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Archive for January, 2009

Sweet!

January 29th, 2009 jason No comments

So, I’ve been through a couple of playtest sessions on my game now. The first one went so smoothly that I couldn’t believe it. I thought I was done. Seriously. It went so well that when I brought it out again for a second run, I was shocked when problems were revealed. After I recovered from the trauma of discovering that I wasn’t, in fact, perfect, I collected a healthy number of to-dos, which I’m still busily doing.

What’s cool is that since that second playtest, the players in my regular weekly game (we’re playing Changeling right now) have at least twice asked if they could have one of the features from my game in that game. That’s good. That means that the feature A) made sense and B) was fun. That’s great. That’s playtesting that took place in a different system. Yay.

GURPS

January 28th, 2009 jason No comments

One of the things I want to do with this blog is talk about other games, especially games that were influential in my development as a gamer and game designer. Today, I’m thinking about GURPS from Steve Jackson Games. I started playing GURPS in high school, right as I began buying my own RPGs. It was the first game I played after an elementary and middle school of playing D&D. Not even AD&D. I had a blue box Expert Set and faked what I needed from the Basic Set. Whoops. I forgot I’m supposed to be talking about GURPS.

I found GURPS years ago at Wargames West, my local game store at the time. It has since permutated into Active Imagination, and when I go there and refer to it as Wargames West, it makes me look and feel old. But GURPS blew me away – no more switching systems to switch genres, no classes, no levels. It was a true next-generation system. And as the years went by, the GURPS virtues of realism and detail made me an ever-bigger fan. I have dozens of sourcebooks and have run many campaigns in the system. But not recently. In fact, I haven’t played since 4th edition came out. What got me thinking about it again was my son.

Wait, what does that have to do with GURPS? Actually, it sort of has to do with D&D. I think my son was eight or nine when we first started to play D&D. I chose D&D because it had a couple of redeeming characteristics for teaching a kid to play RPGs.

  • It lent itself to a constrained adventure format (dungeons).
  • It provided informative splats that told him what his characters could do (classes).
  • It was simple enough to play, with a single resolution mechanic (d20).
  • I could find tons of free material online, so I needed neither expensive adventures nor time to create my own.

Character creation, though complex, had relatively constrained choices. I handled the complexity.

He really enjoyed playing (so, mission accomplished) and played a time or two with some friends of his who’s dad also plays. He wanted to play with the rest of his friends, most of whom had never played and don’t have parents who are roleplayers. So, for a birthday party about a year and a half ago, I ran a game of Pendragon for him and a bunch of his friends. (Why we ran Pendragon is an entirely different post. This one is about GURPS, remember?) I ended up running that game of Pendragon at least once a month for a year. At the next birthday party, my son decided to take the reins and started GMing a rather huge D&D game for everyone. I was grateful to not be running a game for so many kids, he was happy to be in charge, and the kids liked the likeable things about D&D listed above. So, six months later, the dungeon he’s been running them through is winding down and he starts thinking about running his own campaign, in his own world. Which brings us, at last, to GURPS.

When he started asking me about how to accomplish various things in the systems he’d used, I started thinking about other systems he could use instead. And one kept coming back up in my thoughts: GURPS. “But it’s so complicated!” I’d think. And then I’d grab a sourcebook and remember that it wasn’t that complicated. “But he already knows the other systems!” I’d think. And then I’d tell him “Well, in GURPS, you would <blank>.” And he’d think that was great. I started looking at all the wonderful campaign-creation tools that had appeared for GURPS over the years, and thought, “Geez, why not just run it in GURPS?” Which was, of course, the right answer.

So, we started going through my sizeable collection of 3e books. He already had in his custody an extra 3e Basic Set, so he had that part covered. I was consistently impressed with both the system for its excellent array of worldbuilding tools, and with my son for his enthusiastic willingness to grapple with a much more extensive ruleset. The process has certainly gotten me excited about building a campaign with some of those shiny, unused 4e books sitting on my shelf.

GURPS was the second or third RPG I ever played, after D&D and maybe T&T (it’s hard to remember back to fourth grade from these staggering heights of age), and the one I stuck with most consistently for many years. So even though GURPS is drastically different from my in-development (and as yet woefully unnamed) system, it obviously had a lot of impact on me, my play style, and me expectations. For instance, by way of the disadvantage system, a GURPS character gives a player on how to play a character – a brief psychological profile expressed in game terms. “Alfie? He’s such an innocent he makes an easy mark, a terrible liar, but so greedy you should count your fingers after shaking hands!” That’s the sort of information you’d get right from the sheet, not from some separate backgrounder.

So, here are some things that GURPS does that I want my system to be able to do:

  • Handle any genre and / or setting
  • Allow freedom in character creation and development
  • Retain a small number of core mechanics (GURPS uses 3d6 for practically everything except damage rolls)
  • Provide players with roleplaying information right on the sheet

Of course, if I wanted to replicate the big G, I could just use a photocopier. So that’s obviously not my goal. More goals for this system will be posted soon. An then, I can start talking about how I try to achieve them and whether I think I succeed.

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Dilemma, see: Horns of

January 28th, 2009 jason No comments

I’m facing a dilemma at the moment – to read or not to read. I have a lot of new and interesting games to look at, as well as some old ones that I haven’t seen or haven’t seen lately.

The dilemma is, am I doing myself (and my game) a disservice to go ahead and read these games while I’m still in development on my own? Will I find myself just glomming features from those games into mine? And if I do, is that bad? Isn’t the point of RPG development at this point to try to use the best mechanics available, whether new or co-opted? After all, I wouldn’t have a game at all without all the games I’ve read in my life, would I? And if I did, it certainly wouldn’t be this game would it?

I’m just not sure. I also don’t want to run the risk of finding a game that does exactly what I’m trying to do and giving up because it’s already done. I was in the initial stages of doing an American Gods conversion into the Buffy Unisystem when Scion came out. I decided to run that instead of doing all the work for my own game, and both my players and I were really disappointed. Plus, I never did the conversion that I had in mind.

And then there’s the risk of co-opting stuff, consciously or not. There’s a word for believing something you’ve seen before is your own creation, with no memory of having seen it. It’s a great word and I don’t get to use enough, so I’m going to use it now. What about the risk of cryptomnesia?

What are the boundaries? Other games uses classes, levels, experience points, hit points, and dice without being D&D per se. Are there boundaries at all? I have some mechanics I consider novel, but if this game becomes known beyond my own table, I would expect to see them in some game that follows.

How much is too much? When writers are writing, do they read?

Writing Tools

January 27th, 2009 jason 1 comment

I wanted to take a moment here to talk about what tools I’m actually using to do the work on this project. I’ve got a number of requirements that I think many other people and many other projects might share, so whatever I eventually come up with might actually be of use to someone else.

I’m writing this game in my so-called spare time. That means I end up working on it when and wherever I can. I can’t always have a thumb drive or CD with me, and I can’t always work on my own computer. That means, I’ve got to have access to my main file via the net. On the other side of this requirement, I can’t always reach the obvious solution, Google Docs. So, I’ve got to have some sort of magical works-like-local, access-anywhere solution. I’m working on making this happen, but I don’t quite have it yet. File this under “To Be Determined.”

I know I want to have the flexibility to work across multiple systems (see above, re: working on whatever computer is handy), and I also know I want to have the ability to eventually put this into a number of formats for publication (web, PDF, print, etc.,). That, along with the desire to work free from the distractions offered by modern word processors has led me to the conclusion that I want to work in a plain text format. I was at one time quite familiar with StructuredText, but that’s changed since I last used it and now I’m pretty sure that Markdown would be better. My intended workflow would be something like Markdown -> HTML -> Word Processor / Page Layout. I’ve got almost twenty pages in a word processor format right now though, and I’d rather not lose the formatting work I’ve done so far. So I need a way to get it from that format to Markdown.

I’ll post more on this topic as I get these things resolved.

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Ultrablamtacular!

January 26th, 2009 jason 2 comments

Welcome to Ultrablamtacular! This blog is where I will be recording my journey from wanna-be RPG designer through wanna-be RPG publisher and on to wanna-be RPG billionaire. I’ll try to keep the process transparent without making it boring.

If you’re into indie-RPGs, I hope you’ll like what I’m trying to make here. If you’re not, maybe you’ll find this interesting anyhow. This first post is just a hello, neither manifesto nor agenda, so I’m not going to lay out every goal I have for this site or for my games right now.

I’m just announcing my presence. Here I am!

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