Showing posts with label stats. Show all posts
Showing posts with label stats. Show all posts

February 12, 2013

Example EE Plugin: Elvis

Part of the mission statement of the Escapade Engine is adaptability. Like any good evolutionary survivor, it can change and survive that way. So, for a friend who reads the blog, I'm going to make a genre plug-in, as an example.

Not vampires, not nanobots, not magic- this is a plug-in for Elvis impersonators.

So, the best place to put this in is as a skill. It'll be central enough, and this allows for considerable amounts of growth.

The main skill, I'll just call "Elvis." This serves a couple of purposes:
  • It's big, visible, and notifies the player their character has Elvis powers
  • As a stat, "Elvis" is just the ability for someone to slip into the role, and stay that way for any duration. It's the ability to suspend disbelief that you are not Elvis.
The two sub-skills I'm going to put up are "Guitars" and "Sideburns." If I wanted to be more realistic, these would be "Music" and "Costumes," but this is hardly a realistic skill. It's Elvis, guys! Calm down.

"Guitars" is just what it sounds- the ability to play those rock-and-roll hits just like the King himself. The higher this skill gets, the more your pelvis gyrates during concerts, and I'd also say how accurate you are to the King's tastes in musical instruments.

"Sideburns" is physical resemblance. With enough in this skill, you don't need to do makeup: Just comb your hair back and you're in. Of course you'll need a shiny, brightly-colored suit to get in on any concerts, but you'll manage that.

~

Let's do a test-run with the skill. I've got, say, 12 experience points left that I want to sink into the Elvis skillset.
  • 1 XP to buy Rank 1
  • 2 XP to buy Rank 2
  • 3 XP to buy Rank 3
  • 4 XP to buy Rank 4
  • 10 XP spent, not enough to make Rank 5. The last 2 XP will get shuffled off into some other skill.
So, I'm a rank 4 Elvis impersonator. I have 4 ranks in the main skill, so I can get 8 ranks in the sub-skills. The obvious choice is to split it 50/50, and have 4 in everything, but I'm not such a fan. Suppose I want a more personable, chatty Elvis? Well, from my 8 point pool, I put 6 into "sideburns," and the last 2 into "guitars," at least enough to hold one properly, or play back-up for someone.

"God Bless, Y'all."

January 20, 2013

Player vs Character

Still buggering around with rules.

I'm worried that I've made it all too complicated. Check out this page: EE Core Skills

It was inspired mostly by Fallout. I wanted a well-rounded universal system- not complicated enough to have forty gazillion attributes (Looking at you, Shadowrun), but complicated enough to have definable characters inside the rules. I'm all for three attributes (Combat/Movement/Special would be my choice), but that's not the point.

Rules are a way to express story. A tough character will have a high strength score, mechanically allowing him to do tough things. He's much more likely to punch through a door than go shopping for tuxedos. That doesn't mean he can't dress up, but that's not how he usually works. There's a certain oracular power in the stats: each number is a chance of him/her performing that action. Higher numbers are more likely for that character.

"I've got 16 Strength and 3 Coordination- I think I'll try to pick the lock on this door" said no one ever.

A character sheet should tell a character's story. You should be able to look at it, and know basically who they are and what they do. A classical gunslinger will have high toughness, coordination, and reflex. An astronaut will have high education and coordination. An actress will have enough personality to flip over a bus. Etc. Suppose the astronaut goes into movies later in his career? He'll start buffing his personality.

This brings a certain paradox, though; characters become more and more identical the further away they are from the middle of the stats balance.

At XP 0, characters have no stats. No bonuses to any rolls whatsoever. Same HP, same Fatigue, etc. The only difference is player personality, and equipment choice. As they get more XP and pick up better stats, they start to differentiate. There will be tough guys, smart guys, sneaky guys, etc. Even more stats, and they start to fall into archetypes. This is where a character's actions can become more defined by what stats they choose, because of distance between often-used and dump stats. Cowboys, astronauts, and astronaut cowboys start to emerge here.

But, as they max out more stats at the 20 point, they get more identical. The only thing left to spend points on (aside from perks, which I'm planning to incorporate later on the EE's development), is lower skills. The bottom line of their skills rise. The gunslinger becomes well educated, and the actress gets enough toughness to survive a strafing run. This continues, until everyone hits 20 in all stats- identical, again. Just like the beginning, the only thing setting them apart from each other is player personality.

So, my answer is to cut off the characters before they make it to the end, where nothing (aside from the truly insane- not out of the picture) is challenging. Everyone loves a good character, but once they reach that God-level... what's the point? They're all interchangeable, and the only thing setting them apart is equipment. This could be used to narrative effect, but I can't see it right now. Maybe later.

Consequently, I don't like the idea of starting characters at 0 XP without a good purpose. It could be a metaphor for identity, and finding a purpose, but I plan to start Project Sunburn by divvying up 210 XP between the characters evenly, and letting them customize from there.

~Intermission~

Now that I've rambled around about the interplay of numbers and stories, let's get to the meat of the issue. Players versus characters.

inb4 characters kick player's asses.

Tabletop games are all about the escapism. The purpose is to be someone else, instead of just watching them- like in movies. Video games (and some sculptures) are the closest entertainment venue, with players having meaningful interactions to the piece of work. To quote Darkon, "You could watch Brad Pitt, or you could be Brad Pitt."

Old-school D&D had the right idea. The players are the character's brains. They analyze the data, work out puzzles, and make the shots. If there was a puzzle, then dammit, YOU had to figure it out.

But, with the advent of knowledge checks, the player is really just guiding the character around to look at things. See a strange alien device which takes metal in and spits out odd-looking devices? Roll the dice, and it's a grenade-maker. Odd picture on the wall? Roll the dice, it's the tribal creation story.

Escapism means having characters stronger, smarter, and usually better-looking than us (When was the last time anyone made a deliberately ugly character? The last time I remember was about three years ago, and it wasn't me). Stronger is easy with numbers- your fist makes short work of the wooden door. But smarter is a little more difficult. I choose to think of it as pure encyclopedia knowledge. If the grenade-maker is in the basement of a candy shop, it's up to the player to figure out if anything is seriously wrong. It makes the player feel smarter, and more involved.

The only downside is the player NOT getting the implications of what they see and identify. If so, they have my pity. But it is a game, after all. To quote my psychology course, "the approximate truth is better than no truth at all." I've been leaning on that a lot recently.

Ow, my head. I think I've ran my mouth enough for the time being.

December 2, 2012

Armor, stats, and predetermination

Been a while.

Ultimately, there are three kinds of armor in PS:
  • Light Armor: The standard-issue EMPIRE gear. Conveniently fits humans. I expect most players will be wearing this. Good protection, almost guaranteed to stop pistol shots. Little loss to Sneak.
  • Heavy Armor: ... Duh. It's heavy. Good protection against most things. Big hit to Sneak, and possibly Sleight of Hand. But, honestly, there's not going to be many Sleight checks in here.
  • No Armor: The lightest, stealthiest, most vulnerable armor possible. Definitely for rogue-type characters who want to get their Sam Fisher on. I'm thinking of dropping the EMPIRE troops' observation skills to make this more appealing. But, that said, the last thing I want is five people in pajamas assassinating their way across the sands of OHS-817, despite how funny it is to think about.
Stealth will be useful in the tunnels under the catch pad, as well as Hellhammer fight (which I'm having serious thoughts about changing).

Considering the variable number of players in this- and any- campaign, the stats for EMPIRE will be modified with this algorithm:

Number of players = X

1D6 + 7 - X = base

Base + 0 = patrols
Base + 1 = bunker population
Base + 2 = Hellhammer population

The basic idea behind this was that as they destroy bunkers, each one will be progressively harder. The grunts on patrol will have absolutely no idea what they're about to be hit with. The people in bunkers will have a slightly higher warning, and anyone in Hellhammer is just hardcore. The players will get XP after their desert wanderings, as well as clearing a bunker, so it only seems fair.

With that math, a single player (starting at 210 XP or so) will be fighting D6+8 grunts in the last bunker. Holy crap. That would be a fight to enjoy.

Finally, I've been thinking about the mentor-figure they start the campaign with, on board the Brahma. He is going to die. No matter what is attempted, or decided, he will not survive the crash on the surface. He is pre-determined, in a way. For dramatic effect, I'll even roll a die after the players decide whose capsule is going into the rift.

Colin Porter, Ph.D.

The first hour of gameplay is going to be character creation, building atmosphere, and endearing Dr. Porter as hard as I can. The campaign doesn't truly begin until he dies, which I hope will be a really heart-wrenching moment.

I'm going to make a character sheet for Colin. It's a good example for the players, and it makes them think he'll be joining them on the surface. Most of his skills are going to be Speech and Education. It's a dump stat in Project Sunburn. I'll make sure the players know that "he's got it covered." I really hope my micro-expressions don't give it away. I'd also feel really bad if a player actually tried to play that angle.

If any of my players eventually start reading this... I'm sorry. I'm so, so, sorry.

October 30, 2012

EE workings & PS maps

I think I've got the turn thing worked out.

A player's AP is (coordination) + 10. Max is 30.

The rules are simple:
  • Every action uses AP
  • You can do until you run out, then your turn is over
  • AP regenerates at the beginning of your turn
  • If you want to do something you don't have enough AP for, you cannot do anything else during your turn
  • You can choose to "interrupt" during someone else's turn (my response to D&D's attack of opportunity), but it will cost during your turn.
I think I've got it all worked out. For the time being, walking takes 5 AP, making a skill check takes 5 AP, using an item/weapon uses a variable amount. Pressing a button is less complicated than giving yourself first aid.

~

For the area maps I've got a simple (and I think ingenious) idea: The alphabet. Each room will be roughly shaped like a letter. H, V, E, U, etc. All fair game. As long as I'm not too obvious about it, no one will notice. And it's really easy once I've got the basic shape.

Plus, different races (thus architecture) can be derived from different alphabets. English, Arabic, Binary, etc.

5 rooms in water treatment plant
5 rooms in orbital catcher
8 rooms in hellhammer crater, 2 for boss fight.

Speaking of the boss fight, I need to make it suitably epic. More in a later post.

Edit: I can also spell stuff with the maps. "Y O U A R E S O S C R E W E D," perhaps.

September 30, 2012

So I was thinking today, "I really need a blog so I can remember all of these fantastically amazing thoughts I'm having."

Then I remembered I already have a blog...

Anyhow. More things to come, as well as a lot of field reports. Consider this brain-dump space. Now I'm going to frenzy up a tag-storm.