Wednesday, January 25, 2012

Wildly Inadvisable: Being Inadvisably Wild

More on the skills tonight, I suppose, since I really want to write something tonight. Progress on separation of the skills went by rather swiftly, but imagining how it would all work together is taking a bit of work. But here's the basic concept.

For the most part, I'm keeping the "Perfect 10" idea I had for the General Skills. It lends itself well, and it makes me think that maybe I might have a good thing going. Now that I've looked at what I've done, there's been some reconsideration on the level cap thing for the general skills. If I put a cap on it, perhaps it will be 20, and there are a few reasons for this (assuming I want a cap at all).

Based on some NPC drawings I did up, a good "villain", or at least one for this particular game, has a fairly high base for magic-based skills. Using this as a litmus, I decided to ponder difficulties and the benefits for taking points and specializing in certain areas. For instance, Mind Control, a specialty of the Advanced Spell Control skill.

Basically, any spell that falls into usage by this are things that take either little effort, or take preparation. A few of them might be usable at will - for example, Mind Control. Of course this all will eventually tie into making Willpower rolls, which is good, but as a base, I wondered how many ranks it would take to destroy or create memories in a person's mind, based on previously-written DCs, under the new system. Using one of my villains is a great way to test this.

As written, and by preparing to use the rules I set forth, in order to perform such a feat, it could take approximately 6 character points to achieve this level of mastery - and in fact, this could even be enough to allow total domination of a strong-willed creature. Here's how this works out.

For every CP you spend, you gain two skill points. For every two skill points, you can spend one on a Specialty. Specialties grant you a +2 bonus to their respective field. For example, Mind Control grants you a double bonus for that particular use of the skill. So, with 6 points, that gives you a total of 12 skill points. That's 8 ranks, and four specialties, which when added up, gives you a +16 to Mind Control (if you decide to take it all four times, mind you). Depending on your ability, this could mean that you can either remove someone's memories, create new ones, or just dominate them outright (subject most likely to a Willpower roll, of course).

That seems rather excessive, however - a powerful ability for only 6 CP spent. Of course, all of that progression is difficult to swallow in a single gulp. So either something is very wrong with my DC tables, or I need to adjust how skills works. Perhaps the main issue is that the DCs appeared fine when I was only dealing with a die roll for these skills. But when you are guaranteed the maximum result, it makes things considerably more difficult.

On the other hand, however, if we make the Difficulty for resisting Mind Control equal to the caster's Advanced Spell Control skill (which in the above example is 16), most people should be able to resist that - even the average Joe ought to have a decent chance at resisting that, since the average Willpower for any given person should be 7-9. Now, this only gives the normal person (or even PC!) a 30% chance of resisting the effect of what could essentially be a total mindwipe. This is both good and bad, because it gives a player few options at resisting an extremely powerful effect, while at the same time not entirely trivializing an extreme amount of specialization.

Of course, it also means that for only 6 CP, you are pretty much given the license to go fuck around with people's minds free-range. With only a one in three chance of failing, odds are in your favor that you will win - even better since your Magic skill will inevitably increase the difficulty. If the average Magic score grants a +3, then there goes any chance you ever had of resisting an effect.

I think that some DCs need to be reconsidered in light of this. Most effects should have their ability shifted up by at least five points or more. This way abilities will require more progression (another three skill points, which translates to two more CP), and which promotes a more balanced approach to increasing the power in one's arsenal.

Now, the negatives: This means it can be pretty easy for an enemy to be able to dominate even the PCs, which is a very bad thing. Of course, since the only thing that really sets a PC above any normal person is their choice of skill arrangements and Advantages, it can be difficult to find a good balance to this. Willpower was originally meant to be one of the few stats that was extremely difficult to increase - particularly due to the influence of Corruption playing a major part in the system.

Perhaps certain effects should be shifted up even further, to make purchasing the ability to control another person even more demanding. More consideration will have to occur on this point, and I think I have gotten away from the main topic at hand, which was that skills have new specialties available to them.

Some skills will allow abilities that can be used by a character, both inside and outside of combat. Such abilities include being able to create computer viruses, cast special spell rituals (summon SUV anyone?), or even the creation of magical items. I'll get into that some other time, but magic items are rare and should remain so - after all, they are very powerful and time consuming to make. We're talking days for something simple, weeks or months for something most players would consider "useful". But again, that is a topic for another time, the important thing is how this impacts skill progression.

Some skills have many specialties, some of which now affect certain attributes that are otherwise difficult to increase. Athletics has specialties which allow you to increase Health, Fatigue, Speed, or even your Stamina. Feats of Strength can now be used as a good determination of what kinds of objects a character can lift - and if they deal any bonus damage when throwing them at someone (or something!). Similarly, some specialties may in fact have their own branches of even further specializing. In the case of enchanting magic items, perhaps you can spend a point to lessen the time it takes to create an item.

Perhaps another 'fix' to this is to have the initial 'rank' of certain Specialties do nothing more than grant access to an ability, instead of also granting a +2 bonus to it. That would require 3 additional Skill Points in order to attain the same amount of power, while at the same time not overpowering the initial rank of a specialty. You can be a Jack of All Trades, but you will suffer as a result. But likewise, a well-rounded character will be more versatile than a one-trick pony.

A lot of things to consider, and I've taken up enough time typing this. I'll sort through it later.

Thursday, January 19, 2012

Wildly Inadvisable: The purpose of skills

Behind on blogging again, but life's twists and turns keep me on my toes lately. I've some extra time tonight, and in order to get to sleep, I think I will muse on Wildly Inadvisable, since I'm back to running it and the skills system has been bothering me quite a bit.

What's the point of a skills system? Well, that is a difficult thing to answer. In broad terms, it is a measure of things your character can do. This can include things such as creating objects, remembering a piece of information, climbing a wall, or casting a spell. In simple terms, this is a pretty easy thing. But taken into gaming terms, it can get pretty complicated, especially since there tend to be two types of skills: Combat skills, and non-combat skills.

In 2nd Edition AD&D, there was a pretty clear divide here. You had a list of Non-Combat abilities, such as Seamanship which got you a host of things like bonuses to swim, and the knowledge of how to work on a boat, but not necessarily run one. It was like how Professions became in d20 Modern - a measure of things your character has done in the past to give them an edge of sorts.

But many systems attempt to lump skills into the same category, and force them to play by the same rules, which can make things quite messy. Therefore, I have come to the realization that my previous dependency on d20-like mechanics is actually hurting the way I have conceived of the skill system for WI. Let's examine this.

How Things Turned Out

The concept behind skills seemed pretty straightforward. You had your attributes, which each had key skills tied to them. From there, these skills had specialties, ranging from resisting a specific type of damage to being able to create a computer virus. In theory, it works great. In practice, it's pretty messy overall, and it is hard to actually find anything in there.

Not to mention the messy amounts of math involved. For every two ranks you place into the basic skill, you can apply a single point to a "specialty", which basically means you gain a higher benefit to a specific instance. For damage resistances or elemental affinities, this is kind of cool. But it makes for a very messy skill sheet, particularly for a game that is supposed to be simplistic.

Fixing The Problem

In order to address this, a few ideas have occurred to me. Instead of an overly-complex system like I have already had set up, one can easily just separate things into combat and non-combat skills. Combat skills are those which do not have a hard 'cap' on them, and are intended to be scaled up as high as possible. Non-combat skills, on the other hand, should have a 'soft cap'. Is it really necessary to have to roll over a 30 to hack a computer database for information that is likely vital to the plot? Not really. So instead, let's have the two follow very different rules, instead of attempting to shoehorn everything into a single category where all the skills play by the same rules.

For lack of a better term, the Non-Combat skills should follow a "pip" system. Let's just say that each of these skills has ten "pips", or ranks that you can put in. Spend a point, get a "pip", similar to how it runs now. However, for every "pip", or maybe every two "pips", you gain an ability tied to that skill. For example, leveling Athletics could grant you a bonus to climbing, or maybe even let you avoid most climbing-based rolls. Or, it could grant you a higher base speed, to reflect your training. Likewise, the computer-based skill can be overhauled as well, so instead of having to roll for the skill, you instead can either perform the requested action if it is well within your ability to do so. Alternatively, treat all non-combat skills as if they had a result of 10. This is important for a second reason, and that is clearing up the combat system, while laying the foundation for the next major thing: Status Effects.

One main issue I have with the system as it is now would be that attempting to add in status effects threatens to slow down game play immensely. Roll Spell Control. Roll Status Defense. Determine whether it beats the target's Defense. Apply Damage and resolve Status Effects. On start of target's turn, roll Status Defense to see if still affected.

This really puts a strain on the combat system, and reminds me of the clunkiness that plagued the d20 system. Instead, I want to apply the above-mentioned "perfect 10" defense, with a bonus caveat: You can have benefits to your status defenses. You can have increased resistances to certain types of Statuses, lessened Status duration, or maybe even mitigate the drawback a Status has on you - perhaps even to the point of an immunity to that particular status. This is a great boon for making good 'villain' or 'monster' templates, which will be very important if the game system is to actually go anywhere. Players will likely not wish to pursue these options, but a monster with nothing to lose might enjoy an immunity to being blinded, poisoned, or even set on fire!

So what determines a "Combat" skill and a "Non-Combat" skill? A "Combat" skill is one that is important in combat, and has no real cap to it. This includes skills such as Resist Status, Dodge, so on and so forth, and may require rolls for it. Non-Combat skills, on the other hand, never have to be rolled, and have a soft-cap, after which point putting more ranks into the skill are pretty much pointless.

I suppose that's enough musing for now, and I covered all the important points I wanted to remind myself of, so that's good for now.

As for modeling stuff: Not sure how much time will be available for this in the near future, but we will see. I may have a contracting job coming available, so time will tell how this works out and whether a change in career is just a pipe dream or a distinct possibility.

Saturday, January 14, 2012

Tonight's progress cut short

No images, sadly, and very little time allotted to actually updating due to house findings and potential job offerings. All in all, important stuff. Here's what I did manage to touch on though:

- Attached ear to side of the head
- Attached hand to the body
- Mirrored and attached geometry
- Minor tweaks to base mesh


Unfortunately, it seems mirroring the geometry only worked to identify several key problem areas that will need to be addressed. Lots of strange geometry down the center of the model, and there are a lot more points with lots of vertexes meeting, and several Ngons that are aggravating me. Sadly though, I must be up early tomorrow in order to go to work, so that's about as much as I'm getting done tonight.

Also, odds are low of a game occurring this weekend it would seem: Friend Zeth is unfortunately back on the road again, due to Home Stuffs which I gather are greatly important, and sadly one of the group's other mainstays now has a night-time job, which will likely preclude him from any games. In addition, with the loss of Eyolo due to babies, things do not look very good this weekend.

From what I'm seeing, probably the best game prospect at the moment is Wildly Inadvisable, which I suppose isn't a bad thing. It's about time I got back into the swing of things with that anyways, and it will give me a chance to really sit down and take a second look at how status effects and the skills system works.

Anyhow, that's all for tonight. Perhaps tomorrow will see another update, but with the weekend looking to be a bit hectic, I may not manage another entry until late sunday. We'll see.

Friday, January 13, 2012

Not as much progress as anticipated, but progress nonetheless

As the title, not much progress has been made, but some progress has in fact been made. Worked for a little bit to try to find a solution to some strange oddness that was occurring when I would open the file, with any luck it should be gone now and I shouldn't have anymore errors when I open the model up in Maya. Did some tweaks on the legs, added some geometry for a knee, adjusted the ankles/feet a little, and promptly got to work on the next big ticket, the ear.

Ears are always one of the more difficult portions of a human model - not only does it have to look right, but you have to find a way to attach it to the head as well, which can make it difficult to get it to play well with whatever geometry currently exists. A lot of thought goes into ears due to their peculiar shape and strange way that they attach to the head.

I think I've more or less gotten that dealt with now, so all that remains is to finish working on getting the ear attached, then I can take the hand, place that on there, and the basic model will be more or less complete. Mirror geometry, and I can begin work on the next phase of the model, which is skinning it and preparing for ZBrush, or maybe Mudbox (which I have not yet had a chance to play with).

There is some oddness in the model which has me curious, however, but I unfortunately am unable to determine the cause of it. The oddness is that there are portions of the model which appear to be smooth-ish, but then there are other portions where the edges are clearly defined and extremely harsh, and I have no idea why it appears to have such a stark divide. Some experimentation before I sleep will be in order, but odds are I will be heading to bed shortly anyhow.

Tomorrow, perhaps some pictures of what I've been working on. In the meantime, that is today's update - tomorrow may see some gaming, or at the very least perhaps a bit of poking at Wildly Inadvisable.

*edit*

The answer to the oddness appears to have been solved - it would seem that I have to occasionally reset the normal angle for the model on occasion, as different portions of it seem to have different hardness angles set. Additionally, having a high angle appears to make things softer, while a lower angle would appear to make things appear extremely angular. Making a note of this as it could be interesting to play with later.

Thursday, January 12, 2012

A note on updatage

An actual update will occur tomorrow. Was planning to do some work once I'd gotten home, but then that got torpedoed by stuff, which is not something I'm liable to go over here.

Mostly because it is boring.

Also, upcoming gaming weekend, hoping to finally get back into the swing of things. Currently on my docket of scheduled games are Roguelife and Wildly Inadvisable. I've been pondering system stuff for the latter, and am considering taking another long look at the core mechanics of spells - namely status effects and such, and really asking myself how one can make interesting spells while at the same time not making something be completely broken beyond belief.

I may also be considering dealing with how skills are laid out, and how one improves upon them. The idea of using the skill system to enhance the defensive characteristics (such as status effects) is interesting, but far too cumbersome. After looking at a few other systems (notably Legend), I may be considering changing the whole thing. The point of the game was to make something lightweight and easy to use, not something that requires advanced algebra every time you want to do something! That is not very fun. Well, okay, maybe it is, but it is just time consuming, which detracts from the real fun!

I may roll some advantages into that instead, and remove the previous 'cap'. For example, perhaps one can take advantages that grant defensive benefits, such as increasing your overall status defense by one, or granting you a +2 defense against a specific type of effect (see how I re-used an idea there?).

On the docket to be played this weekend... unknown, but there could perhaps be some Guildion. For as far as I know, Flotilla is currently on hiatus, due to the GM having a terminal case of the babies, who takes up much of his free time to do much of anything. Like concentrate on a computer screen for more than half an hour. So until that is resolved, odds are pretty good that game will be on indefinite hold until further notice.

Anyhow, real stuff tomorrow - this has already gone on far too long as it is.

Tuesday, January 10, 2012

Monday update

Although today is technically tuesday, I suppose. Whatever.

Sat down to work on the Andrea model some, here's what I managed to accomplish:

- Created and attached a foot
- Worked on the breast region, and got at least something that makes for a good stand-in as a breast
- Created recessed areas for the eyes and mouth
- Made a placeholder for the ear, which still needs to be made
- Some changes to topology, attempting to get rid of n-gons and also attempted to get rid of vertexes with more than four intersections. This was not as successful as I would care for.


Overall, quite a bit of progress for only a few hours of work, I managed to kind of get myself kick started again. Made an investment in a digital timer, and am attempting to utilize a new workflow for myself to kind of get into the swing of things. Basically, I set it for 25-30 minutes during which time I focus solely on modeling an aspect - either I am directly modeling something, or I decide I am going to work on adjusting whatever. Once the timer goes off (or if it is very close to going off), I go do something else for 10-20 minutes. This could be just surfing the net, lounging around listening to the mood music, or maybe even drawing if I feel like it (which I did tonight, for about ten minutes, and it was rather relaxing).

I find it a little easier to concentrate if I force myself to do things in this manner, so with any luck it may even help me to be a tad more productive. I can say "I won't let anything on the computer distract me from working until this timer goes off", and it seems to work well enough.

So, the laundry list of things that still need to be done:

- Need to attach the hand to the arm
- Need to create and attach the ear
- Some basic hair might not hurt, even if it's just a crappy wig-like solution
- Need to mirror geometry
- Should create some eyeballs after geometry is mirrored
- Probably want to create some sort of teeth geometry, though probably nothing too outlandish. Odds are a tongue is out of the question.

Once these things are done, I can say the modeling phase is more or less complete. Excepting of course the need to do cleanup-related items, such as ensuring all n-gons are removed, and hopefully eliminating any potential problem areas with the geometry while maintaining a good edge flow (which is extremely difficult, but that's part of the challenge!).

If I had to write anything else... modeling humans is unlike anything else. Anyone can make a sword or a shield and make it look decent. But organic modeling, particularly human beings, with whom we interact every single day, is infinitely more difficult, because we are so intimately familiar with the subject that we can tell when something just doesn't look right. If you ever want to become a really good 3D modeler, model people. Because it is pretty freakin' hard.

With that, I'm off to bed, because I am tired and have to work tomorrow.

Monday, January 9, 2012

Getting on Track

Because I seem to have done too many titles beginning with the word "Let's" lately, I suppose I ought to change up things a bit.

On occasion, my curiosity gets the better part of me, and I look at things, like if places like Bethesda are hiring. Also on occasion, I find out "oh wow, looks like they do have some positions open."

Even better are when they seem to have posted things that I actually mostly qualify for.

How awesome would it be if they hired me? BRB, moving to Maryland would probably be the first words out of my mouth. But it really makes me think about what I am capable of doing, if I apply myself hard enough.

I really want to break into the games industry. Not because I want the money - if I was in Animation for the money, I'd be focusing elsewhere. Games provide an immense challenge, with tremendous personal reward, I think. Yeah, so you can spend days or weeks rendering your beautiful images. So what? I want them rendered in stunning detail sixty times per second. That's a true challenge, in my book, and it is one I know others like myself share.

I want to do this because it is something I love, and something I believe holds great value. I want to be a part of making some of the greatest entertainment on the face of the planet. To be a member of a group whose creation makes it to millions of people, that makes them smile, laugh, cry, or maybe even frustrated in a good way. But this is nothing new.

So a realization dawns on me as I look at the job posting. I could actually *do* this. I am fully capable of doing something relatively amazing. I just need to brush up on skills.

First things first, I need to finish the human model I've been poking at. I've lost a lot of steam on it, but I think I have what it takes to finish her. Will she look good? Probably not. Will she look passable? Most definitely. It will look like a human woman. Probably not attractive, but then again the model itself isn't very attractive. The original goal was to throw her into zBrush and have fun from there, but I think I'm also going to rig and animate her, for shits and giggles.

Of course, if I want the zBrush mesh to work well, then I'm going to have to export the zBrush model back into Maya before I make my changes - that way all I have to do are fix the textures.

But then, that might also mean I will have to have completed the zBrush model of the character *before* I decide to do any mucking about. But that is part of what experiments are for, I suppose.

So, I want to try to set a goal for myself this week, with perhaps a bonus objective. I have thought about perhaps attempting to reward myself for good behavior, as a way to incentivize my actions. Also, I don't care if that's not a word, because it is now.

- Complete basic Andrea model by the end of the week; This includes basic eye and mouth parts
--*Bonus*-- Skin model for texturing
- *Bonus* - Import into zBrush and begin sculpting process to create a new base mesh, to be taken back into Maya
- *Bonus* - Begin work on rigging character by adding a basic skeletal structure and re-learning the process of rigging.

It's work, but then again, that's work for you. These things take forever, but if I don't start working on them bit by bit, then I'll never get anywhere, will I? As of right now, the Andrea model I have still needs to have a foot created and attached, the hand completed and attached, and a breast region defined to look breast-like. In addition, I still need to complete the head by creating and attaching an ear, and also creating an actual mouth plus eyes.

I've also been thinking a lot about how Bethesda approaches their model designs, and I really wish there were better ways. I like how efficient some things are - such as not completely attaching hands to the rest of the body, neck/head regions not attached to the rest of the body... that kind of thing. It is something I think I would like to find a way to do. Perhaps create my own "base mesh" sort of thing that I can then tweak, like a character creation engine - throw in some sliders, that sort of thing. It's a highly-advanced character rig, but I think it would make for an interesting project at some point, personally.

But for right now, I should just stick to basics. Another thing I would like to do would be to use this model to create a high-poly bust model in zBrush. Those seem to be rather popular, and are a decent way to show one's skill with modeling and sculpting.

I'm not even going to worry about texturing, because that's a whole other beast entirely. Although, I suppose that I *do* need to make sure I skin the model before I can animate it. So I'll add that to the list up top. It should be a higher priority than other things, I think. Or I can just let zBrush deal with it. We'll see.

Splitting the model into different sections is another reason I think that it would be more "efficient", at least from a texturing perspective. That way one can focus on having a few high-resolution textures (or even medium-resolution) to comprise a complete model. Of course, a single texture is the most efficient, but one must also balance making something look good as well as making it workable. So if every character model utilizes four or five different texture regions, that would be highly inefficient. Most likely the same thing for complex items as well.

I keep trying to see if I can find a way to import the model information in Skyrim to work in Maya, and I keep finding issues with it. I'd really love to see how everything fits together, and take a peek at how they do their texture maps... but I guess that will just have to wait until I can actually figure out how that is supposed to work.

By this point, I believe I have written more than enough, so with that, I bid you adieu, and with any luck I'll have another post perhaps by the end of the day with any progress I've made. Additionally, I will make efforts to attempt another post by wednesday, in attempting to keep with my 'normal' schedule.

We'll see if we can get this thing off again properly again, and with any luck I may be able to get some games running off the ground as well once more.

Thursday, January 5, 2012

Sometimes, I really hate blogger

So I am reading this article (which is a blog I love dearly, mind you), and decide I want to reply to it. But sadly, it doesn't want me to post, as it seems to have a character limit on replies. Which saddens me, because as I look at it, I seem to have written a lot. Seems I was, oh, a few paragraphs over the limit.

Instead, I'm going to put my analysis of our group here. I guess this will count as my blog update for today? (Yesterday, technically, behind a day again!) I'm fairly sure you should know which category you fit into, if you're in my group.



Geez, how to describe my group. We have had an interesting lot over the years, but I think I'll just stick with the ones who play most often.

First of all is the person I would call the Fluff. I call her this because she is not very into the rules of any given system, despite having had the longest track record of playing with me. Her thing is that she tends to play rather reserved characters who are kinda-average dudes that don't really make a lot of hard decisions, and are by and large good at heart. She, like most of us, craves the experience of just *being* that character and interacting with the world, be it shooting something in the face, or just casually chatting it up with the other characters in the group. Her backstories are usually fairly lightweight and easy to deal with, often times to the point of frustration because she will give so few details that it can be difficult to tell what will engage her as a player.

Next is the Main Character. I call him this because in any given situation, that is how he will act. He sees the game as one would see a typical RPG game, with a singular main character who helps to drive the plot. This is a blessing and a curse, because if you drop a plot line in front of him, he'll snap it up like a fish eating a worm. However, this very same enthusiasm often causes friction with the rest of the group, because he will be trying to force the plot forward while the rest of us are still not ready to move onto the next "plot point", or while we are preparing to do something else. On occasion as a GM, I've been able to harness his impatience and made it work in the narrative - charging ahead in his giant warmachine inside a cave system, he sets off a trap that causes the tunnel to collapse, which actually causes more damage to the cave system overall, because his machine is so large and heavy. But sometimes, this very same impatience has ruined a many good scene, particularly when the 'spotlight' shines on other players, and his role is to not say anything and let the 'leader' do the talking, instead of actively antagonize the people we are dealing with. Success with this character are almost guaranteed - even with dice rollers, his luck is off the charts, and 95% of the time, if he makes a roll, he will succeed it with almost the best results possible. Great for moving the plot forward, but occasionally does not mesh well with the others.

Then there's the Comedian. Another guy I've known for awhile, he hasn't played for as long as some of us, but most of the time his characters are downright hilarious. I consider him to be invaluable to the games, because in a lot of our serious-business plots, he adds that touch of lightheartedness that is needed to help balance things out. I dislike playing games without him, because his sheer comedy value during the game is so necessary a lot of times to keep us engaged.

Then there is someone similar to the Comedian, who I guess I'll call the Teacher. That is kind of his role in life now, but in the games he often plays a similar amusing role as the Comedian, but spends more of his time looking for ways around a given situation that doesn't involve just shooting at its weak spot until it dies. As a GM, he has surprised me several times by looking at things he has created or acquired in the game, and applied them in ways I had not anticipated - but interestingly enough, by applying them in a way that correctly solves a given problem, and also helps to make the narrative that much more interesting.

Next, we have the Drifter. He's a great GM, if you can tie him down long enough to do something. He has a tendency to create something, then grow tired of it in short order as it is not quite what he originally envisioned, or it does not live up to his incredibly high expectations. An intelligent player, a great character creator, and an incredible penchant for backstories make for a guy I'd love to have in every game. But unfortunately, if a game (or his own character!) don't fit his vision perfectly, he is more likely to just give up and want to forget about the whole thing entirely, which is a real shame.

Lastly, there's the Storyteller. This guy is nothing short of amazing, because of the things his characters will tell you. This man is a social interaction king, and he is quick to pick up rules as well. But interaction is his real game, and the best part about any character he creates. Every character he makes has an immensely interesting backstory that works with the game world, and even better are the stories that his character comes up with, often on the fly, that both entertain and help to expand upon the gameworld itself. A regular fountain of knowledge, he can play dumb, he can play smart, and he can play a dumb smart kind of guy. Having him in the group usually means that when he's around, there will be someone who can engage with the other people in the world, and who will say things nobody would ever expect, and who will do things that shouldn't come as a surprise to anyone.

That's my group in a nutshell. The Drifter is hard to nail down, but I've found the Comedian and the Fluff manage to make a great combination together, and with the Teacher as well, we have a fairly stable group. Throw in the Storyteller, and you have a group of fellas that will entertain you from here and back - even if you never actually manage to leave the tavern floor.

Wednesday, January 4, 2012

A new year, with a few new things

I had told myself that I wanted to get back into the habit of doing this thing again. As the holiday season has come to a close, I already missed the first monday update of the year - a sad thing, to be certain, but I believe it to be forgivable, given my life's recent upturn, and the surprising developments that have been taking place this year.

Today, I'll be just talking about a game system I have just recently discovered - so recent, I've just started skimming through it in the last hour. It is a game called Legend, and it can be found on Rule Of Cool, as if that didn't sound awesome enough already. It can basically be summed up as D&D 3.5, but with many of the design philosophies of 4E. A different approach from Pathfinder, which is D&D 3.5 improved and spiffified (yes, I just made that a word), Legend does something new and unique that I see as a bit of a game-changer in the game design philosophy.

As I may have mentioned, I've designed some game systems myself, and often I have found myself struggling with issues of balance. Legend approaches this with a fresh perspective: Every class has these things called "tracks". Tracks basically detail when you are granted abilities. This is similar to how Pathfinder and D&D 3.5 did things: Classes gained abilities at X level, some gained multiple at the same level. Later 3.5 and also Pathfinder introduced "class options", which let you trade some abilities for other abilities instead, as a way of mixing up the classes.

Legend, on the other hand, has decided that, by granting you three 'tracks', you can substitute one track for one in another class, in order to multiclass. I have yet to finish reading through this, but already this seems exciting to me. Additionally, because of this methodology, it also manages to solve 'power balance' between different races, or monster classes. Vampires, Lycanthropes, those sorts of things are resolved by utilizing one's 4th, "free track" that every character gets. You get a choice between a few different types of "normal variants", such as True Mage, Necromancer, or my personal favorite, Vigilante. Or, you can swap that to be something like a Vampire, or a Demon. Like traditional races, you get racial feats and ability modifiers. Unlike them, however, you also gain additional powers based on your level, or your 'advancement' along that track.

This makes for a very intriguing system, and at the same time, it also makes for a system that is fairly lightweight and easy to understand. If you are X level, and have these chosen tracks, then these are the abilities you have. Skills, HP, all of that are based on your "base" class. You can be a Barbarian with some Paladin tendencies, but your core abilities are all based off your Barbarian class, which is pretty nice. No more trying to remember how many skill points you got off what level, it's all standardized and easy for you to calculate, which is a boon.

But thanks to the whole Track system, you can now do things that were previously not acceptable. Now you can create your own "track" templates for players to choose to gain additional power from for specialized games. For example, if everyone is in a Space Marine game, everyone has to take the "Space Marine" free track, where they gain additional benefits and powers. Or maybe even allow them to choose from a few different ones. Doing this doesn't break the game whatsoever, which makes having to balance encounters not very difficult at all, since it is already built into the game itself.

Overall, this looks like a very awesome system, and I am rather excited to look it over. I know one of the first things I want to try to do with this system.

I want to play some fucking Kamen Rider. =D

*edit*

Oops, I forgot to mention quite possibly the coolest thing about this system: It is free. Yes, completely free for download. Of course, you can go ahead and donate (please do, if you can!). Proceeds go towards making more stuff, but mostly to Child's Play. In short, the money goes to a good place, but you don't have to donate if you don't want to. Or you can donate later if you like. Whatever you feel like.

So check this out if you can. It is very awesome, and deserving of at least some of your time.