Thursday, March 15, 2012

Good News and Bad News

The good news is that I'm still alive! The bad news is that between a bruised sciatic nerve, a bout with pneumonia, and some problems with layout and formatting, "Playground of the Damned" isn't ready yet. A little more good news is that I got accepted into graduate school! Now, I just need to pick up an assistantship and find a job for the summer, and I'm pretty well set.

I've got some various things to post up here over the next few days, including the intro text for PotD and a new setting I've been idly working on: Blood and Diesel, a dieselpunk game set in the late 1930s, drawing on sources like Metropolis, Sky Captain and the World of Tomorrow, Carnivale, and Bunraku.

Let's see if we can't get this show back on the road!

Friday, February 3, 2012

Delays

Sorry for the delays on stuff. As I mentioned in a comment thread, after my blackout day I suffered from a personal injury that's kept me laid up for most of the last couple of weeks. I'm just now getting back into sorts. Hopefully, I'll be posting regularly again soonish. Sorry for the delays. =)

Wednesday, January 18, 2012

BLACKOUT

I would be posting the full text for my adventure "Playground of the Damned" today, but instead my blog is blacked out.

I am a content creator and occasional writer of fan material. My blog would most likely be destroyed by PIPA/SOPA, so I am urging people to speak to their congressfolk to stop these horribly damaging bills before they get a chance to become horribly damaging laws. That is all for today.

Friday, January 13, 2012

End of the Kickstarter

Well, the Kickstarter for Black Bottom Hollow ended unsuccessfully. Thanks to everyone who contributed or shared information about the project. This isn't a failure--just a setback. Anyone who didn't get a chance to read the prologue is welcome to do so. It's still online:

https://docs.google.com/open?id=0B-5OPhhQeRkhZjYwMjFkMjktZTI5Ny00NjFmLWI5NWUtMTQyNWMyNTg5YzNl

Here's to the future!

Wednesday, January 11, 2012

Edition War II

Meant to post about this yesterday, but was so worried about beginning-of-school stuff that I didn't get a chance.

D&D 5th Edition has been announced, and right on time from my predictions a few years back. When I was playtesting D&D 4th Edition a few years ago (no, really! look in your book! I'm in it!), my group told the designers that there were significant holes in the system, that the fluff and flavor didn't feel like D&D anymore, that it did too much to throw away the legacy of the game, and that once they started adding new mechanical options it was going to be tough to continue balancing the game--and tougher to make those options distinct. Now, we're getting word from the new design team that all of those concerns, which were basically ignored at the time, were all pretty much right on the money and are driving concerns behind the creation of the 5th Edition game. Oh, and of course that they're kind of getting murdered in market share by Pathfinder.

Monte Cook and Mike Mearls are both working on it, so it's bound to be awesome. The game might well turn out to be the best version of D&D ever. The problem is that it will also probably have all of the same problems with the economic end of things that 4th Edition has: Wizards going for a quick buck instead of the long haul. Making money now instead of building the fanbase and enjoying their loyalty is very much the Wizards of the Coast way of dealing with the game, and the biggest part of their profit motive is based around short-term hobby gamers instead of lifestyle gamers.

Paizo, on the other hand, has taken their magazine subscription model and turned it into a very strong way of doing business as a gaming company. While Wizards is talking about an "open playtest"--which was one of the big draws of Pathfinder--that alone won't nearly be enough. They're going to alienate their 4th Edition fanbase without necessarily regaining the trust of the people they abandoned when they moved away from 3.X Edition. Their quick-money, quick-turnover way of doing business doesn't win them any points for customer loyalty, and Paizo has very much cornered the market in "customer loyalty" right now, so I wonder how Edition War II is going to pan out.

Meanwhile, Savage Worlds continues to chug along merrily, wondering why everyone over in Otherplacia is fighting amongst themselves. ;-)

Wednesday, January 4, 2012

Mistborn

Now that the holidays are over, I'm back!

Recently, I picked up the Mistborn RPG from Crafty Games. I'm frankly floored. It's simply amazing. I'm a huge fan of the Mistborn novels, and getting to meet Brandon Sanderson earlier this year was a real treat for me, but the game is really good on its own merits. A big chunk of the book is dedicated to the setting and to the setting's very unique magic system, but the core system is solid in and of itself. The game basically sets difficulties from 1 to 5, the player rolls a pool of 2 to 10 six-sided dice, and matches sets of at least the target number succeed. Rolling 6's doesn't count toward success; instead 6's are "nudges," which you can spend to get better results from a success or reduce the penalties of a failure. The system is pretty narrative-driven, which I've been getting more into lately, so that's a plus.

"Does that mean this blog will stop being primarily about Savage Worlds?" you ask. No! Still, Mistborn has won enough of my love that I'm seriously thinking about using a hack of it for the steampunk game I'm planning right now instead of SW, which makes it the first game I've considered using over SW in a couple of years. I'll give some more info once I get to playtest it a little.

More coming soon! Happy New Year!

Thursday, December 1, 2011

Scavengers in the Urban Wasteland

In the campaign setting I'm proposing, the collapse is only a short time in the past (or still ongoing, depending on when your personal campaign begins), so scavenging through ruins for food and other basic supplies is a viable survival strategy.

A character can choose to dedicate a day to scavenging and make a Survival roll. This roll can only be made in an urban area. On a success, the character draws a card to determine what useful goods he has discovered. The GM then draws a second card to see if the hero has suffered a random encounter; on a clubs card, a random encounter occurs.

Suit Scavenged Goods
Clubs Medicine
Diamonds Components
Hearts Food
Spades Weapons or ammo
Joker Cache (see below)

Card Quantity
2 1 unit or broken archaic weapon
3-6 2 units or damaged archaic weapon
7-10 3 units or intact archaic weapon
J 5 units or broken firearm
Q 5 units or damaged firearm
K 5 units or intact firearm
A 10 units or intact firearm with full ammo
Joker Cache

Caches: A cache is a veritable goldmine of useful objects, food, and ammo. Such hoards hold 2d6+10 units of one resource, plus 1d6 of another; for weapons, the hoard contains 1d6 intact firearms and 2d6+10 units of ammo. Unfortunately, such caches tend to be swarmed, guarded, or both. For the second card after a Joker, any card is a random encounter except for another Joker. A two-Joker draw is an unguarded cache. Time to celebrate! If the second card is clubs, then the GM either doubles the numbers in a random encounter or takes two different random encounters and adds them together.

In the wilderness, a character can still use the Survival skill to find food for himself and his companions (as per the Survival skill description), but he must still draw a card to determine if he suffers an encounter.

Building Weapons: A character can build a new archaic weapon out of mechanical components. For an archaic weapon, the number of components needed is equal to half the maximum damage of the weapon. (So, a sword that does d8 damage requires 4 mechanical components to build.) Building a new firearm takes a similar number of mechanical components, plus half as many chemical components. (So, a firearm dealing 2d6 damage requires 6 mechanical components and 3 chemical components.) Building a new weapon requires twice as many hours as the weapon’s damage die. (So, 4d6 hours of work for a 2d6 damage firearm.)

Building Explosives: An explosive requires half as many chemical components as its damage dice, plus 1 mechanical component per die. (So, a Molotov cocktail inflicting 1d6 damage requires 3 chemical components and 1 mechanical component, while a 3d6 damage grenade requires 9 chemical components and 3 mechanical components.)

Generators: A survivor enclave’s greatest prize is often its electrical generator. Keeping it active is a daily chore, though. For every 10 survivors in an enclave, a generator requires 1 chemical component per day to keep it running. Keeping the generator in good working order also requires 1 electronic component and 1 mechanical component per week of operation. The generator will not work at all without chemical components. Each week without electrical or mechanical components requires a Repair check at –1 for each missing component type, and a cumulative –1 for each week of jury-rigged operation. A failed check results in an inoperative generator; it can be repaired with tools, a workshop, and 2d6 hours of work, as well as 2d6 electrical components and 2d6 mechanical components.

Tools and Workshops: Repairing an object requires tools, while building a new one requires tools and a workshop. Improvised tools impose a –2 penalty on Repair checks, which is cumulative with a –2 penalty for an improvised workshop.


Weapon Breakage

A common problem in the zombie apocalypse genre is that a hero’s weapons suffer damage with use and need to be repaired or replaced. In this campaign setting, if a hero rolls snake eyes (a critical failure) on an attack roll with a weapon, it becomes damaged (in addition to any other consequences); rolling a 1 on the skill die (regardless of the Wild Die) makes a damaged weapon broken. A damaged weapon suffers –2 on attack rolls with the weapon, while a broken weapon cannot be used effectively until repaired or replaced.

Fixing a damaged weapon requires a Repair roll and 1d6 hours of work, in addition to the components needed (see above). A raise on the Repair roll halves the number of needed components (minimum 1). Fixing a broken weapon doubles amount of time needed for the job and increases the number of necessary components by 1. A survivor can choose to break down a broken weapon for parts rather than repairing it. A successful Repair roll turns a broken weapon into 1 component of the appropriate type.


More to come!