Design

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Welcome back!

Hi all…

So Tuesday night, through the Colorado Springs RPG Meetup group and the nice folks at Gamer’s Haven, I ran a sample adventure as a playtest opportunity. We had 6 folks, plus myself, so we had a great turnout this time and an amazing amount of input.

  • RPG DiceShannon was nice enough to arrange everything on the CSprings Meetup board and book a table at Gamer’s Haven. She played the thief Kress.
  • Johnny played the fighter Hans, battle axe in hand.
  • JP played Father Goul, the priest of the group.
  • Frank played the guard Rod.
  • Nathan played the huntswoman Andra.
  • And Arpie played the huntsman Andrax. (I’d run out of characters, so we improvised.)

It was a great mix of players, some of whom have game design experience, which led to some very interesting conversations about game mechanics and impressions of the system based on the quick start summary of the rules and the character sheets.

Among the food for thought provided was:

  • The d12 mechanic for characteristic and skill resolution didn’t work well. After a 45 minute discussion of bell curve distributions for die rolls, we ended up with using 2d6 for the rest of the night. A 2 or 3 was a critical success and an 11 or 12 was a critical failure. The goal was to roll as low as possible under a target characteristic score (either the characteristic we’re “checking” or the highest characteristic for the skill).
  • The “feet per action” mechanic didn’t really work when we moved it to a hex map. We changed it to “hexes” per action, where a hex was 5 feet across. I believe some of this was due to a misunderstanding about how possible actions worked in combat, but we just went with it.
  • It came up that it would be nice if characters who were cooperating on a task requiring a skill (such as Tracking) gained a bonus for working together. Since party collaboration is a great goal in gaming, we decided that if cooperation was declared, each character would roll their skill separately and gain a +1 on the attempt. And all characters cooperating would then gain the best roll for that action.
  • The other main thing that came up was that 16 characteristics seems like far too many and the Random characteristics (Beauty, Wealth, Family, and Luck) should roll into other characteristics (like Beauty could be considered part of Charisma) or become separate entities (like Luck could simply be a pool of points a player could buy with XP or at character creation).

I think all of this is great. I really appreciate having the input of other folks. Sometimes I wonder if I’ve been wearing blinders when dealing with some of the “system” aspects, so it’s nice to see things with fresh eyes.

The whole process has kick-started some serious noodling over the rules and how I could simplify the mechanics to keep things fast, easy, and open so players can focus on roleplaying and creativity. We’ll see where it leads me.

Man on FireI owe a big thank you to Shannon and everyone who showed up, as well as Gamer’s Haven for providing us a table on a Tuesday night!

Before I sign off however, I have to relate a story from the end of the session that will stick with me for a while.

The group had attacked the brigand stronghold and dispatched the four useless guards patrolling within the partially ruined/rebuilt walls. Among the buildings are the ruins of a crumbled tower with an open doorway and stairs descending into the ground…

Hans, axe in hand, bravely headed down the stairs into the darkness. Near the bottom he heard the movement and growling of something large. He smelled it too – the musky scent of an animal den was unmistakable. But he couldn’t see in the dark, so he climbed back up, grabbed a torch, and headed down again…

Meanwhile, Andrax had come up with the idea of dousing one or more of the straw-filled mattresses in the guard’s bunk house, tossing it to the bottom of the tower stairs, and letting it smoke out anybody who might be down there. So, oil-soaked mattress in hand, he went down the stairs…

During this time, Hans had been attacked by the far-too-large wolf and was fleeing back up the stairs, axe and torch in his hands. Running up, he stumbles into Andrax with the oil-soaked mattress, setting it and them on fire, with both of them falling back down the stairs to the bottom. The wolf took a number of steps backwards and had a WTF moment. :)

It was a classic “you got your chocolate in my peanut butter” moment as the torch met the mattress… :)

–Fitz

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Hi all!

I’m going to be gone tomorrow, so I thought I’d post my Friday Links a day early. Yes, it might warp the time-space continuum, but oh well. No worse than the large hadron collider. :)

  • Friday LinksUnique Tavern Encounters from the Bard of Valiant. You know when you read the first thing in a list of 11 and laugh out loud, it’s probably going to be a good list. This one is. I absolutely love the visual of having a bunch of burly tavern-goers drinking their grog though a straw!
    http://www.bardofvaliant.com/2009/10/unique-tavern-encounters/
  • From Held Action, we have a brief description of Spirit Mimics, such as the woman behind the counter in a diner that may never have existed. To me this is a great idea to use sparingly. The idea of a magic shop that moves around isn’t new, but maybe a phantom tavern that shifts from location to location with a unique set of NPCs. Would the PCs want to try and find it again?
    http://heldaction.wordpress.com/2009/10/06/phantom-diners/
  • Bigtime food for thought from the Emergence Design Weblog about making magic more mysterious. This is something I’m currently tinkering with in my own system and wondering about, so the timing is perfect. How do you balance the factors of game balance, rules, and knowledge to come up with something worth the PC’s time investigating?
    http://ruscumag.wordpress.com/2009/10/05/rpg-design-making-magic-mysterious/
  • In the “Things I Could Have Used a Few Years Ago” category (for a campaign based loosely on ancient Rome), Evil Machinations provides us with Roman names beyond Fred…
    http://www.rpggm.com/blog/2009/10/05/beyond-fred-roman-names-for-characters/
  • From Gnome Stew and John Arcadian comes “Johnny’s Five – Five Things About Your Game That Will Never Beat the Reality Test,” which really puts a damper on the “reality factor” of dungeon diving and adventuring in general. I think reality and the fun factor have to peacefully coexist, but there are aspects of the five things mentioned that I like to bring in now and then myself… such as having to drop a PC’s pack before going into a dungeon because the entrance is caved in and too small to get in. But who wants to have to deal with the eating and waste management portions during a game? Bring on the encounters and combat!
    http://www.gnomestew.com/johnnys-five/johnnys-five-five-things-about-your-game-that-will-never-beat-the-reality-test
  • From Akratic Wizardry, we have “The Duchy of Briz: Overview and Map,” which proves that you don’t have to have a huge setting location to find some adventure or story ideas. I love the fact that he worked in not only the history of the place, but provided hooks, such as the rumors of treasure in the cairns of Solan and the few who ever return from the hidden mounds of the dead. Great stuff!
    http://akraticwizardry.blogspot.com/2009/10/duchy-of-briz-overview-and-map-revised.html
  • From Gothridge Manor, we have some ideas on how to make Villages a bit more crunchy. Providing a bit of a skeleton for each village (max 4-5 sentences), makes a lot of sense to give you some ideas when the players get restless and want to stop in the next village for a drink… :)
    http://gothridgemanor.blogspot.com/2009/10/villages.html
  • From Bard of Valiant and Viriatha, we have some great things to consider for new characters. I especially like the idea of coming up with secrets for the character and passing one to the GM to pass to another player and coming up with the list of character traits!
    http://www.bardofvaliant.com/2009/10/8-new-character-tips/
  • In the wow category we have “Iconic Elements in Campaign Setting Design” from Badelaire at Tankards and Broadswords. I’m going to have to reconsider my own Immortals’ Wake and Phaedrus campaign settings with these iconic elements in mind. Great ideas.
    http://tankardsandbroadswords.blogspot.com/2009/10/iconic-elements-in-campaign-setting.html

So there you have it… Some wisdom from the blogosphere on all things roleplaying. :)

Have an awesome weekend!

–Fitz

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What is Lesser Wizardry? Does it mean you’re less of a wizard than someone who practices something greater? Not at all.

Old BookThink of Lesser Wizardry as the training wheels for a beginning wizard. Lesser Wizardry provides an opportunity for apprentices and students to learn the basics of wizardry without setting their hair on fire attempting to cast a ball of fire at an opponent.

So what is Lesser Wizardry good for? All those little tasks that might not seem like much, but can do many things for a budding wizard:

  • Add a bit of flair to your appearance when you’re out in public, such as providing a well-timed breeze to ruffle your robes to get the attention of those around you or to make sure your clothes are clean, hair combed, and hair shaved so you always look your best
  • Handle those little onerous tasks such as cleaning the dishes or wrapping a gift perfectly every time
  • Make sure you always have a pen handy, never lose your place in a book, or get up on time for an appointment after a long night researching in the lab

Beyond that, there are those little tricks that might make your enemy’s day a little worse with just a little thought from you:

  • Distract an opponent just long enough to slip by unnoticed
  • Ensure that a rival mumbles at just the right time to not speak a spell correctly or when addressing a crowd of her peers
  • Turn a clean, tidy room into a disorganized mess to drive even the most well-adjusted neat freak over the edge

Lesser Wizardry is one of the oldest forms of magic known to the humanoid races. When the first wizards were trying to harness the magical energy of the universe, they were very cautious in their approach and used as little magic as possible. They didn’t want to do any damage for fear of destroying themselves in the process or incurring the wrath of the gods. After a while, it became a game for some wizards to see just how little magic they would need to create a particular effect.

These are the spells that wizards create to simplify things in their lab, ensuring that equipment stays clean and spell components are where they can be easily found. But don’t let that fool you. The most powerful wizards skilled in Lesser Wizardry can drive wizards skilled in other areas quite insane.

One of the best parts of casting Lesser Wizardry spells? No components to mess with! Each and every Lesser Wizardry spell relies exclusively on the focus and energy of the caster. No muss, no fuss.

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In the beginning, there were wizards with spellbooks and monsters with special abilities. Then there were superheroes and villains with powers. But I never played in a campaign where there was a mix of traditional fantasy and super powers – so we created one.

Immortals’ Wake is a world in which magic, both arcane and divine, worked together to create Fire Symbol - Alchemya being with magical abilities – the power to control raw elemental energy. Why would they do such a thing you might ask? And why not stop with one experiment? A thirst for knowledge sometimes leads down some interesting roads.

However, these “Changed” as they came to be known, gained the ability to collect and manipulate the forces of water, fire, earth, air, and spirit. Think for a second about someone who could control these elements. Can you imagine the damage they could do? Then think about the good that could be done as well… You’re really introducing traditional comic book hero abilities into a fantasy world.

And as such, these powerful individuals are often called Demons by those who mistrust the destruction the Changed often bring with them. Initially, newly Changed have little control over their abilities. Freakish fires or floods may cause huge swaths of damage during the Change. Or whole buildings may be swallowed by the Earth. What do you tell the innocents who may have lost their lives or property after such an event? “Sorry” barely scratches the surface.

What can they do with Fire? Destruction comes to mind. Simply redirecting the power of a campfire or torch to set other objects aflame, take the heat and warm up an opponent’s metal weapons or armor, or simply launch a ball of fire at an opponent to do as much damage as possible. Then reverse it. Imagine a powerful elemental Fire mage who could draw the flames from a housefire or forest fire, or draws the heat from a room to lower the temperature.

The scariest of these elemental abilities for me comes with those who can control Spirit. During one campaign, we had a character take the spirit of a person and place it in a plant, just to prove a point. During another, we had a character speak to the spirits in a haunted area and provide a shell for one of them to communicate with others. And in yet another instance, a character used Spirit abilities to travel in an Astral form and manipulate the dreams of an NPC. Remember Anne Rices’s novel The Body Thief? It’s no wonder mortals would be scared of these individuals.

Depending on the element, there may be physical changes as opposed to psychological changes in the individual as well. For example, an Earth Changed might become more angular or stony, with skin color adjusting to be more like the prevalent stones in the surrounding area. Fire Changed may simply have more anger management issues or attack their passions with more energy.

Each Changed individual may have a slightly different strength for their abilities as well. Some may be little changed by the experience, while others would then have the ability to speak with powerful Elemental beings in their own plane of existence. What would you chat about with a being made of pure Water? or Earth?

Like any fields of magic in the Moebius Adventures system, there are few limits – which leaves the power in the hands of the GM and his or her players. And like in all things, there are repercussions to holding such abilities.

Would you choose to be Changed? Or will you let the Fates make the decision for you? What would it cost you to become Changed? What would you pay to lose the abilities? These are all crunchy topics ripe for roleplaying.

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A Kind of Magic…

Hi there…

No matter what form the magic takes – arcane, divine, or raw natural magic – it is a combination of concentration, ritual, and belief. Ritual components can be anything from gestures and words to actual physical or even spiritual elements. Physical components may even be tied to beliefs or holy symbols as opposed to simple material components like ash, gems, and so on.

Wizard with Staff (from Clipart.com)But all magic in Moebius Adventures boils down to three key bits – Intent, Components, and Concentration. As such, magic is VERY flexible.

Spell creation and research consists of having a conversation with your GM (or if you’re the GM, you can chat with your players or mutter quietly to yourself) about a few things:

  1. Does the spell come from an existing magical philosophy?
  2. What results are expected or what’s the intent of the spell?
  3. What are the specific components for the spell? Some of these may be dictated by the school of wizardry or magical philosophy chosen.
  4. And what level will the spell be? Not all realms of wizardry require levels, so this may be moot.

Let’s contemplate an example…

Example 1: “Flickum Bickus”

So let’s say that a wizard wants to create a simple spell to light a small fire when flint and tinder aren’t available. Think of Harry Dresden from The Dresden Files using his spell “Flickum Bickus” to light a candle.

This would fall pretty squarely into Lesser Wizardry. Lesser Wizardry deals with small magics and this would qualify as a small utility spell.

Just to verify that, we take a look at the description of Lesser Wizardry. Lesser Wizardry philosophy is as follows:

“The energy exists around us, but never use more than you need. Minimalist magic created to test the waters of magic without annoying any possible powers that be. That was the beginning – and now it’s the major tenet of Lesser Wizardry. Nobody ever dies from or gets hurt by a Lesser Wizardry spell. These are the mundane useful mini-spells created by wizards through the ages to help them get through their day – mark a page, clean a stain, and so on.”

The results are also pretty self explanatory. The wizard wants to light a small combustible material as if it had been lit in a usual physical manner. Simple enough.

And for the spell components, as for all Lesser Wizardry spells, all that’s needed are “mystic words.” In this case, the name of the spell “Flickum Bickus” can actually become the spell’s component as a verbal component.

As far as the spell “level”, this is a pretty simple spell with a very small focus. The GM would most likely slot this as a first level Lesser Wizardry spell.

And voila, the player has created a new handy spell for use in and out of the lab.

Example 2: “Make Me Rich!”

Now let’s do a more complicated spell. For instance, let’s say that a wizard is getting greedy and wants to make himself rich. This is pretty vague, so we clarify a bit to say that he wants to attract wealth like flies to honey. This is still pretty vague and could fall into a number of categories…

If the wizard is very literal minded, they might use Runic Magic to create a runic phrase “Attract Wealth.” Unfortunately “wealth” is a very subjective term. If there were a “money” rune, the wizard would be able to create a runic symbol that would work as a money magnet, attracting coins into the spell’s area of influence.

A better fit might be Superstitious Magic. At a high level, Superstitious Magic preys on people’s beliefs to create magical effects. This might be likened to voodoo or certain forms of witchcraft. If the wizard is superstitious, he or she might believe that the powers that be would grant them wealth if the spell was cast.

This spell would only affect the target. And Superstitious Magic spells require a physical component as a focus that is sometimes consumed by the spell and a mystic ritual, typically involving some verbal element.

In this case, the wizard might bind his own hair around a gold coin, grip it in his hand, stare into a candle and call upon his ancestors to grant himself wealth. “Great ancestors I invoke thee to grant me this, grant my wish and fill my purse, enough to do my deeds, grant my wish and I will remember thee…”

As a GM, I would take this as a vague wish to powers beyond the wizard’s real control, unlike using a bit of will to light a flame. These powers may hear the wizard’s plea, yet choose to fulfill their supposed “obligation” in unusual ways. Perhaps the wizard will suddenly have a group of chickens appear in his yard overnight. The wizard could sell the chickens or keep them and sell the eggs, thus filling his purse. Or perhaps it might be a literal translation and some passer-by might press a coin into his hands while walking city streets. Or perhaps there would be consequences to fulfilling the request – finding a full purse left behind by someone seems fortuitous until you are pointed at as the thief who stole the purse in the first place and abandoned it where someone else might take the fall…

Conclusions

As you can see, there’s a wide range of possibilities here. One of the things I hope to do with the Moebius Adventures magic rules is to allow enough flexibility that players and GMs can roll their own magic systems. You like the “colors” magic in Brandon Sanderson‘s Warbreaker novel? Go with that. You want to do some Robert Jordan Wheel of Time weaving? Go for it. The sky’s the limit.

Ultimately the GM will have the power to veto or control some of the spell effects, as I’ve described a bit in the second example. But the freedom is there for creative gamers to come up with VERY interesting systems of magic.

There are twelve… Yes, twelve… schools of magic I want to cover in a variety of supplements. And then there’s Divine magic and its offshoots for various faiths and belief systems.

I can hardly wait to see what else folks come up with.

What do YOU think? Let me know what types of wizardry you’d like to see and I’ll try and c0me up with some ways that you might define them for your own Moebius Adventures game.

–Fitz

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Hi there!

Recently I’ve been reconsidering the role of magic in a roleplaying world and how a character might take advantage of it. In traditional RPGs such as D&D, Palladium Fantasy, GURPS, and so on, magic is a static thing. In the name of game balance, system creators have chosen to create schools of magic and assorted spells with their different requirements and effects.

Wizard with Staff (from Clipart.com)

This is great for beginning roleplayers, but can stifle creativity for more experienced gamers. What if I want to start from scratch?

Have you ever wondered what it would be like to be a wizard on your own? Perhaps magic is slowly returning to the world after millenia, or you discovered your talents by accident or someone taught you to use them, or maybe magic is outlawed as it is in the Camelot of King Uther Pendragon in the tv series Merlin.

What would that mean for magical research? It would be trial and error. It might be an environment where wizards horde their secrets or band together and share everything to oppose some greater evil or political power. Wizards might be on the run, trying things without the benefit of a lab.

Where would you begin?

I think personally, I’d start small. Think of the old chemistry sets we used to be able to get when we were kids. We could go to the garage, the basement, even our bedrooms and start mixing potions like mad scientists. Tinker and fail and see what made things tick…

Let’s think for a moment of the urban fantasy world of  Jim Butcher‘s Harry Dresden. Harry was taught a few things early in life about magic, but a good deal of his knowledge over the years came from research and experimentation. How many of your wizard characters ever really did that? Think about the backstory you would have and the time between adventures you could experiment and try new things…

For example, let’s say your wizard knows some lesser magics. These are little utility spells that help in the lab or in life, but not much more. Let’s say your wizard wants to create a spell similar to Harry Dresden’s “Flickum Bickus” spell to light a small fire or candle when flitn and tinder aren’t available.

Can you create a spell, even a little one, in another big system for fantasy roleplaying? Ok, maybe Rolemaster or White Wolf’s Mage, but that’s about all I can think of from my experience.

Next time I’ll tell you how you’ll be able to do this in Moebius Adventures. Stay tuned!

–Fitz

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