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Archive for the Magic Category

It’s a kind of Magic

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!

The line-up!

Rules are still being crunched, verbalized and streamlined for the upcoming Fourth Draft. On the downside, there is so much that it sometimes seems impossible to ever get done. On the upside, a lot has been done in a short time, and things are looking so good there are whispers Sixth Draft might be the last draft before a true First Edition rolls about! Nothing for certain, but things look better and sturdier than expected, so hopes are high…

What is looking pretty sure now is a line-up of what the first roll-out of GEARS settings will be, and they are looking juicy, very juicy…

Alice 2.0 remains the default ‘core setting’. Using it will be optional, but it binds all other settings together very nicely. As is already in Third Draft, Alice arrived to our world in 2007 in an explosion of the coast of Morocco, and promptly swam, ran and commandeered transportation to get her into the Saharan desert, where she founded Babylon. Now, Babylon is a mysterious city, full of secrets, madness and intrigue, the center of worldwide conspiracies and espionage, and very secretly home to super-scientific Resurrection Machines and portals to other worlds. Nobody knows who this Alice is, what she wants, or how she does what she does and knows what she knows, but the world is watching her, and the Iron Ring barricade the UN tries to keep from imploding at the edge of Babylon. And wouldn’t you know it: The player characters are smack in the middle of it all! Lunacy ensues!

Broken Pattern is a post-apocalyptic world set after technological marvels became humanity’s fall. Society did not explode; it imploded, tearing itself apart when we could no longer govern ourselves. The cities are still there, and our technological remnants are fought over greatly, especially by those who gain their power from applying what can be salvaged. In the desolate and destroyed New World, technology like battered exosuits and fickle AI is not a forgotten artifact, but the key to True Power! Broken Pattern is gritty and harsh, but at the same time shows what kind of hope can be built from knowing your past…

Hybrid Elite, set in a far future, has powerful aliens holding Earth in a military/diplomatic deathgrip as humanity accepts their new overlords, getting in return powers beyond belief. Galactic superhumans maintain the seemingly benevolent alien rule, while rebellious powers try to find their way in to deal a much needed blow against the new ruling class. Combining dark, ultra-powerful superheroic adventure with breathtaking transhumanistic ideas, Hybrid Elite is a setting of tremendous powers, to those willing to fight for their species’ survival in the name of another race entirely.

Stone Sky Kingdoms is GEARS’ contribution to the fantasy genre. But it is not fantasy as you may know it; it’s both darker and grander, as powerful sorcerers try to make the stars fall to the ground and build mighty cities around them, draining the power of these fallen pieces of the ’stone sky’. A power so great that few dare go too close, and the lands around the fallen stars warps with magic only tapped by the most insane. Stone Sky Kingdoms explores fantasy as a large and bewildering tapestry of magics, faith, arcane torment, chaos, and immense beauty and heroic values that may be the last defense against those who want the sky to truly fall!

Ectopia, “the outer place”, is a cyberpunk world of the near future. But something is wrong. There is something lurking in the artificial realms our technologies have created. ‘Ghosts’ seen only through bionic eyes and in data archives, entities wanting to reach out to us, for reason we cannot, perhaps dare not, understand. And as material greed and carnage claw at society, in a world that has not come to terms with the power it has attained over such a brief age of progress, something new is being born in its blind angles…

These five will all get a treatment in GEARS Fourth Draft, and presumably in the final First Edition. The following two, however, are slated as the first settings to get separate treatment as supplement:

Intransigent Design, where our world is rocked to its very core in a not so distant future. As humanity looks on, God returns, bringing with Him the armies of Heaven, a civilization of unimaginable power, loyal to a Plan so far beyond the understanding of humanity that we have, inadvertedly, strayed from it. The loyal and devout will submit, the rebellious will fall. But God has adversaries, both human and other, and as the realms of Heaven and Hell and the intricacies of the human soul becomes the stage of the greatest battle faced by either of those fighting, the world is changed forever.

Reich X is picked as perhaps the truest of Evils, a world in which Hitler claimed victory and subdued the world… by magic, alien saucer technology, mythical creatures and advanced inventions. Inside Neuropa, brains in jars plan the war of a Third Reich armed with sorcerers and cyborgs, ravaging unconquered lands with vampires and werewolves, and hunting Qabbalist rebels with saucers before the spirits of the slain Hebrew people can give the Underground a foothold in the glorious Nazi empire.

Bigger, better, faster. We have the technology!

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!

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Making the better hammer…

Suddenly just writing, with no playtesters constantly responding to you and nobody to tell you you’re doing things weird, wrong, great, or too slow (common response, and positive; it means people want more!), it just seems strange. But things are moving along at a fairly impressive pace, and a lot of material on custom Abilities has been put together in record time. True, the main reason is that playtesters and -readers have bombarded me with good ideas, but I am still a bit surprised that things have not crashed around me yet (that one computer crash excepted).

I am pretty satisfied with the rules on constructing Special Powers (superpowers, magic, etc.). With a pretty streamlined system, it is now possible to design pretty much anything. The text includes three examples: A Fireball spell (two variants, and suggested insane expansions), flight, and a superpower that lets a character absorb other people for later release (yes, into his or her own body. Ick-factor not included). A Core Book Companion has already been suggested, which would include examples of this and more (both realistic and exotic Disabilities, like weird phobias or outright insanity, can already be constructed with the written Third Draft rules). Social Relations for characters has had a bit of a rough ride, and needs some consideration (it was deemed too loose, too unfocused by playtests). Gear and pets are still in very early stages, but some things from playtest show hints of a core philosophy. Monster creation is also a bit improvised, but it exists, it just needs to be more concrete and yet flexible.

What is really pushing to take the stage is the heavy-duty detail stuff. The carpet has been rolled out for it, everything is ready to do combat systems, magic, technology (I still love the Stardrive Ability example…) and more. Sketches for the systems are even done, and just waiting for detail to be filled in. Preliminary tests, it’s all there. I can’t wait to get everything in order so the full goals of immersive yet streamlined detail can be pursued full speed!

Also, the first actual considerations for reaching out beyond the immediate testers and contributors are being made. This is a big step; a friend in computer games design once told me that “there is no such thing as a real beta version, because even the test of a game has to be perfect, or people will shun it”. That scares me. Those who are testing now accept that it is an incomplete system, and even enjoy that aspect of it. To throw it to a crowd of skeptics and demanding consumers is like handing in the thesis you worked on for years to someone who looks at you and wrinkles their nose. Why did they wrinkle that nose? That is no doubt a question that will tear at me at some point in the increasingly near future…

Oh, and three settings have been established, beyond the core Alice setting: One twisted fantasy, one post-apocalyptic, one high-power deep space sci-fi. The actual details are still in the wind, but background stories and unique game world traits are looking good on the ‘drawing board’. Things to come, things to come….

Advanced placement

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.

Trouble a-brewin’?

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!

Looking ahead

Second Draft and the website seem stable, and the first work is already being done on Third Draft. For the moment, the writing part is centered around the Ability List, and the ‘Medical’ category is progressing quite nicely. Talents are still hampered by three different versions of the list existing, with a few variations of even those. There are some aligning choices, but there will have to be a bit more testing to pinpoint the exact list desired for the game. Hopefully, most key Talents will be chosen soon.

The real debate, however, is on two matters that are arguably a bit farther ahead: Non-standard items, and powers. The items refered to are those that are not bought, not even through black markets or special contacts. Experimental gadgets, alien devices, ancient enchantments and the like seem to break the current system, and there are multiple rules versions on the drawing board for them now. The question is acquisition; how does one handle the acquisition of such items during character creation? GEARS is not currently built for, nor fully meant for, a system that uses character points to define items. Systems like GURPS and HERO are famous for their in-depth methods of assigning special abilities (or Abilities; sometimes, they put actual skills and powers into items, in game terms) to gadgets, weapons and the like. Their systems are impressively versatile, but certain concerns have already been aired in Entry 19 (of the old blog) about transfering the same philosophy to GEARS. These items seem caught between character and equipment, and there are early signs that other items may have similar problems: Powerful exosuits (which supply strength, senses and other things thought to be character territory), cybernetics (ditto), enchantments on the body (which can improve anything in the character, theoretically), and so forth. They are all in a strange area between item and character Abilities.

But even more important, they are essential to many genres and styles, and they influence game balance immensely. What worth is a fancy Ability if gadgets outmatch character experience? At some point, items become close to substitutes for actual characters. In worlds that exist on powerful technologies, that makes sense; even today, having a good gun beats years of bodybuilding and martial arts training. But when some such powerful gear is not openly available, character creation becomes the explanation for how a character can have something like it, especially from the start. This gap between the character creation rules and the still forming equipment creation rules needs to be closed before GEARS can be considered fully functional in respect to unique or complex gadgets.

The question about powers is a bit more diffuse. Testing of GEARS with high-power settings has been limited so far, mostly enough to ensure that the dice mechanism scales well (which it fortunately seems to do, in nearly all regards). What is still causing some problems is the definition, in game terms, of highly complex powers and relations between powers. Concepts like physical, mental or other drains with power usage, side-effects, limiting circumstances, etc. are still only roughly defined in (unpublished) GEARS notes. Simple powers can be made, and a surprisingly simple system for constructing them is being drawn up at this very minute, but the highly complex powers of quality comics and well-written high-power fiction are still causing problems with game balance and character point accounting (powers are here assumed to be built into characters during character creation). For example, if a system of magic has powerful spells, the spells can be easily created with the methods being drawn up (in fact, playtesters are creating some rather interesting things on-the-fly). But if using those spells drain a character, is that just a fact in the game world, or is it something to build into the magic system? Or perhaps into each individual spell? The game world will have a lot to do with it, in that some worlds will just accept that spells or the like cause some drain, while others handle each power uniquely. But whatever the in-world circumstances, GEARS needs a system for handling it, one that provides game balance without neglecting the uniqueness of such powers. Ironically, the problem is not that such systems are hard to make; the problem is there are too many already in use! Playtesters have modified the original (now horribly obsolete) concepts heavily, and recombining the results in a way that allows easy power design while maintaining game balance os proving hard. If that game balance is to become game world dependent (i.e. different game worlds provide different game balances, to support genres and styles better), that is merely another mighty hurdle.

Essentially, none of this is anything new in terms of design problems. GEARS is a system, and what has been described are components. Making components work together in a larger system, especially one designed to provide this amount of flexibility, always results in problems connecting Component A to Component B. It is a headache, but it is a good headache, because the problem is too many options, rather than no way forward. It comes down to choice. And with the design philosophy of GEARS, some of that choice will turn into options for campaign versatility, turning the current problem into a future advantage. Right now, it’s simply about getting there from here.

Calm before the storm…

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!

Entry 20: Team Spirit!

.::: Entry 20, 2009/11/19 :::.

Roleplaying is a team sport. Yes, there are options for one-player-one-GM adventures out there, and there are even experiments with solitary games (in the spirit of the old Fighting Fantasy books, often). But the intent with the game being created here is fun for the whole group.Oddly enough, while this idea of characters working as teams (typically called a ‘party’) is fairly old, the focus is still very much on individual characters. Most parties quickly become plug’n'play, in that new party members are simply snapped into the group and function with no greater change over time. This always felt odd to me, and I have been paying close attention whenever articles or game mechanics have dealt with the idea of the characters as a coherent group. I want that to be a part of my game, and have experimented a lot with it.

:: The Party Sheet ::

An idea that has popped up its head over and over through the decades I have known this hobby is the idea of having a Party Sheet, which serves the same function for the party as a Character Sheet does for each individual character. Various games have tried various angles on it, but the ones that succeed best are (sadly, in my opinion) the ones that are almost entirely focused on combat; it is simply a powerful and game-compelling gimmick to provide tag-team tactics in combat, allowing special weapons bonuses or unique attacks or defenses when acting as a group. Moreover, it’s logical, because history has shown an unbridled creativity in military units for applying the advantages of numbers in a fight.

The combat angle is thus a no-brainer. Advanced combat will have special tricks and maneuvers, and having some of those require multiple participants is only sensible. That will be included. But I want the team aspects to reach far beyond combat, since combat is not central to the game.

What becomes the next question is what a group has going for it that is not immediately derived from individual members. The combat maneuver concept can theoretically be expanded very broadly, from courtroom assistance (why else would someone have a legal team instead of just a good lawyer?) and research teams to the classic ‘wing man’ approach to everything from dating to elaborate cons. The notion of two or more characters being able to rely on each other to such a degree that they are each stronger in the group is very fundamental, and should be taken advantage of.

But even beyond this idea of two heads being better than one, there are several collective advantages a group might have, which does not require everyone to be doing the same thing. Good leaders and planners only require the group to pay attention to gain from them, certain kinds of gear depends on multiple users to be truly efficient (”yeah, the mainframe is ridiculously big for a computer, but when you have two dozen users on, it’s a fraction of the cost and ten times more powerful than the best computers on the market!”), and complex lay-ups between different positions can make for impressive results (one car knocking the target into the scope of the sniper who can slow it down for the second car to powder it, for example).

A party sheet could hold the maneuvers the characters use as a team, putting the complex interactions together in one place rather than on every single character sheet. The base abilities and such used by each character would still be on that character sheet, but the greater whole is hard to see without a central description.

:: Unified Image ::

Other than what is going on in the party itself, the surrounding world might also have something to say on the matter. Many teams are known as teams, not as individual characters. This goes from legendary law enforcement units to rock bands to acrobats. Meeting one member is interesting, but for the full effect to work, all or most members must be present. A company might not hire individual members, wanting the entire team. Or a gang of criminals might not even be recognized one by one in the streets!

To further cement this, there are plenty of official teams that are required to be collectively present to be accepted. Many military, legal or similar teams cannot be admitted to resources or be given orders or even assistance without proper presence. In some cases, it is a matter of individual team members being formal representation for the team; one member is responsible for strategic communications, one is the equipment acquisitions officer, and so on. A full team has all the access they need, an incomplete team does not. If there are special skills involved, this is even more profound; nobody in their right mind issues heavy explosives to anyone but the demolitions expert, for example.

There are a lot of interesting options beyond that. A team might be known in a certain way by some people, in another by others. This need not be a matter of secret identities (rock band by day, crimefighters by night, for example), but being seen as one team in one place and another elsewhere is possible. Inside city limits, a military unit might have the role of search and rescue, and the functions of team members can be turned around greatly. A team of technical experts may likewise changed greatly in roles when negotiating with potential clients. In this fashion, one team can be many different teams, and not all members need to be on every version of the team; the new member might be part of the adventuring team, but he has no actual role in the guild enforcement team that the others have been with for a long time. People in general will recognize him as part of the legendary adventuring team, but the guild will not accept him, not yet at least.

:: Team Resources ::

For whatever reason, a team might only have access to certain resources as a team. Joint accounts, split passwords, and other methods can make it impossible for one member to grab gear without the others. When the gear is out of this restriction, it might work like any other, or passwords etc. may be continually required.

One type of team resource is the kind that actually requires multiple operators. The traditional example is a giant robot or advanced spaceship. The usual idea is that the skills required are fairly unique, and collective timing is of the essence. In other words, this exact team is needed to operate it.

More exotic versions include magical rituals that take multiple participants, psionic mass-mind gestalts, robots joining up, or even complicated weapons (or other gadgets!) capable of being merged. The idea is that multiple team members are needed to tap into these things; with only one or even just too few members, the act is either not living up to its full potential, or it simply won’t work at all.

There are plenty of ways to simulate all these things in a game, depending on what exactly is simulated (someone giving a team access, things being used as a group, etc.). What is important is that the abilities or other things involved explain this, making it not just a ‘random requirement’, but letting players build this team cohesion into their characters from the start or along the road. The point is to make the team possibilities a part of the characters, not just something that happens to show up along the adventure.

:: Teamwork Abilities ::

There are already several game mechanics in the second draft that can be used to build team concepts into characters, perhaps even create the foundation of a ‘party sheet’ (or several, depending on how the concept is used; different situations may mean they form a different team, as already mentioned). The most immediate option is to make other team members a Specific, perhaps so that it depends on which team members; too many is a problem, as are the wrong! Some method of defining the advantageous team structures will be needed, to make it work well.

Also, there is plenty of opportunity to make Abilities team-dependent. Some will be only part of a major job, like the character who is an ace at making the spaceship engines work at maximum capacity, or the one who acts as the energy conduit of a large ritual. These abilities may well function only or mainly (or just most dramatically) when the character is handling a certain position in the team. For advanced topics, position-specific abilities (and disabilities, gear, etc.!) can be commonplace, opening whole new frontiers in that field. Some combat only works in groups, as do certain social situations, business negotiations, technical work, and so on.

:: No I In Team ::

Of course, one of the chief tasks of teamwork is still to make the players work together. Even if the game is built on dramatic scheming and infighting, roleplaying is a team sport, and methods of making the group want to play together are very valuable. Having a ‘team personality’ set from the start can make the game much more enjoyable and preempt some problems. The players may be friends, but how are the characters as a group? How do their mentalities match up? Having this in writing gives a way to play the game and stick together through drama and challenges.

This is what I want. The mechanics may be little more than a few guidelines on that angle, but making sure playing together increases the fun makes the game a better collective experience. Players wanting to play together makes everything better for everybody, after all!