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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 Narrator Category
All guides, no rules!
6. January 2010 by admin.
Writing on Fourth Draft is furious. Much of it is the long promissed ‘design kits’, most of that being streamlining of things transfered from old TAYDS material and notes made from playtests since that was written, methods for creating adventures and running games, for designing worlds and handling players, and of course the question of what kind of Narrator you want to be.
I don’t mind that. I like updating my old work to match new experiences and concepts within RPGs developed since. But I find it difficult to adjust to one aspect of this writing: No rules! The guides are just that, guides. They contain no character trait explanations, no simulation of game world realities, no streamlined dice use, and it just feels… weird.
Now, I grew up with roleplaying games being mostly a book of rules on everything from battlemaps to race bonuses. I love creating adventures and worlds, and I love teaching others how to do so. What actually pains me is that I am currently putting a lot of effort into teaching others how to create, and it is like talking about surfing or painting; it makes you want to actually do it! I have not had the amount of creative urges I have right now in a long time, ideas just swelling up inside me, wanting to be transformed into creative works. It does not matter if those ideas are on how to cleverly represent some twisted aspect of a literary reality, or if it is the invention of a new civilization for a game world, I just feel a lust to create.
For now, I take constant notes while writing the guides. I jot down ideas, questions, stray thoughts and anything else that comes to mind and wants to get out. The guides are doing their job, making me think and create, but they also need to be written themselves. I can only imagine the things ready to burst from my skull when all the guides are done… and that’s just the basic versions for Fourth Draft; there is plenty more in the pipeline for Fifth Draft!
Maybe that’s also why there have been fewer posts on this blog; I want to get the guides done, and writing here is time I could spend on that ![]()
Posted in Design kits, Game worlds, Fifth Draft, TAYDS, Races, Narrator, Fourth 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 »
Proper organization
11. December 2009 by admin.
… needed on several accounts, it seems!
The site was down Dec. 10 due to a miscommunication with our new provider. It’s up and running again, though, nothing lost. We do not expect it to happen again.
The other kind of organization is Organizations, large structured groups that characters in a game may be involved with somehow. They may be allies, enemies, bystanders, victims, interests, power factions, or anything else one might imagine them for. And I want creation tools for them, just like we have for characters, equipment and exotic powers! Why? Because with such a system in place, it becomes possible to distribute fully designed Organizations for game worlds and adventures, or modular ones that can be assembled for any campaign. Like a collection of monsters or a set of premade characters for use in adventures (as people encountered by player characters, presumably), such Organization collections would allow immensely detailed game worlds to be set up in minutes.
But also, because proper structure allows quicker and more versatile use in adventures! If an Organization is described well, and there are meaningful rules and guidelines in place, the Narrator can quickly assess what it means when the characters blow up a secret lab, recruits a key expert, affects a vital operation, etc. It makes the Organization a vibrant, dynamic part of the adventure, instead of some nebulous background explanation for where the ninjas come from!
Sadly, the Organiation rules that were ready were made for the Relations rules that were voted out as ‘bland’ during playtest. The new Relation rules are much, much better, thanks to extensive player feedback, but they do not fit into the old Organization rules. So they need rewriting! When they are done, players can deliberately assess how to cripple giant Organizations by cutting out vital operations, they can build and recruit their own, they can join up, infiltrate, sabotage, have dramatic stand-offs with and generally have fun with Organizations, from the local mercenary outfit to the intergalactic alien religion or the secret conspiracy of the Elves! I have an old character, made for a different game, in which house rules were used to design an agent who could call in orbital strikes, if and when he could explain why the act would be absolutely vital to his Organization. Of course, they more or less owned him in return, but tense situations are where adventures are born! I want characters like that to be modelled with the basic rules in GEARS; the advanced rules will take it much, much further…
Posted in Aliens, Relations, Design kits, Game worlds, Dammit!, Monsters, Equipment/Gear, Narrator, Superpowers, Character creation, Playtests | No Comments »
Concepts beyond Concepts
9. December 2009 by admin.
Things are coming along fine, Relations are being expanded, and the rest is being filled in nicely. Nothing really to report there. So what do I use this entry for. Hmm….
Just kidding, I never really run out of things to ponder loudly on
What I want to have a go at today is a bit off the usual wagon, though. GEARS is, at its root, a roleplaying game. But in today’s world, you have to grow beyond your own little bubble, and that is the intention for GEARS, as well! Observant visitors to the (still WIP) website will already have noticed that there is a link, still inactive, that says “Software”, and even one that says “Merchandise”. These are some indications of plans for after the releases start coming! Software refers to the plans to builddigital tools for the game. The basic ones aretools for creating beautiful (or just easily assembled) sheets for characters, complex items/vehicles, game worlds and even adventures & campaigns. The point is to make the whole effort behind a game move smoother and give results that will be cheerished even outside the game. Who wouldn’t want their favorite GEARS character turned from a worn collection of scribbled papers into a neat and stylish personal file? And the opportunity to create a string of adventures easily and in nice format is not only a comfort for many Narrators, it also makes it much easier to hand the adventure to another Narrator for using! Digital assistants and easily accessed lists of, well, whatever you want, it all makes for a sweeter, cooler game…
But there is no plan to stop there, really. Today, things like Instant Messaging and forum games have become a strong force in roleplaying, and the world is apparently holding its breath in wait for Google Wave to be released, so no doubt it will be a new digital platform for traditional roleplaying games to evolve on. Games should embrace that. In fact, they should promote it and push for the exploration of it. The world is changing, and roleplaying games should be at the forefront of that change. Face it, we’re the original geeks, and we’re proud of it. No way technology gets a say without us aboard!
Merchandising is a time-honored tradition that might well be older than roleplaying games themselves! Today, there is a million and one options to take your favorite game, character or the like out of the game and into your home, your wardrobe, or your life in other ways. T-shirts and posters are the simple stuff, already in the works; figurines for painting, or even tailored outfits inspired by game worlds, now that is a challenge worth a game for the new millenium!
Of course, all this is for the game, but it is not the game itself. The rules are coming along, and soon, Alice will grow and worlds will rise up around her, and around GEARS. Digital toys and beautiful (or terifying. Or hilarious!) merchandise will follow logically from that. This is the time we have to revolutionize roleplaying, and around here, the ideas are flying, and we are always out there looking for more ![]()
Posted in Game worlds, Character creation, Narrator, Alice | No Comments »
Finally, improved Relations!
7. December 2009 by admin.
Though it is still in very early testing, there seems to be a solution to the problem sorrounding Relations. If it works, characters will be able to have friends and enemies, connections and rivals, pets and stalkers, and all sorts of people, creatures and more exotic beings surrounding them, as part of who the character is at the very first character creation! The goal is not just to make a quick rule for attaching others to the character, but to make a core concept, sleak, streamlined and versatile, that can make characters a part of a vibrant world instead of forcing them into the role of ‘lone stranger’ again and again.
It has not yet been expanded into a platform for the Organizations rules, which are meant to provide complex organizations (duh) in the game world, created as richky as characters and acting as actual, integrated parts of a campaign, should the Narrator want it. Once the new Relations rules grow to that point, players can create corporate representatives with access to their employer’s trillions worth of resources (on company jobs, that is!), or infiltrator agents able to call down orbital strikes on picked targets in the fight for freedom or oppression. They can even take down monolithic enemies facility by facility, and their encounters with that enemy will bear the mark ofevery little victory… or failure!
It should be clear by now that I am very excited about this. The toss of the old Relations rules was probably the best thing to come from playtesting, because the new ones make better sense, offer more options and customization, and are generally just cool. You can have powerful allies who will trust you with advanced technology and sniper support, but who will abandon you the minute they see significant consequences of their involvement. Or you can have die-hard friends, who will fight to the death for you, even if all they have is a gun and a prayer. You can base a Relation on fear, or you can hire your muscle for cash alone. And those nasty people looking for you, well, it’s called Determination, and for a simple game stat, it will mean the world for you when your ancient nemesis stands on the other side of certain destruction and has to decide if you’re worth the risk…
I’m getting all giddy ![]()
Posted in Character creation, Pets, Relations, Game worlds, Narrator, Wealth, Weapons, Vehicles, Teams, Cash, Playtests | No Comments »
Making the better hammer…
27. November 2009 by admin.
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….
Posted in Superpowers, Character creation, Third Draft, Narrator, Magic, Combat, Alice, Playtests | No Comments »
Solutions, solutions, solutions!
25. November 2009 by admin.
The first real round of playtesting has ended. Five different groups, three different countries. My gratitudes to you all, and looking forward to the next round, hopefully soon.
With that one adventure (a CoC/X-files-style monster rump) played by little over twenty fantastic people, under five equally fantastic Narrators (for those new to GEARS, that’s the term for GM or DM or Referee or whathaveyou being used), there is enough feedback to put me to work for the next year or so. Not that I will let it take that long, of course; there are problems needing my immediate attention, and suggestions (a lot!) that need digesting quickly, to include them before the next tests! And since the next tests will be re-blind (in that it will be roughly the same groups (hence re-) but without any influence from me at all (hence blind)), I need to get this stuff down, hard and good!
A lot of the feedback has been on suggested tools for creating content. Many games either provide little but premade content (monsters, especially), while others provide demanding systems for creating even simple content (vehicles and monsters, especially!). GEARS needs to provide a flexible system that is easy to use and can provide any content imaginable. It is a big goal to have, but with a pile of suggested ways to do it that is about knee height, there is not a lack of options
Thought has also been given a lot to the goal of ‘assisted learning’. Not to removing it; the games of today need an easy way in! But a lot of the things that were simplified during Second Draft seem to have been too much so. The rules that were considerd ‘not simple’ are apparently easier to handle than originally thought. So the GEARS Quick line will not be simplified as much as originally intended, but will simply streamline many choices, Specifics will not be included, nor will Automatic Growth, and some of the more advanced options will be toned down or removed, as well. And on the subject, the matter of Automatic Growth and low-life characters still needs attention.
In any case, there are already 6000 added words (circa 8 pages) in the Third Draft rules section. The Alice setting is still unchanged, but what is to be written there is pretty well known, since it has been used before, long before the now finished playtests. Also, Third Draft will be available as both free PDF and low-cost (circa US$6) paperback, probably at around 50 pages.
Things look good. Things look real good.
Posted in Third Draft, Monsters, GEARS Quick, Character creation, Narrator, Second Draft, Alice, Playtests | No Comments »
Second Draft!
22. November 2009 by admin.
Caught up with a bad flu that keeps socializing to a minimum, I thought today might be a good day to finally start drawing public attention to the new GEARS website. The main page is looking fairly functional, and several pieces are fitting together nicely. It’s not a full site yet; a lot of information is missing, and some features are still a bit… wonky. But it is working and looking rather good, if I may say so!
Of course, the real reason this looks like the time to open up for the public is that GEARS Second Draft is out! 36 pages long, this draft has most of the fundamental rules included, and it even has the first look at the core/demo setting of the system, Alice 2.0, a twisted version of our own world that revolves heavily around a small girl and the city she built. Not to mention her secret ressurection facilities and the even more secret portals she launches operatives into other worlds with! GEARS Second Draftgives the first collected look under the hood of the system, even though a lot is still missing, like Disabilities, Sample Characters, advanced options, shopping lists and the whole non-rule part of the book for developing and running campaigns.
Also, the term ‘Game Master’ or ‘GM’ has been exchanged with ‘Narrator’. It’s not a new idea, it’s something that has been standard behind the scenes of the system work for years. Game Master, other ‘Masters’, Referee, and the like simply have too much of a “I am in charge, I (can) control everything, and I must control how the game progresses” sound to it. The basic function of Narrator is no different from a GM, but GEARS is meant to restrict the notion of anyone being ‘in charge’ of the game; it’s collaborative storytelling, people! The term ‘Storyteller’ went out for similar reasons, in that the person is not ‘telling a story’, but rather is narrating the world around the characters that are the main characters of a story they help writing. ‘Collaborative’, it’s a big word around here…
That about covers it. The first round of official announcements will be fairly discreet, mainly a matter of forum signatures and posting in appropriate subforums that the site is now running. Anyone wishing to spread the word is welcome to, of course. Making a big deal out of it just seems a bit premature, as a lot of folks would no doubt be disappointed to find the game only in draft stages after any kind of hype. A mor erelaxed approach will (hopefully) attract people who come out of curiousity and possible long+term interest, not people who just want a quick RPG fix. It’s a theory
And now, I will see if I can get some of these many functions of the new site working. Especially getting this blog to show a highlighted or at least very central link back to the main GEARS website… If anyone knows WordPress, I am all ears!
Posted in Narrator, Shopping, Old blog, Alice, Second Draft | 1 Comment »