Initial setting ideas that prompted this game design are as follows
Boilerplated: Think a Steampunked Singularity idea there. I am going to pull in ideas from other nascent concepts I have had as well. But really the release of Eclipse Phase has again prompted my long standing interest in Singularity fiction.
So a Boilerplate is in essence, a stock set of phrases, words in a contract, or other similar document. In this setting it refers to a standard life, a standard way of living in essence. It also refers to when a person is having personality issues and is unable to break out of them, stuck in the same rut so to speak.
Lastly it refers to an artificial suit, armor, robot like body, or something like that, that a person can download their personality into, called Sheathing themselves.
So being Boilerplated means to have a set life, lifestyle, or a new life in a new body.
Sheaths: Since this is a Transhuman/Singularity setting this refers to the act of downloading a person into a new Boilerplate. This is an involved process.
Saturday, September 5, 2009
Thursday, September 3, 2009
My Technology
The acting term for the Game Engine is
My Technology
I am reading some NLP here lately, so that is influencing this to a small degree.
So the core is
Opposed Die Rolls
Heavy with Skills
Very Flexible
No classes, no forced distinctions
My Technology
I am reading some NLP here lately, so that is influencing this to a small degree.
So the core is
Opposed Die Rolls
Heavy with Skills
Very Flexible
No classes, no forced distinctions
Wednesday, September 2, 2009
Statistics
Thinking either about 8 or 9 stats
Thinking of ones that will fit into Fantasy and also into Steampunk and into Cyberpunk
So here are the starting ones
Brawn (Physical Strength)
Fitness (This is an overall health sort of measure)
Agility (Body Coordination)
Endurance (Thinking how rugged, durable, pure physicality)
Clarity (Mental thinking, swiftness, decision making)
Talent (This would be creativity, ability to make things, perhaps also innovation, might apply to magic or mad science endeavors)
Determination (Mental endurance essentially)
Poise (The social characteristic)
Appearance (The shallow, just how nice looking by your societies standards the character is)
So that is the opening lineup for statistics
Thinking of ones that will fit into Fantasy and also into Steampunk and into Cyberpunk
So here are the starting ones
Brawn (Physical Strength)
Fitness (This is an overall health sort of measure)
Agility (Body Coordination)
Endurance (Thinking how rugged, durable, pure physicality)
Clarity (Mental thinking, swiftness, decision making)
Talent (This would be creativity, ability to make things, perhaps also innovation, might apply to magic or mad science endeavors)
Determination (Mental endurance essentially)
Poise (The social characteristic)
Appearance (The shallow, just how nice looking by your societies standards the character is)
So that is the opening lineup for statistics
My Technology
So the core system is going to be d100 (percentile)
As I think on this more it is fairly generic setting wise.
So system wise straight up Opposed Die Rolls. Combat be it Physical, Mental, Emotional, Social, etc. will be essentially simultaneous.
So in example a knife fight between two characters, a PC, and an NPC
So both chose to attack, so the player looks down at their Attack score with Knives (Skill level in %) and it is a 50%. So they can make a single 50% attack, x2 25%, x50 1% die rolls, etc. So the target is equal or less than the % score. To keep this simple, a single attack at 50%
The NPC is less skilled, a 35% Knife Skill.
Each rolls, if each hits then damage is rolled, compared at the same time, then a second round will ensue from there.
In cases of ties, then higher (dex equiv score) will decide, then down to PCs go first.
First thoughts there
As I think on this more it is fairly generic setting wise.
So system wise straight up Opposed Die Rolls. Combat be it Physical, Mental, Emotional, Social, etc. will be essentially simultaneous.
So in example a knife fight between two characters, a PC, and an NPC
So both chose to attack, so the player looks down at their Attack score with Knives (Skill level in %) and it is a 50%. So they can make a single 50% attack, x2 25%, x50 1% die rolls, etc. So the target is equal or less than the % score. To keep this simple, a single attack at 50%
The NPC is less skilled, a 35% Knife Skill.
Each rolls, if each hits then damage is rolled, compared at the same time, then a second round will ensue from there.
In cases of ties, then higher (dex equiv score) will decide, then down to PCs go first.
First thoughts there
Monday, August 31, 2009
Game Chef 2009 Theme is Intrigue, I got nothing
I got nothing from the ingredients at all. So do I even continue on with GC 2009. Sure why not, I can shoehorn stuff in with the best of them, as a trad simulationist gamer hell yes.
So last night as I tried to fall asleep, spent the weekend sick, I realized I would take the year long route for design, might end up less like 6 months but the intent is the year long route, and to design MY game system, one I can use for my game company housesystem from here on. One to cover what I like and want in a game system the best for my personal tastes.
So first up, I have some handwritten notes from a while ago to type up, core stats are there. It is going to be a % system for stats and skills with point buy elements.
One thing that came to mind as I finally fell asleep was the basis to combat.
So in example, a Sword Attack skill, say it is a 50%. That would mean a character could make a single attack with a 01 - 50 on a d100 to succeed.
Or they could do x2 25% chance attacks
Or even x5 10% chance attacks (like a wild flurry of blows)
It has some merit to it I believe.
More in a day or so.
So last night as I tried to fall asleep, spent the weekend sick, I realized I would take the year long route for design, might end up less like 6 months but the intent is the year long route, and to design MY game system, one I can use for my game company housesystem from here on. One to cover what I like and want in a game system the best for my personal tastes.
So first up, I have some handwritten notes from a while ago to type up, core stats are there. It is going to be a % system for stats and skills with point buy elements.
One thing that came to mind as I finally fell asleep was the basis to combat.
So in example, a Sword Attack skill, say it is a 50%. That would mean a character could make a single attack with a 01 - 50 on a d100 to succeed.
Or they could do x2 25% chance attacks
Or even x5 10% chance attacks (like a wild flurry of blows)
It has some merit to it I believe.
More in a day or so.
Intro Post for Gamechef 2009
Intro Post for Gamechef 2009
This is the post announcing my entry into Gamechef 2009
This is the post announcing my entry into Gamechef 2009
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