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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 Genre Category
It’s a kind of Magic
3. March 2010 by admin.
Writing is picking up pace on the truly new parts of GEARS. Work is right now being done on the Systems chapter, which includes ideas and ready-made components for games of any genre or style, and the current section/chapter is Esoterics. that means magic systems, rule elements for psionics, alchemical components, and all sorts of hocus pocus we all know from other games, and movies, and books, and… you get the picture.
This kind of writing is a fresh challenge. The raw rules that have so long been at the center are being turned into something practical. And not just a quick set of usable spells or the like, but a rich tapestry of magic systems, with guidelines for creating magic based in ancient lore, fairytale sorcery, technical training, or any other kind. It is far from exhaustive; I have material enough to fill books upon books with magical goodies. But it is extremely dense (one box describes the construction of over a thousand spells!), and allows a lot of variation, using only the basic components of GEARS already created.
There is still a lot to do, but now we have entered the System chapter, the last untamed land remaining. Things are still slated to go up before everything is written, but this makes it look like more will be available than expected when that happens!
Posted in Game worlds, Design kits, Style, Genre, Magic | 1 Comment »
The Fate of the World!
1. February 2010 by admin.
It’s been a long time since there have been really tough decisions on GEARS. Tough work, sure, with all the rules that have to fit snuggly together and make sense! But tough decisions are a different beast altogether, and one essential decision has been showing its teeth these last few days.
It relates to the last post, really. I’ve been a bit psyched about the Intransigent Design setting, especially with some very positive commentary arriving from playtesters. It’s a complex world, with a lot of deep philosophical choices and concerns. It’s provocative and makes you think. But in the end, those are not necessarily good traits for a game world. For an intellectual debate, perhaps, but game worlds are not pensive documentaries.
The main setting for GEARS has always been Alice 2.0. This has not changed. The question is, is GEARS going to be the source of all the game is, or is Alice? Is this about a new kind of game rules, or about a new kind of game world? Which will be on top?
It might seem a bit redundant. After all, if both are made and both are published, who cares what the intented focus is? But the decision is rather serious, simply because it will influence both the publishing model and the later supplement line. As mentioned before, GURPS is a big inspiration for GEARS, but GURPS also had what some would perceive as a problem, namely that it had game worlds made left and right, with little cohession and followup. Its 4th edition put a multi-world setting at the center, but the philosophy still seems unchanged. Is that what’s ahead for GEARS? Or should the game simply stand up and proclaim that the rules are solely there to flesh out Alice 2.0?
Lord knows Alice allows anything to be used, and poses the kind of challenge to the system that GEARS was made to tackle: Diversity, flexibility, coherence, all the goodies. But Intransigent Design was not made in Alice’s image. If everything is about the core setting, that could be considered a problem, or at least a divergence from the bigger plan.
So… What do we want? A set of rules to rule it all, or a settingfor the rules to serve? Divergences are still possible, no matter what the choice, but the exceptions to the rules (no pun intended) cannot be what carries the system.
I am leaning towards making Alice the focus, and creating the best possible rule system to flesh her world(s) out. Intransigent Design is still in my heart, but I can actually see it as ‘the rebel’, the one setting that defies the mischievous mayhem of Alice and Babylon, by being deep, dark, and foreboding. The sinister cousin of the lovable rogue.
Yeah… I can imagine that!
Posted in Game worlds, Intransigent Design, Genre, Fourth Draft, Alice, Playtests | 1 Comment »
Background Zero?
1. January 2010 by admin.
Christmas and New Years behind us, it looks like the time to get back in the saddle. Not that things have been all that quiet; writing on Fourth Draft has been quite active, much of it being structure and phrasing. The wording of rules from Third Draft are becoming more streamlined, making them easier to read and understand, and also setting them up for a better layout. And on layout matters, a lot of decisions are being made on graphics and text setup. Fourth Draft is going to push GEARS into a more respectable look, hopefully the beginning of making it look visually professional. Content is still the One True Focus, but we are far enough along that looks are beginning to count, if nothing else then because that includes how content is arranged, visually.
But that’s all still abstract ideas and nitpicking, respectively. What has taken center stage for the last week has been the Background trait. Of all the material in existence for GEARS, Background has become one of the more controversial topics, starting out as one of the foremost innovations of the rules and then abruptly slipping into the background (no pun intended), overshadowed by such things as Specifics and Learning Abilities in terms of innovation.
What Background originally did was guide character creation along what is known as ‘life paths’ in most RPG theory. In other words, characters were created by describing the paths they had taken in life, and defining Abilities and such from that. If your character had been a mercenary mechanics, that would produce some Abilities etc., and if a character had been orphaned at age 12, that would define certain character traits. Characters were not so much items picked as lives lived.
The rules now support a ‘pick your skills’ character creation more, but the old Background material is being revised and updated. The point now is to make game worlds the vessel for life paths, allowing some choices to be only available along certain paths. This might be learning mystical martial arts, possible only with enough Background from hard travels; without a heroic journey behind it, your character cannot be taught the Ancient Arts by secluded monks. Whether due to lack of insight, not having proven oneself worthy, or in other ways failing to have done something with his or her life, a character might be barred from certain options. Even advanced military training can require the character to have a certain amount of Background in the right fields!
And issues of Background are starting to show beautiful levels of sybergy with things like races, giving a character of one race opportunities other races lack. If you are not a dwarf, there are paths in life blocked to you. Those paths may hold otherwise forbidden knowledge, or they may simply be advantageous or plain interesting in other ways. Careers, challenges, experiences, associations, connections, they can all be made to tap into Background, with astoudingly easy game mechanics. This is what Background was made for, but the way it fits into the overall flexible GEARS game system is turning out pretty impressive.
Posted in Game worlds, Layout, Background, Human Template, Races, Third Draft, Fourth Draft, Genre, Character creation | 1 Comment »
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 »
Monsters!
2. December 2009 by admin.
The equipment chapter is coming along nicely, so it was time to branch out a little. Just to toy with childhood fears, I thought putting some resources into the monster section of the Creatures chapter would be a good idea. I thought it would be an easy ride; a few combat thingies, some stuff on realistic ecology. Was I ever wrong!
Games today cannot get away with the same monster-methods use din days of old. Twenty years ago, a monster was something that waited in a room or closet or chest to jump out and do damage. Rookies can get away with that today, but veterans will laugh their heads off. Monsters need unique traits, believability where it is hard to find, natural interactions with their habitats, and even relations to other monsters around! Researching monster design methods is like taking a college class on biological ecosystems, and then adding the whole magic/alien/hypertech ecologies aspect into the mix! What are the natural predators of a semi-sentien, wriggling thing the size of a human foot that feeds on fusion core radiation and breeds by dropping regrowable bodyparts? It most certainly is not a large, steam-breathing, violently defensive herbivore that uses its chameleon-like abilities to hide in shallow caves…
Ironically, this sudden overflow of information is turning out to be a force, not a problem. GEARS goes for detail, and a whole field of detail just dropped into our laps, somewhat unexpectedly. Some work needs doing, but it is worth it, and will hopefully make it not only possible to create some of the most amazing monsters ever with the system, but to create them easily. And spliced with the flexible Ability system used for characters, the tricks that a creature uses can be incorporated into sentient race concepts with laughable ease, and vice versa.
Now if you would excuse me, the fusion-feeder has nested under my sink, and I need to get the alien-repellant…!
Posted in Aliens, Races, Pets, Genre, Monsters, Combat, Third Draft, Playtests | No Comments »
Entry 15: Genre Review
30. October 2009 by admin.
:: Styles ::
Style has already been handled in general in Entry 4, with ideas on what rules can do in keeping track of important or dramatic concepts, and the idea of rewards for adhering to the style of the game. But beyond that, style is a matter of what is available in the game world; action and violence is signified by a game world full of weapons and a lot of detail on conflicts like combat, chases and the like. Details on explosions are also a good idea. A style emphasizing conspiracies and intrigue will be heavy on organizations in both number and detail.
But how will a game system reflect that?
The easy answer is ‘detailed rules’, but that is not really enough at this point. I want to put the answer in the perspective of what has already been described as my early thoughts on the game. So ‘detailed conflicts/combat’ would mean multiple ‘extended hit points’ (Entry 11) and Specifics for weapons abilities (Entry 3). Explosions would probably be related to gear (Entry 8 & 9), with descriptions of what explodes and when, and with some of those extended hit points to see the effects on characters. Something on how big explosions affect places (Entry 13) would also be good, to see if other things blow up from them (boom goes the armory, or gas station, or…). Style points of some sort may be involved, or some other Style concept to emulate the wild things that happen in action movie explosions. As for organizations, Entry 12 is all about them, and resources, structures and the like would be in great demand, especially as relates directly to the characters.
But even those are just minor examples. The concept can be expanded, like something based on psionic battles requiring something like what was just described for regular combat, only molded for psionics. As for genres, well…
:: Fantasy ::
The grand old daddy of roleplaying, based loosely on Tolkiensian fantasy fiction. It is impossible to do fantasy without looking closely at magic, of course, and that brings in both abilities (for spells of all sorts) and gear (for enchanted items). The difficult trick concerning magic is that there are no hard and fast rules for how it works, and thus it leaves everything up to the designer (me) to determine. On the positive side, that means I can utilize available rules as I see fit.
What I am aiming for is to reproduce the idea that magic is a complex and demanding craft. Small spell components, as in learning very simple spells before going on to anything more dramatic, is my basic idea, as is the thought of having certain abilities improve on spells rather than be entirely new and separate spells. And as things are now, that is pretty well covered in the abilities entry (Entry 3). The existing ideas surrounding talents can be brought in to simulate deeper knowledge of magic, and ‘alternate hit points’ open up a range of ways mages can fuel their powers if they need to. I do envision magic as not one canonical system, but as a framework of spells and effects (and the aforementioned improving abilities) that can be reassembled, with a few complete systems of spells pre-made for use.
Magical artifacts can basically be handled as any advanced gear. The bonds between character and gear, even if highly magical in nature, is probably part of character creation more than item, though the actual magic used may require explanation as spells or the like. Brands and compatibility is largely the same as for other gear; some creations are made to work together, some are not, and it might depend on who made them. What interests me most amongst the subjects in Entry 8 and 9 and magical items is really the modding. Gadgets have all kinds of modification gear available, but magical items may have some strange things. This is especially true when they have to interact with other fantasy elements, like dragons and ghosts. Maybe your ruby sphere will strike down water elementals, but how can it be made to react with a rain demon?? Such mods may be about additional items, like gadgets so often are, or it might be about new spells enchanted into the item (a little like updating your gadget’s software, I guess).
There are no doubt many other elements of magic worth a look, but I now feel confident that the basics can be covered with ideas already on the table, or ideas that can be made from what exists. Another topic is races. Elves, dwarves, orcs and the like are integral to the fantasy experience, at least the traditional one. How does the game allow races to be considered unique beings?
The easy answer is abilities and disabilities given to a race from start. Arguably, other characters can copy those things and make a member that is very like that particular race. Very unusual, perhaps even unique, abilities and especially disabilities may void that, giving elves access to some unusual phobias or forest abilities, for example. Organizations are even more useful in depicting a gulf between races, as it would take some serious explaining to get a human inside an old Elven circle of enchanters! Gear and animals, especially magical or exotic ones, can also have a special affinity for one race over the other. I would like to find a fairly straight forward way of making races special already at abilities and disabilities, though.
:: Deep Space ::
Arguably a bit of a leap from fantasy, this is the genre of traveling to other planets, of space stations and gigantic starships, whether it is near-hard science fiction or space opera. The funny thing is that many elements of it are conceptually similar to fantasy: Alien races, amazing gadgets (sometimes of ancient, poorly understood origins), even the occasional monster. Robots add to the mix (possibly substituting magically created creatures), as do disembodied artificial intelligences (spirits?).
Life in space is the big difference, and to make it stand out, many ideas of locations can be used. The way gear functions differently in such places, and what gear and actions are even tolerable, can make things very interesting! Also, the line between locations and gear become blurry if life support or technical systems suddenly become important to an adventure, like when a vessel is dead in space and the characters need a way to survive until they can get rescued!
But many stranger things exist in deep space fiction, worth considering. Nanotechnology, force fields, plasma ’swords’, many vehicles (in space and on a planet), and so forth. The thoughts on gear provide some material for these, but some will need special treatment (nanotech might resemble magic more than gadgets!). That treatment seems, from my current point of view, to be in the extent of details, not the type. What has been discussed should cover it, in terms of game mechanics.
:: Cyberpunk ::
The genre of high-tech dystopian futures has quite a few things that deserve special attention. The two most influential ones are cybernetics and hacking. Cybernetics will probably draw some on gear, but they are still part of the character’s body, and a subsystem of simple rules should be available to mimic that. Brands are a hot topic in the genre, and different makes will definitely exist, with different effects! Consequences for the body and mind are also interesting to examine, especially if genetic manipulation is added to the mix.
Hacking, especially in cyberpunk, is a whole field for itself. At its core, it would be another type of conflict, a cyberspace version of combat, complete with moves and weapons based on software. It would probably be different in its various incarnations, the two most typical ones being the hacker sitting with a keyboard or other computer interface, and the full virtual reality version popular with movies. But more than a ‘computer combat conflict system’, hacking in both/all its forms would probably be a world within the world, with things to be encountered and computer systems to be scoped out before approach. Meeting places, public and private information systems and much more would make it more than just the hack itself, and the creation of software to assist the hacker would parallel the creation and modding of gear. Hacking, if taken serious in the game, would be a wide field onto itself. The tools to recreate it, in vivid detail, seem to be already thought of, though.
Needless to say (but I will, anyway), the archetypical corporations of cyberpunk are prime subjects for the organization treatment, complete with internal conflicts and hidden agendas.
:: Mecha ::
A relatively new genre gaining popularity, mecha is the world of insanely powerful gear in the form of robots and exosuits and the like. It is all (usually) still powered by humans or other sentient pilots, but personal abilities are outshone by abilities to use these mecha. Most mecha games are at least partially military, but mecha police or even comical mecha high school dramas are also popular.
The key to the genre is the mecha itself, and it falls squarely in the category of gear. Some of it might be advanced enough to seem like magic (some mecha stories have really strange technologies, or a big psionic component), but it is still gear at its core, technological marvels for people to use against other people. As such, the rules needed to bring mecha to life in a game would be the things in gears, from the functions and problems of various mecha, to the abilities involved in handling them. Both these subjects, and various lesser ones, need extensive detail. With the appearance of prototypes and themes like ‘old tech vs. new tech’ featuring prominently in mecha stories, bonds may also come in.
Anyone wanting to take the mecha genre into more advanced territory (something gaining cyclic interest amongst the fans of the stories) can add social issues to the brew. Organizations will be the ones with the resources and the challenges needed to warrant mecha production and purchases, and anyone wanting to go beyond the field clashes and personal troubles of mecha pilots and their friends will need to look at organizations. Mercenary or rebel units are strong examples of this, but someone just wanting to play the center stage to acquire new and better mecha or influence the spread of technology or the kind of things the machines are used for, would be facing powerful industrial, political, corporate, military and perhaps even popular or religious organizations, all depending on how the world around the mecha concept is put together.
:: Apocalyptic ::
Whether played in The End Days (call it what you will; the disaster, the apocalypse, the plagues, the final war. It is when the world finally burns) or some time after, this genre deals with the world as we know it, or some other world we can imagine, being destroyed. The theme becomes survival and, in the more optimistic cases, rebuilding.
One thing becomes instantly important in this genre: Repairing gear. The world is in pieces, so putting junk together into working gear becomes a prime ability. It would need extensive rules on not just gear but gear components to simulate that properly, as well as the abilities involved in using it. This is a sub-concept of gear that has only been touched upon slightly in Entry 9, about gear condition, maintenance and repair. Significant extension on it would be needed, and perhaps even a few added rules building blocks. In a way, this could be an addition worth using beyond the genre, too, as cyberpunk techheads patch together their own gear from scrounged parts, or experimental enchantments. It could be considered an extreme variant of modding, just to give it something to lean on until it has a full concept of its own!
Another apocalyptic darling is mutation, typically from radiation or disease. While mutations are a very real thing, the genre has a tendency to view them rather unrealistically, making them a twist on superpowers. The typical mutant is deformed but has strange abilities as a kind of compensation. The balance between deformity and power often sets the tone of mutations in the game, from severe skin conditions compensated by near-godly powers, to painful illnesses closely tied to heightened senses or enhanced digestion (the latter being very handy in a world with no supermarkets).
Mutations are going to be a combination of abilities and disabilities, most likely. Disabilities may have to be extended with some examples to handle certain mutation effects, such as unintentionally scaring people, but painful sensitivity to different things and mental problems can already be handled. The abilities aspect will rely on abilities being designed that are not just trained skills but something more genetic. Such abilities already need attention in other genres, to create different races. The big problem is tying these things together, to create mutations where there is a powerful relation between the disabilities and abilities! This has not really been considered yet, and it could easily be of use outside the genre, as well (malfunctioning cybernetics, psychotic characters, complex curses, etc.)
The part about rebuilding, as well as whatever fights are going on for the destroyed world, would fall into organizations if needing great detail.
:: Horror ::
The genre of horror has diversified over the years, and today there seem to be three major veins: Kingsian/Cravenesque, Lovecraftian, and Gothic.
Kingsian/Cranesque horror, named from novel and movie writers Stephen King and Wes Craven, are typically about some monster or monster-like phenomenon that threatens the main characters. They may have gone looking for trouble (perhaps even professionally), or be hapless victims drawn into it. But they end up trying to understand the monster, in order to destroy or deter it. Sometimes, there is a moral tale involved (don’t build on Indian graveyards, for example), but that is more common in fiction than in games.
Lovecraftian horror, named for the writer H.P. Lovecraft, is far less rigidly structured, and an essential part of it is that the main characters will rarely ever get the fullpicture. Monsters exist, but they are vast and incomprehensible, and the maddening effects of their mere existence is typically the story, rather than the monsters themselves. Ancient mysteries and insane cults dominate the immediate scene, and the story is told through their actions.
Gothic horror is fairly new as a sub-genre. It takes the main characters and involve them, often very emotionally, in the life of the ‘monsters’. Quite often, they actually play the monsters, seeing the world from that side! The feeling of isolation and shunning by society at large and the torments that are inherent in the life of their particular kind of monster, typically compounded by harsh societies of their own, make it an exploration of ‘the dark side’ of an already dark genre.
Since horror is where the Sanity mechanic that has inspired several of the advanced rules here came from, it is no surprise that this method will be a big part of making horror come to life. Other than going insane, risks involve pain, general fear, slow injuries and bleeding, and even less concrete topics like dark powers and magical or psionic energies slowly affecting the characters. All of this can build on the idea of ‘alternate hit points’, which drain slowly and painfully.
A second angle is the monsters themselves. In Kingsian/Cravenesque horror, they can be considered advanced (or not even advanced) animals a great deal of the time. Actual characters as monsters are possible, but the immediate confrontations will typically be with the animal-type monsters. The exception is usually slasher-horror, in which one or a few powerful monsters, fully sentient but horribly warped (mentally and/or physically) stalk and torment the characters, to kill them or someone they protect. The entries on animals and, to a lesser extend, abilities are useful, but I still need something on alien mindsets. Mental disabilities are a start, but more is needed to make a full impact.
The monsters in Gothic horror need very special attention, since the whole point of the genre is to experience their torments. Abilities are important for the immediate game, but organizations need some detail to put the monsters into a greater context of monsters. The mindsets described above will need even greater detail, because players will now need to know how to act upon them. Using various ‘alternate hit points’ to indicate what is tormenting them and how badly gives a running guideline for it, but the focus has to be on continual effects, not just what happens when the points run out. Other things are as important as in other genres, perhaps with some emphasis on the mythology (anicent artifacts, secret tomes, etc.) of the monsters.
:: Supers ::
Nothing really prevents the basic elements of the game as they are now to be used to create powerful abilities. Abilities to affect those abilities can be an interesting addition, which has not been considered much yet (for example, being able to fire blazing discs, and then use another ability to make them bounce off walls or fly around corners). Disabilities already exist to emulate the powerful Achilles Heels that are commonplace in comicbooks, and some elements exist on gear that can be used for super-gear, most notably ‘perfect fit’.
What is still lacking is a way to make the actual conflicts in the genre as earthshattering as they are usually supposed to be. Collateral damage, endangered bystanders, and other classics of the genre are still left to the imagination, when perfectly usable guidelines could be made. ‘Mega-damage’, as experienced between gigantic monsters, doomsday tanks and the like would probably be an extension of combat conflict, but the effects of conflicts beyond those involved is still an empty page.
More complicated samples of the genre also put a lot of unusual detail into the backstory of the super abilities, and by extension that often affects the complexity of (some of) the characters that have them. This can easily become a complex combination of either the concepts considered in fantasy for magic and the needs for creating original new races, or a combination of very complex gear and those same races. Because such cases are typically about how origins, abilities, gear and social situation (and perhaps even more!) are intrinsically linked and co-dependent, it operates at a level of complexity that cannot be predicted with the material currently available. When more concrete detail exists, that field of work will have to be revisited.
:: The Missing Pieces ::
There are plenty more genres, from the realistic war drama or detective story to the fantastic steampunk adventure, but the major hitters are the ones above. While this entry has in no way provided a roadmap to recreating them, and definitely not in the detail intended, this way of reviewing what has been considered already is good to see where pieces are missing and work needs to be done (or rather, thoughts need to be thought).
Races are the big, glaring hole. Character creation has all that is needed to make interesting characters, but there is little to make a race stand out, aside from some abilities that can be racially unique. Special options include organizations and gear that is tied specifically to that race. This will handle races that resemble humans, but I have to admit that I am a bit more ambitious than that. That includes not just physiologies, but also the alien mindset.
I will need something to make the process of creating a race a bigger deal than making just a new kind of character.
Furthermore, the genre check has brought my thoughts to something I have left out of the gear entries: Faulty gear! Apart from compatibility issues and general condition, I have not addressed the idea of gear having problems, be it from damage, age and poor maintenance, or just factory flaws. Luckily, it is something I have dealt with already in TAYDS, to some degree, and I should be able to port over the basics.
Posted in Style, Genre, Aliens, Mecha, Races, Superpowers, Hacking, Vehicles, Magic, Old blog, Robots, Machines | 1 Comment »