually really like this. I know some people don't like the proliferation of unique powers since it pushes V:tM toward superheroes with fangs, but we all know that's really what we want from it anyway. And none of these powers are Kineticism, so I'm already one up on White Wolf.
dorchadas: (Great Old Ones)
Yesterday, we met for the last session of the flashback in the Horror on the Orient Express game. It went at somewhat of a hurried pace, since we wanted to finish the whole thing up in one game, but we managed to decipher T̝̻̲̲̲̣̃ͯ̅h̬̭̱̖̝̺ͨ̒eͬ̓̅͐ ̰̩͠W̞͔͇̲̘̲h̢̝͕͆ͅi̇̓̏ͫ̋͏̗͚͕͉s͒̊̓ͥ̐ͭ̉p̭̰̓͆͛e̬͖͖͉rͦ̍ͦ͂͟i̲̩͚n̮̩͉͓͍͛g̯̝̝̤̭͍̠͊́ ̷̘͚̉̄́ͦ̃̑̆F̠̹̙ē̶̱̠͍̬͋ͅz͚̲͇̑̉ͧͯ͌ and get Menkaph ejected from the train at the Niš stop. Professor Worth (filling in for Dr. Polat, whose player was absent) used his knowledge from the book to arrest the decline of Mr. Meyers, though it required him to put on a fez himself, adding additional urgency to our quest.

We arrived in Constantinople and met with Professor Demir and learned that his son had been kidnapped, which sent us across the city to find out where he had been taken. While Professor Worth went to the library, Captain Barrington, Mr. Banks, and Miss Meadowcroft visited a man who called himself "the Frenchman" and had an audience with the sultan, eventually learning that the so-called "Children of the Blood-Red Fez" were holed up on the Island of Doomed Princes, a secret tenth of the Princes Islands in the Sea of Marmara south of Constantinople. Professor Demir knew a fisherman, a "Nine-fingered Abdullah," who knew of the location and could ferry the investigators there, so under the cover of night, they traveled to the island and rowed out to land there.

On the island, the Captain and Miss Meadowcroft distracted the guards by provoking the goats while Mr. Banks climbed the crumbling walls of the tower at its summit and pulled the eunuch guarding the cult leader out the second-story window. In the chaos, Professor Worth dashed up the stairs and engaged the leader in a battle of wills for ultimate control of the fez, eventually winning despite her attempts to dissuade him otherwise. As the fez was destroyed, her head exploded, and the party managed to get Professor Demir's son, and the other prisoner, a Prince Ramazan, out of the tower. Hurling petrol bombs behind them, the party made their escape and went back to the professor's house. At that point, the game time was basically over, so we wrapped things up and went home. Victory!

And the Captain proposed to Miss Meadowcroft, so they or any children they have could be backup PCs if any of the 1920s-era characters dies. Mr. Banks would also be willing to come back for one last hurrah, but Professor Worth's player mentioned that he probably went home, forgot anything like this ever happened, and refused to speak to Professor Smith ever again. Not that I blame him.

Now that I'm playing an official Call of Cthulhu adventure, I can see why Trail of Cthulhu changed the mechanics of investigating. The stakes are often "Do this thing or the world is doomed," and then whether we even know what thing to do comes down to Library Use and Persuade and if we fail those--and this is a percentile system, so that's likely at some point--the GM has to scramble to find some way to get us back on track or else the world ends. It's why I'm glad that [livejournal.com profile] mutantur laid out the paths for us to take instead of letting us flail around for a while. We did a lot of flailing last session, though we eventually worked things out!

My solution for this is generally to have lower stakes and let the PCs fail--I'm reminded of the time I ran Operation COBALT SHADOW (aka "A Victim of the Art") in Delta Green, where what I thought would be a relatively quick opera took four sessions before F Cell screwed things up so badly that MAJESTIC swept in and they had to extract themselves--and that may happen someday. I mean, it's not for no reason that we have possible backup PCs. I think that since this was a flashback that had to end in a particular way because it "already happened" it exacerbated that problem, though.

I am curious if we'll seriously screw up a leg of the journey. Next time, France!
dorchadas: (Warlords of the Mushroom Kingdom)
A while ago, when I was converting WotMK over to Exalted's system, I decided to use Terrestrial Circle Sorcery for the various groups of creepy sorcerers because that way I didn't have to write a ton of spells. However, I gave every group of sorcerers ten spells, I've written up fifteen groups so far, I didn't want any overlap between the groups, and there's only so many Terrestrial Circle spells that people have written, even with weeks of scouring the internet for them a while back. When I was writing up the latest sorcerous order, I could only find five spells that fit the concept and weren't already taken by other groups. When I found myself writing up several new spells, I realized that I had hit the limits of the parameters I'd set for myself, and if I wanted to be able to write more sorcerous groups--and I do, since there are several countries in the gazetteers that don't have any at all--I needed a full custom spell list for each group.

So I'm going back to my previous approach. You can see an earlier version of that here, from when I was still using Novus, and a modern version below the cut:
The Pyromancers of the Kappa Wastes )

So far, I've done that to thirteen of the fifteen original sorcerous orders I had--sixteen now, counting the one that triggered this whole thing in the first place--and it hasn't been nearly as difficult as I thought it would be. I did all that in about three weeks, and it leaves plenty of space for expanding into places that the list of Terrestrial Circle spells I have doesn't go.

For example, originally the Servants of Yarikh from B'rabt were just a place for all the Biblically-themed spells in Exalted to go, like Plague of Bronze Snakes, River of Blood, Water from Stone, Food from the Aerial Table, and so on to go, drawing on B'rabt's combo Egypt/Israel thematics (it's based on Birabuto, but I wanted something different than WotMK!Egypt), but now that I'm writing my own spells I can go back to the association of Yarikh as a moon god and write moon-themed spells for them. And keep the serpent imagery as well, because what is sword and sorcery if you don't have sinister priests with serpent-topped staves walking around?

Profile

dorchadas: (Default)
dorchadas

May 2025

M T W T F S S
   1 234
5 67 891011
12131415161718
19202122232425
262728293031 

Syndicate

RSS Atom