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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 Machines Category
Support the Brains in Jars!
30. November 2009 by admin.
Posted in Mind control, Superpowers, Wealth, Teams, Magic, Machines | No Comments »
Getting through Customs
30. November 2009 by admin.
The writing of the Equipment section is fully underways now, helped immensely by conversations with playtesters. As old posts show, having equipment be more a way to tailor something precisely for an idea, rather than just a shopping list, is one goal of GEARS. The first steps are now being taken, with tweaks and revamps of a (horribly convoluted) previous system being streamlined into something more snazzy. The part on customizing existing equipemnt, either as a unique (or at least unusual) buy or as an alteration to existing gear, is fairly written now, albeit with room for many more aspects to customize (there is a quick list, which can be used in the fairly simple customization rules). It is even tying into the Ability system quite nicely, to the point where the range of items in a game world can actually be explained by the customization rules. They are not meant to do so, and the shopping lists that will eventually be added will not make any kind of show out of it, but it takes only a slightly observant mind (and the brief remark inserted in the chapter) to notice that everything is suddenly explained quite neatly. That was a bonus we did not plan on
Then there is the whole personalization issue, with items built according to the needs of a particular character. Yes, you can have an item that will work much better for you than its brethren, while being nothing but a bother to everyone who does not have your size of hands, overall build, personal aura, or the like! It’s still a somewhat shaky system, though, and will need some sandbox testing to check its viability.
And it goes beyond that. I just finished writing a section that uses steampunk blade guns as an example of Item Combos that become their own piece of equipment, with quite some interesting options for unique Abilities tied in. It’s better than expected, though a lot of clean-up and testing is still needed to get it juuuuuust right.
What is becoming painfully obvious is that the next round of playtests will have to be very different in order to incorporate the many different options that exist; they may be packed into tight, streamlined rules, but there are so many things that can be done with them that I cannot personally see a way for a few adventures to do the deeper testing. Options are still considered, including reaching out for external playtesters (we have not announced any need for that at all, so far). Time will tell…
Posted in Cash, Character creation, Equipment/Gear, Guns, Machines, Vehicles, Weapons | No Comments »
Trouble a-brewin’?
24. November 2009 by admin.
Had some interesting feedback today. It seems there are some matters in GEARS that need attention. Most pressing is a problem surrounding the Automatic Growth rule; it simply causes low-power characters to grow too fast, because low Abilities grow much, much faster than high-level ones. It’s a math thing, in that the reduced range of rolls makes it far more likely to get even the exact success needed to grow without significant investment in the appropriate Learning Ability (for those who have not read the rule, this is probably complete gibberish). Anyway, it looks like ‘low-level’ Abilities will not mean as numerically low as intended, and the Difficulty guides will need some reshuffling. Hopefully that’s all, because I have come to like the rule in its few weeks of testing.
As for the whole “guides for creating things” ordeal, some progress has been made. The structure for creating Special Powers (creating effects like magic, superpowers, or anything else that is a bit beyond normal Abilities) is progressing, and the general structure for creating gadgets and larger machines (including vehicles) is looking good. The one flaw at the moment is that especially the Powers system is just not rigid enough; it relies a lot on subjective interpretation of a superpower or the like, and is prone to heavy manipulation by devious players. There are no really devious players in the playtest pool, which might be a bad thing now…
Anyway, Third Draft is growing nicely. It’s about 50% added material, and that is written in very short form, meaning more defined rules will be needed. There are Boosters, Disabilities, and a lot of other things in the works. Also, the Talent Abilities list has been set up, all that is needed is the writing of each Talent Ability. This is a big step ahead, since it means the Talents have now been picked.Soon, the rules written can refer directly to the, and oh how many of them need that!
I will stop it here. I have noted, while transfering entries from the old blog, that I write far too long blog entries. I need focus, and I need restraint (Restraint being one of the new Talents, btw!). Otherwise, I babble. I do it for love of the game, and the work, though. So… I’ll just be quiet now.
See ya!
Posted in Boosters, Disabilities, Third Draft, Superpowers, Old blog, Machines, Magic, Playtests | 1 Comment »
Calm before the storm…
21. November 2009 by admin.
Things are still slowly falling into place. Five different variants of the core rules remain in playtest, but they are constantly being adjusted in ways that make them more and more similar, so it looks like it won’t be long before the core is fully assembled. The Second Draft looks to be about 40 pages long, including various sections that make up the most important rules. Game philosophy is not included in the draft, and whether this one will have sample characters is not yet sure; the final selection of Talent Abilities is not yet in, and without them, sample characters may become too confusing (because they will change wildly between the second and third draft). Phrasing also needs attentiononce the Second Draft is finished. Currently, the text reads like an academic text trying to speak normal English, i.e. dry and with some odd expressions. It is not really reader friendly yet, nor will it be before Second Draft launches.
Beyond the core that is being carved into Second Draft, there are some interesting things floating about in test. A very advanced expansion on the combat (and by extension, conflict) system is showing good results in playability, even if it is still horribly unbalanced. It allows very unusual choices in combat, from shifting weapons and targets to outwitting opponents by observation or constant feints. It even lends itself to magical and other esoteric combat in a way not originally imagined. Yes, that means magical combat moves! The details are still rough, as magic systems are in mid-test, but there seems to be some power in the system. Adding even more yum is the fact that the advanced weapons and armor rules are turning out rather nicely. They are only barely in early playtest, but the system holds and seems fairly light, despite incredible detail. What kind of detail? Well, let’s just say that if you want cheap armor against sharp blades, metal rivets in leather provide an option. Go for the round ones, though, unless you need very light and cheap armor; the crossed rivets break easy. And remember that jagged-edge swords of the right composition can outmaneuver rivets, as can anything thrusted and pointy. And you do not wantthose jagged blades thrusted into you, either! Full design system for composition armor and custom melee weapons is in the pipeline, too.
And then there is Alice. The center setting is being outlined for a shorter-than-full version, and it is nearly done. The full setting already has a lot of material to it, but the shorter version will be packed with Second Draft, to show off some ideas. Later drafts will have textboxes with addition setting seeds, and ways to connect them to Alice, but that’s a whole different ball game right now.
Things look good. On the more distant horizon, settings are forming, and a core design book for machines(vehicles, heavy tools, doomsday devices, etc.) is on the drawing board. The first pieces of an advanced gun design system are being drawn up. And an old favorite of mine, “Reich X”, is being looked at as a very dark, insane, and possibly silly setting. Also, ideas for merchandise keep popping up, but those are still mostly for fun.
Oh yeah, and Second Draft will have an actual cover illustration. Simple, but a cover illustration nonetheless!
See ya!
Posted in Magic, Vehicles, Guns, Swords, Reich X, Armor, Machines, Alice, Combat, Weapons, Conflict, Sample characters, Second Draft, Playtests | 1 Comment »
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 »
Entry 13: Locations, Locations, Locations
27. October 2009 by admin.
Most of the things I have looked at over the last twelve entries have been things that are inherent to RPGs, or at least found in many of them. One subject that is much less touched upon is locations. True, maps are a staple of gaming, from the little overview maps of a tavern or the main street in a western shootout to dungeons larger than medium-sized cities! But maps are a very poor representation of locations for anything except knowing where in them you are.
Taking a location beyond merely a map allows the GM to define in depth how it affects an adventure. Factories are an old favorite of mine, complex and busy places with multitudes of chances to injure yourself or others, send heavy machinery spiraling out of control, things falling, breaking, even the occasional explosion. They are chaotic places, and conveying that chaos to players is a beautiful thing.
But one factory is not the same as the other, even if maps are ignored. Heavy machinery vs. sterile rooms, dirt vs. clean, people vs. automatic, chemicals vs. solid tools vs. lasers, etc. Anyone who has spent time in different factories will know that they give off different atmospheres and present seriously different challenges. Some are no challenge at all. Some are akin to the Minotaur’s Maze.
Ideally, any larger location, and many small ones, should be interesting enough that a full adventure could be run there. Anything larger than an apartment building should have enough opportunities to build a full campaign around!
:: Places & People ::
No, I am not referring to what people exist in a place, though that is a factor, too (discussed later here!). I am referring to how places are fit or unfit for people. And when I say ‘how’ and not ‘whether’, there is a reason for it! One reason I have a special thing for factories is that they blend so much together. In this case, there are the clearly marked and safety inspected paths for people to travel in, areas marked off for technicians and specialists (who know how to act safely there!), special paths for special teams, places not meant for humans in general (vents, shafts and many other places players are no doubt going to see as perfect ways to get in. They may be right. Or wrong), outright hazardous areas (dangerous machines, toxic fumes, etc.) and so on. How ‘fit’ a factory is for humans often depends on exactly where you are in it, and the definition of ‘fit’ changes from carefree to hardhat to full safety gear to just don’t go there.
Of course, factories in other times or just different regions are different, and that alone can make the place stand out. The clear safety markings may not be there, or rules are enforced by someone with a big gun. In some places, everyone is a specialist, not because they have special education but because it takes skill just to get around. Oil rigs in certain parts of the world are death traps, and poorly kept facilities are… interesting. And while factories are prime examples, anything can really go that way, from the servant quarters in a castle in the Dark Ages to hazardous interstates in a future of massive overpopulation and a fetish for fast vehicles!
This all makes for ways that characters can integrate with places: Knowing how to act around them. Knowing what goes and what does not in a starport bazaar gives you an advantage, something thieves and lowlifes constantly thrive on. Tricking someone into an area you can handle but they cannot can be as effective as any armed ambush! Thus, building a character around the idea that the character knows certain kinds of places well opens for opportunities to truly use the landscape to your advantage, or to end up in very dangerous territory, right in the middle of a normal town.
Flipping the subject on its head, people also become a depiction of the places they spend their time. Someone used to dirt and dust will not be scared of filth, whereas someone who has never set foot outside clean homes and hotels will probably be somewhat interested in appearances. Danger, noise, crowds, unsafe grounds and so forth all turn people into something that fits the places, or they perish (which need not mean ‘they die’, but simply ‘they leave’ or the like).
:: Enemy of the Estate ::
Of course, one good reason to be nervous about a location is if it is actually built to keep people out, or in, or to simply kill whoever comes by; fortresses, secure compounds, prisons, minefields, there are a whole host of possibilities in just our basic, real world. Such a place becomes the equivalent of a massive monster, often with mazes and all sorts of problems built right into it. The dungeon runs that are so integral to some game systems work because a large and inhospitable place screams adventure, but dungeons are far from the only options for that effect; intrusions, prison breaks, getting through places, there are endless options for making the location the challenge.
This poses the overall question of how not only people handle places, but how places handle people? Any advanced methods, from clever mechanics and hidden key mechanisms to guardian spells and sentient buildings can be made to interact on their own with those in and around them. While a security system is typically represented as something meant to just keep people out, that is not what it really is: It is meant to keep certain people out, and let certain people in. How it sorts them can wary greatly, and might include a human (or similar sentient) operator somewhere, possibly but not necessarily on the grounds.
And taking that a step further comes the question of how a location will handle people unknown and unexpected, perhaps people it has no way to know how to react to. The Frankenstein monster concept can translate to a location quite easily.
If a location is complex enough, it can require handling in a way not unlike a person; it can have its quirks and preferences, its habits and routines, and when things get out of hands, it might even throw the building equivalent of a tantrum, controlled guns or magical effects trying desperately to handle what they were not set up for by way of overkill!
On the other hand, some places are deliberately made to pamper to people.
:: Home Turf ::
One aspect of location that is as much an aspect of character creation is the idea that a special place or area has special meaning to the character. Someone who has lived a long time somewhere, or is a frequent visitor, might know all the little ins and outs of the place. This goes much farther than simply knowing how to act in a certain place; anyone might know how to act around a suburban neighborhood, but a long-time resident, especially an adventurous one, might know every shortcut and hiding place, and be able to use home court advantage against a much more powerful pursuer. Someone who has used the time living there to set up special little caches or spots, not to mention traps, will be able to do a lot of damage, or a lot of good.
Giving a character home turf is not limited to one per character, either. Some people instinctively begin to make themselves familiar with places they frequent, and anyone who spends some time on the road might have a few such places. With advanced communications and friends in the right spots, someone could even become fairly familiar with turf they have never physically explored!
The exact benefits of home turf will depend on the turf and the character. How to build it into a character is hard to say, but it could easily follow lines not unlike those that will end up governing friends and close acquaintances or ‘perfect fit’ gear, as discussed in Entry 12 and 8, respectively.
:: Property ::
Of course, some players are no doubt going to grow keen on the idea of spending character wealth on property, building their own places. This is quite likely going to involve shopping lists of rooms and contents for those rooms, be they labs, lairs, lobbies or lounges. And such a place can be something that the characters will continue to build on, expanding it for a multitude of purposes! As discussed in Entry 12, it is even possible to use property like this to affect status, from the fear of a man with his own dungeon chambers to the suave cool of a large pool and massive recreation rooms. Characters with multiple such places can move the concept of impressive property (or property that defines them in ways not quite to be called ‘impressive’, like dark drug dens or spartan safehouses).
But even more so, property can be an extension of tools, something that shows the benefit of work gear too big to bring along on adventures. A well-stocked garage is a typical example, building perhaps a bit on the Bat Cave concept. Similar things could work for space vehicles, power suits, even stables for riding wolves, griffons and dragons!
A property that is actually part of some operation adds another layer, be it adventure related (HQ for the rebels, for example) or not (earning an income by running a hotel or store, for example). Property uses locations to move parts of the background story into a greater light, and the fact that it is an actual location means the adventure could easily spread there; when the villain comes for them, it might take place in the very place they own! Unlike the average dungeon or other random shooting gallery, a character’s property will have value to the player(s), but they will also most likely have access to all the functions of it they would usually be the victims of, like traps and hidden doorways. Having an adventure spread to a character’s property turns the tables, making the characters the ones running the maze…
:: The Wild Places ::
All of this leans towards the idea of locations as buildings, or at least highly equipped lairs of some kind. But a lot of adventures, both in games and other media, take place in vast, untamed nature spots. From caves to deserts to canyon rivers, they offer great opportunities for affecting adventures. Any such place could be home turf to a character, and someone who has lived there long will have adapted somewhat to the risks and opportunities inherent to the place. It could even be owned, like a natural park or private resort!
Of course, setting up a natural area makes the standardized ’shopping list’ approach to filling the place a little less logical to use. Whether it would take simply a variant of that concept, or a whole new approach to creating a place, is impossible to say at this point.
:: And Fun ::
The purpose here is to make exploration and travel a more entertaining and perhaps even dramatic part of the game, by making different places truly different. That means different dangers, different options, different encounters and so on. The real challenge actually seems to be to make those differences work as a display of where the characters are; what kind of dangers etc. would make a factory feel like a factory and a swamp feel like a swamp? In the end, a part of this will no doubt rely on a strong gallery of things to put in places, in addition to what is inherent about the places itself. It is even possible that places will have to be assembled from different lesser things that actually provide the differences, like a particular swamp being not made special from scratch, but being a special blend of pre-designed terrains, creatures and features.
What is important is that the location work becomes a boon on the game without being a drain on the GM and players. That balance looks to be the greatest challenge.
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