December 24, 2012

Even more Hellhammer

I think I've got it figured out. The giant robot idea is cool, but a little out of place. Suddenly, introduce an EMPIRE official with sentience, independence, and a large weapon he's been hiding in the basement? Seems a little far-fetched, even for PS.

I always thought boss levels were the manifestation of the "mood" of the enemy, or area. Bowser is an extension of his castles, Tartarus from Halo 2 was the pinnacle of the Covenant's folly and blind acceptance of the Great Journey, etc.

The Boss level in the Digsite (Not Hellhammer any more, that's just a little bit too heavy metal) is the area itself. The players have two objectives:

-Stop the acoustic repellent (so the Drahn don't go berserk)
-Hack the artillery gun to blast the glass crater

The "boss" of the area is the entire bunker filling up with sand. In an earlier post, the one with the map of the Dig site, I mentioned that if the crater is destroyed, osmosis would flood the entire facility with sand. This is exactly what I was talking about- except, the players will start stranded at the bottom of the bunker.

If any of them think of it, I'll allow them to put the artillery gun on a countdown. But, the "vanilla" ending is so much more interesting.

I'll need to draw up maps before I can go into any details. But still, a much more fitting end to the campaign, instead of slugging it out with a giant robot.

Still burning.

December 10, 2012

Simulation vs Narrative

This is something that's been on my mind for a while.

The traditional spirit of wargames was simulation- how would you command Napoleon's forces, etc? It was a scenario, a simulation. You could go back to the same battle and do it over and over again. It would never get boring because your (hopefully) human opponent would also be adapting.

The spirit of Tabletop RPGs, however, was narrative. It's bad taste to do the same dungeon more than once, maybe twice. Because then everyone knows the play of it- it's hardly unexplored territory with unexpected surprises.

So, unlike a wargame, an RPG has basically no replay value. One and done. The GM, and the players, get one chance to go through a mission which may have taken days (or months, in Sunburn's case) to make.

Things get even more complicated with multiple options inside the constructed scenario. Let's say there's only one choice players can make at any time- fight, flight, or socialize.

Highlighting all of the choices let the players tailor it to their needs. This group is good at talking, so they will socialize their way through the problem. That group can kill hundreds and hundreds of enemies- their option of choice is "fight."

Each option has a certain amount of gameplay. Enemy maps for the fight option, terrain challenges for the flight option, and new characters to interact with for the "socialize" option. No matter which choice the PCs take, they miss a certain amount of gameplay. But they have choice.

If I leave it to the players to pick their own course of action, the same thing happens. Either they "find" one of my pre-made options, or they make their own, and it's up to me to improvise. Still a loss of gameplay, even if they don't know about it.

So, a truly "completionist" story has only one option- no missed gameplay. There is one option. You must complete it this way, in a fine tradition of stoicism.

On the flipside, a simulation has no missed gameplay, because it gets replayed up to an infinite amount of times.

But, in order to achieve that, I need to be able to constantly adapt to any player's tactic. That sounds really tedious, after the third time or so. So, for the time being, I'm fine on the narrative side of the fence.

Sunburn's coming, I promise- I just need to make sure it doesn't explode.

December 5, 2012

After Sunburn

Here' to getting ahead of myself. *clink*

I've already begun thinking of what comes after Project Sunburn. What's next for the Escapade Engine?
  • Sunburn 2
  • Yore
  • Spectrum: World
Sunburn 2 is the most likely one. I've got a plot nicely set up to walk the players into, and I'm pretty familiar with the world already. Same goes for the players. I feel most confidant with this one.

Yore was the second "first test" of the EE I had planned. Basic medieval fantasy, except it was based in a desert, Arabian-style environment for the first half. The bland, medieval-Europeans were the bad guys, just to shake things up. I have no doubt this one is going to happen, but most likely after Sunburn 3.

Spectrum is really the self-actualization of the Escapade Engine. The engine is designed for simplicity and adaptability. It can easily reconfigure to horror, pulp sci-fi, modern, etc. Or, it can simulate all at the same time. This is the ultimate end goal. Spectrum is an expression of that- hopping around in time and space Chrono Trigger style, taking laser guns to the prehistoric era, or using powerful, ancient tattoos to fight evil. Maybe both at the same time.

Either way, there's always more inspiration out there. Speaking of which...

I've been thinking for some time about a nomadic experience- one where the goal is simply to go, and things appear by the side. The video game Journey is a good example of this. The original inspiration for Project Sunburn was the movie Hunter Prey (2011, it's on Netflix). Granted, I took most of the survival message, but the idea still appeals to me.

As does a non-violent campaign. The best use of this would be a test for the Speech rules. After all, the way to make skill checks interesting is to give them actual interplay, like combat. Roll die -> Get result is boring.

More rambling later. For now, I need to get off my high horse and make some bunker maps.

Stay cool.

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.

November 11, 2012

... People read this?!?

Hello,

So I found out I have 15 views from France and Russia... Hi, hope you like it.

This blog was really intended as a dump-space for my RPG stuff, but I'm okay with having visitors. Go ahead and leave a comment, I don't bite.

... Except in-game.

November 7, 2012

On player death

It would be all too easy to just let players be conveniently invincible. But then it's not really a challenge- it's sightseeing. Don't get me wrong, I like sightseeing, but there needs to be an element of challenge and fear involved. If you really mess up, you will die. Your resources, including your HP, will be fatigued and exhausted. But that's not fun!

My policy (both for RPs and RPGs) was that no one will die... permanently. It served its purpose nicely, but there was still no viscerality to it. I could make a convincing firefight, but eventually someone will realize- there never was any real danger. There never will be. We can do what we want, and the GM will have to go with it. I'm invincible!

So, I'm putting up new ground rules. This is still a loose guideline, and heavily ties into the "you're special" intro to every campaign evar.
  • Players get a "warning shot." Unless if it very obviously should kill them (detonating a nuke), my dice will conveniently miss them. Hopefully they'll get the idea and scramble for meds.
  • Anyone who dies will get to go out in the most spectacular way possible. No boring deaths. If they're going to die, then dammit! I'll give them an exit they'll remember for quite a while.
  • Resurrect: The character comes back to life, but at a cost. Either XP, or something nasty comes with them.
  • Reincarnate: Make a new character with roughly the same XP. I don't want death to be a character replacement mechanic, but at the same time, I'm not going to punish them too thoroughly for dying. The dice are trying to kill me.
This is roughly how I'm going to do things. Warning shot -> spectacle -> resurrect/reincarnate.

In Sunburn, they'll have defib shockers which bring them up to 1 HP. I'll even make them roll dice for it. Certain negative HPs have harder and harder DCs to beat.

(Medicine) + (Ability Dice, D8 for humans) vs Second Wind DC
  • 0-10 : DC 4
  • 11-20: DC 6
  • 31-50: DC 9
  • 51-100: DC 12
It'll work for now. More will happen in testing. For a couple of people slugging it out with machine guns doing +2 over the "light" armor, I think we're good.