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- 17. April 2010: Fresh sheets!
- 10. April 2010: Processing...
- 3. April 2010: Leading the Blind... 2
- 10. March 2010: Leading the blind...
- 3. March 2010: It's a kind of Magic
- 17. February 2010: At a loss for words...
- 9. February 2010: Of things to come...
- 1. February 2010: The Fate of the World!
- 27. January 2010: The line-up!
- 19. January 2010: What does a Ransom demand?
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GEARS
Archive for the Fourth Draft Category
Presence and Style
27. December 2009 by admin.
With Christmas behind us, a bit of care is put into the work even during the holidays. After a short fight with technical issues on the site (sorry if it was down for a few hours over the holiday), I for one am turning my eyes back to the writing of the game.
Excepting some work still to be done to fine tune the layout of the color version of Third Draft, focus is on Fourth Draft now. New layout tools are being set up (Third Draft (color) pushed the old tools to their limits, it seems), but the big deal right now is in the presentation of Fourth Draft, and not the graphical one! Even with the new and improved wording of the rules being put together for Fourth, there is a distinct lack of feel in the text, making it look almost academic. The problem is that GEARS can be used in any way seen fit. So what is its basic mood?
The answer is not decisive yet, but the Alice 2.0 setting included might endup playing a wider role than originally expected. GEARS is about doing anything, yes, but it is built by people having fun with it, and much of that in a rather free-spirite way, from guns blazing to entertainment by overacting. Cliches, schticks and wacky cleverness has dominated playtests a bit more than has been let on, and the reason for not putting much focus on it has been to preserve GEARS’ universal attitude; portraying a style tends to color the system that style, and that is not the intention. But now, that policy is being reconsidered.
There is no way of telling how that line of discussion is going to turn out. GEARS remains a universal system, and that will be emphasized. But the wacky fun of current Alice 2.0 storylines in playtest look more and more likely to color the end result, and it looks like it might actually be a good thing…
Posted in Game worlds, Layout, Genre, Fourth Draft, Alice, Third Draft, Playtests | No Comments »
Bigger, better, faster. We have the technology!
19. December 2009 by admin.
With the release (and subsequent adjustments and rerelease) of GEARS Third Draft, I feel I may have left the blog to drift a little. Third Draft took a greater effort than expected, mostly because of the first attempts to do a serious layout (the part that got the most adjustments, actually!).
So with that work pretty much done, there is only one logical thing for me to ramble about today: Fourth Draft!
And there is a schism here, a change of process from the first three drafts to this next one. It is probably not easy to see from the outside, but there is a massive difference between writing rules and writing games! Rules are about making sure as much of the gorund you want is covered as possible, making sure things fit together, make sense, and has a degree of balance (we are still working on the balance thing). Games are about writing something that otherscan easily understand, use and enjoy. That means that Fourth Draft will need better language,better organization, and better layout. Just saying “we need more/better rules” will not cut it!
So the writing procedure has been turned upside down, for one. The first three drafts were written as rules were needed and became possible; first the dice mechanic, then character creation, then all the other things characters might have, and onwards from there. Fourth Draft is about structure. Therefore, the first thing written for it is a complete and detailed layout of all the contents planned for it, set up in a way that seems logical and user friendly. Not surprisingly, the bulk of what is not only in Third Draft, but also what is mentioned but not finished in Third Draft, will all only be part of one section: The Rules
Originally, the core book being written was meant to have three major sections: The Game Engine and The Rules System, hence the name, GEARS: Game Engine And Rules System, and of course the Alice 2.0 setting. As things look now, a more detailed structure will benefit everyone much better, leading to five majorsections:
- The Game, describing how games can be played, how to organize sessions, what the roles and tools are for Narrators, how players tend to think, etc. Half of it is for beginners learning to handle roleplaying games without too many bad experiences, half of it is for skilled Narrators/GMs from other games wanting to get a better game going with less work. The section is about people, real people, playing roleplaying games; how they think, what they want, what they may need, etc.
- The Engine is a toolbox for the Narrator. It describes how to easily produce things from ideas, and how to get ideas when you run out. Methods, tricks and tools are delivered to quickly turn a general idea of a world, an adventure, or anything else pertaining to the game into something tangible and usable. It even goes into how these things can be set up to be shared between Narrators, to the point of how one might professionally publish them. The idea with this section is A) to ease the task of creating breathtaking campaigns, B) to kickstart a creative GEARS community, and C) to actually sow the seeds for writers who will come to write for the game! Most professional writers will already know the information in the section, and much more, but a lot of it will be news to those without publishing credits.
- The Rules, basically what is already in Third Draft, with many of the blank spots filled in. A serious rewrite is going to be done on many parts, for better phrasing.
- The System, meanwhile is an extension of what is in The Engine and The Rules, providing a lot of different, creative uses of it all to create concepts for the game that have the complexity of ideas from The Engine, but are fully compliant with The Rules, using what already exists to create things like detailed poisons, hacking rules, character ethics/value systems, magic and divinities, and so on. This is both a collection of premade material that goes beyond the basic rules, and examples for how more can easily be made. Focus is on explaining ideas so that creative concepts can be reused and expanded on by others.
- The Settings contains both Alice 2.0 and multiple short world writeups, to get genre games going. Rules are going to be integrated into this, rather than the ruleless description of the Alice 2.0 setting included in Second Draft and Third Draft. The other, non-Alice settings will be picked to demonstrate genre and style creation and modification, giving the new Narrator a wide scope from the start, and an ample toolbox.
I will refrain from going into details about each section’s structure and subsections; that is what writing Fourth Draft is about, after all. But expect to see something much more like an actual game than a carefully crafted set of house rules next time!
Posted in Genre, Fourth Draft, Style, Design kits, Game worlds, Third Draft, Character creation, Alice, Second Draft, Magic, Narrator, Hacking, Conflict | No Comments »
Laying it out there…
15. December 2009 by admin.
I’ve been a little quiet, but there is a reason: Third Draft is just around the corner, now! In fact, I am sitting with a rather complicated document file, and some of the complications are based in something that has not yet been discussed: Layout!
Producing a roleplaying gam, even just a single book thereof, is a very different experience than, say, writing a novel, or even a thesis. Or a novel about a thesis (or vice versa)! Of all things I know, RPG books are the only ones to combine streamlined scientific/mathematical systems, storytelling, description, illustration and creative layout in such an impressive way. Even poorly produced books tend to be an easy match for many scientific textbooks in layout!
The best example of layout I can put forth at this moment is the game that everybody seems to be talking about these days: Eclipse Phase. It is an impressive mix of vignette flash fiction, explanation / expansion boxes, and pure artistry in not just the illustrations but the text backgrounds etc.! Just flipping through it made me push layout a few nudges up the time schedule for GEARS. There is no intention of copying the EP style, but it is inspiring to see a game made that well, in terms of production value!
The first layout tests are going to be horribly simple, however. Creative page numbers, some simple text background, a pretty and comprehensible setup, that’s about it. But it is the beginning of an aspect of RPG publishing thinking that can now be explored more in GEARS, and with a bit of luck, Fourth Draft will start to show what can be done with a game and its appearance: Ease of use, easy on the eyes!
And now, to get the last pieces in place for Third Draft to be made official!
Posted in Fourth Draft, Third Draft, Playtests | No Comments »
Creating the Creators
4. December 2009 by admin.
Writing is now dealing with Technologies, for designing a game world in such detail that the advancement of individual categories of items can be felt. Maybe laser rifles are a new invention, still clunky and imprecise. Or maybe they are refined, not just horrifically precise and terribly lethal, but light enough to be snapped into pocketsized concealment modules. But none of that will happen unless non-lethal, scientific lasers (and the kind for light shows) are first invented! Pick your Technologies, pick their individual Progress, and the system does the rest.
This is just another piece in the puzzle that is the, still fairly new, “creation kit” philosophy of GEARS! I have noted on the concept before, but I feel it is essential enough to repeat: In so far as it is at all possible, the GEARS core rulebook will contain the materials needed to construct anything. Most games have core books that deal in detail with character creation, some of them even only characters of a certain, low level. The GEARS character creation rules have proven far more compact and streamlined than originally expected, so now other aspects of the game are following. Equipment is just one example, another being the creatures mentioned in earlier entries (based on the character creation system used slightly differently), vehicles as an extension of equipment, super powers as an addition to standard Abilities, and so on. And game worlds are now getting the first kick into action. Fourth Draft might actually end up having not just a better structure, but also some design kits for campaigns and adventures!
One design kit that is still a bit up in the air (other than Relations, which, as mentioned yesterday, have run into a few problems) is races. The character creation system, supported by the still-to-be-pinned-down Human Template, will allow some strange creations, but the feel of an entire and at least somewhat unique race is still a bit murky. The exact elements of fantasy and alien races will need some examining and testing before something truly worthwhile can be included. It might end up in Fourth Draft. But it will be made.
Posted in Relations, Races, Human Template, Design kits, Game worlds, Aliens, Fourth Draft, Equipment/Gear, Superpowers, Character creation, Third Draft, Vehicles | 1 Comment »
Troubled Relations
3. December 2009 by admin.
Progress has slowed a bit. Both the Creatures and the Equipment chapters are coming along nicely, and now it is a matter of getting the material written in a meaningful form. The big problem, as things stand, is Relations.
A Relation is someone that a character has some kind of connection with, for better or worse: A contact, an old friend, a boss, an enemy, an annoyance, basically any kind of other character that is somehow connected. Incorporating Relations into a character means creating social circumstances, someone who thecharacter has a history with. The idea being that they can help or harass the character in many myriad ways.
During playtests, a fairly clear message was given about the rules surrounding Relations: Bland and unclear. The system used built on that presented briefly in the old TAYDS, which was basically to turn a Relation into another form of Ability, with a Difficulty based on what a friend was called in to do (or, as a Disability, what the character him/herself could be called upon to do, or might experience an enemy doing to him or her). This is clearly not enough, and other venues are now being examined. But the concept is proving hard to emulate without going into a lot of needless detail, or ending up with something highly unbalanced (mighty friends doing everything for almost no point cost to the character).
To make matters worse, the Relations rules (which also include group relations, like having rank or reputation) play a role in the creature chapter, too, in that a variant of them was planned to be used for animal companions. So right now, there is a hole in the rules that needs to be plugged. Hopes are that it will, soon, and that Third Draft will not be delayed notably by it. But failing that, Relations may be put on the backburner until Fourth Draft, even if that was meant to be for structural work only… Time will tell…
Posted in Pets, Relations, TAYDS, Fourth Draft, Third Draft, Reputations, Disabilities, Playtests | No Comments »
Advanced placement
26. November 2009 by admin.
Still sifting through playtest feedback. It’s incredible how much players have to say about a fairly simple run through a game/adventure. Most of it is suggestions and wild ideas, thank God, and quite a lot of it looks pretty good. With yesterday’s crash almost mended (still a few Medical Abilities that are not back to their yesterday sizes), it looks like the advanced phase is ahead.
I really should explain that a bit better: The current GEARS is the core system. It is set up to provide a fully playable game, but it does not, by itself, fulfill many of the goals put forth on the main site. Most of all, it lacks the level of detail truly desired; yes, the use of Specifics makes its Abilities more nuanced than most similar skill systems, but it is a small push. The combat system does not even live up to the main comparison, GURPS, at all. The current book sets the core of the game, butthere is a whole other level of detail that is still waiting in the wing to be constructed and/or implemented.
Some of it has been put together, however. Detached tests (only scenes, not entire adventures) have been run with a vastly more detailed combat system, for one. Hacking is being researched, another of my main-interest conflict types, and magic is being given a lot of thought and several designs already. The problem is two-fold, at the moment: The advanced detail systems are not very systematic yet (you cannot easily apply the ideas of combat to other things), and the ties back to the standard core are fuzzy. The goal is to integrate the advanced detail systems so well into the game that, say, a big fight could contain characters fighting according to one system, and others fighting according to the other. After all, real fighters are the ones who need the detail, not combat rookies! And when a fight has both types in it..
The stuff already in the works deals with a broader view of damage, both in form (did the character get cut and start bleeding, break a rib, get the wind knocked out, or what?) and placement (ever wanted your character to have arms even tougher than his/her legs, or a thick skull?, armor (my favorite remains using rivet-studded armor to provide something light, flexible and cheap that can still keep the edge of a blade from cutting the flesh, even if the blunt impact of a sword still hits its mark), weapons (design and maintenance of blades, the mechanics of tips meant to shred upon removal, etc.), combat techniques (splitting a blow between opponents, aggressive defenses, etc.), monster physiologies as applied to battle, and so on. With the options for advanced Ability structures being written into Third Draft, there should already be a tentative foundation for it!
Anyway, a good system is forming, but the full goal is going to loom ahead for a little while longer. Third Draft will still be focused on the standard rules, and how much of the advanced detail rules are going to actually be put in it, as opposed to in separate books, has yet to be determined. But the core of the advanced detail systems is being constructed already, including guides and rules to producing new content material independently. Hopefully, Fourth Draft will show the first clear signs of this/these system(s) in use.
Posted in Hacking, Shopping, Third Draft, Monsters, Fourth Draft, Armor, Swords, Weapons, Combat, Conflict, Magic, Playtests | 1 Comment »