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Archive for the Shopping Category

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.

Second Draft!

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!

Entry 19: Wealth & Possessions

.::: Entry 19, 2009/11/9 :::.

The topic of equipment has already been dealt with in earlier entries, to a certain extent. But what has not really been talked about is how such gear is actually acquired. Both in character creation and in later games, there are more ways of, and more views on, acquiring gear than most assume. I want my game to include a better explanation for characters having their gear than just “they buy stuff” or, even worse, “that kind of character just has that stuff”. I do not want purchased gear to be marginalized; buying your things is a logical and meaningful way to get them! But I do not want it to be the universal default, nor do I want to enforce ‘the universal shopping list’ that many games seem to go by. Even if it is a small part of the character, I want the acquisition of gear to make sense for the character, and reflect the kind of world the character lives in, not to mention his or her place in it.It might seem like a lot, but this is not just some insane demand for more detail. While the matter of where a knife was acquired can be painfully uninteresting, a lot of gear can spark up questions, especially when its effects are taken into account. A cybernetic eye enhances eyesight, for example. So does the player pay for it with points during character creation, or with cash? And what if it is surgically installed later on, what then? And what about that ‘priceless’ magical sword, if it is so priceless, how was it acquired?

Even beyond such questions, a thoroughly created game world can toss some frustrating questions into the process. If a character is from a certain region, will gear be acquired at the local prices? What if the character was briefly in a city with cheap gear, did he or she go on a shopping spree and get everything the character now has at low, low prices? And just how much can a character afford?

:: Cash, Card, Credit! ::

One of the most basic questions when creating a character in almost any game is “how much money does my character have?”. Cash allows the characters to get gear either immediately or later on, and it pays for a lot of other things during an adventure, too. I have stuck with a method of character cash for years now, and it works: Buy cash like it is an ability, then multiply the final level with an amount of cash set for the given game world. So if the cash-point value of a game world is 20 doubloons, buying Cash[14] will start a character out at 280 (20 times 14) doubloons. Needless to say, there is no learning or experience for this ability.

But while cash-in-hand will start the average adventurer character off nicely, some like more advanced options, if nothing else then to simulate real-life options. Two come to mind: Borrowing and earning. Whereas the cash option is just what a character has, these two are more about what that character can get later on. The idea of character income has already been thoroughly tested, and can be molded like cash: Buy an ‘ability’, and the character gets a weekly income equal to 1/10 of the aforementioned cash-point value. If the value is 20 doubloons, for example, the character gets 2 doubloons per week times the acquired ability. Easy, efficient. ‘Credit’ has undergone multiple tests, however, and none have shown satisfactory results. Essentially, it would be ‘the skill of borrowing money’, getting bigger sums at lower costs and for longer terms. The details are still out.

:: The Tool Ability ::

Money solves the gear-purchasing problem for shopping-list items. But too many genre conventions involve gear that is not purchased outright, from the magical sword to genius gadgets or inherited books of power and mystery. Without a pricetag, an item cannot be solved by throwing money at it.

Several existing game systems try to solve this by making the items a part of the character, rather than independent gear. A battlesuit thus becomes a set of abilities acquired for the character, just like that character might acquire the ability to read a language or fly a plane. An item might have unique abilities, or problems of its own, things that would make no sense for a person. Or ‘normal’ abilities would be somewhat different for an item. But a lot of fascinating and unusual items can be created by viewing an item as a set of abilities ‘in a box’, especially if ‘ability’ and ‘bonus’ are made fairly interchangeable.

I do have some disagreement with this method, though. There are the strictly practical problems that turn up when a character has his or her abilities ‘in a box’, which can basically be handed to someone else to use, or even stolen. This set of problems can bog a system down in rules to prevent abuse, all on its own! But beyond even that, I dislike the idea for the simple reason that gear suddenly does not feel like gear any longer. In a superhero game, the idea that a hero (or villain, or whatever) can fire bolts of lightning from the hands can definitely be an ability. If this person needs to wear a funny suit for it to work, I can still see it as an ability, with the suit being like what a sword is to a swordsman: Something that allows an ability to be used. But if it is the suit that fires the lightning, the ability that the character has is merely to use the suit! How the suit has this power is a different thing. And if the suit is not uniquely available to that character only, if the suit can actually be taken by others who will try to activate it, the idea that the bolts are the character’s ability goes right out the window for me. I don’t even want to get into what would happen if such ability-gear is acquired long after character creation…

In the grey zone between what is character ability and what is purely a gadget, there are interesting possibilities for whole fields of gear. Abilities can exist to tap into the gear, gear can exist to allow a character to tap into abilities, and so forth, creating amazing bonds between character and gadget (and we haven’t even looked at potions or strange energies yet!). But I would like that fascinating complexity to remain uniquely its own, rather than translate items entirely into character traits. This way, the abilities involved also have the chance of being an expanded part of the game world, something to be understood and handled in different ways. Maybe the suit is not the only way to focus an ability. Or maybe the abilities locked in the suit itself can be dismantled, examined, altered… or simply broken!

:: Point Acquisitions ::

One method that has been tried and tested thoroughly with a fair degree of success since my work with TAYDS is to have a general rating for items in overall power (which includes things like versatility, ease-of-use, durability and so on). A proper rating system for items allows them to be bought like abilities, setting a ‘point cost’ pricetag on the item. It works with basic items that do not fit shopping lists, but mainly because those items have a fairly linear progression of power. Once items become complex, typically through multiple uses, complex requirements and so forth, this ‘point cost’ method begins to break down.

The question is whether a better system can be built to charge points for items that are acquired at character creation (acquisition later would be handled by whatever in the adventures made it happen). Arguably, the basic notions of the aforementioned ‘tool is abilities’ may suddenly apply again, but somehow it seems the system would need to be adjusted, or balance goes right out the window; if a tool doing something costs the same as the ability, the idea of losing it will make the natural ability a better choice, and if it cannot be lost, the realism and idea of it being actual tools is ruined. Other flaws in the ‘tool is abilities’ method follow the same logic, and there remains also the problem of making tools feel less like gear and more like some detached piece of a character.

Of course, just because items are acquired via points does not mean it has to function this exact way. The idea in the above is to have an item wear a pricetag for what it can do, i.e. pay for power more or less directly. Another option is to pay for having access to certain kinds of gear, and then acquire some of that as a (perhaps) permanent possession. For example, having experimental super-toys might require having access to the labs that make them, something acquired as a presumably social part of the character (friends in the right places, so to speak). Inherited things may require an appropriate family history. This deflects some of the problems with point-acquired gear by making it part of something bigger. How a value-of-purchase figures in is still a harder issue; will it now be worth the investment to get the items, at all?

A lot of gear can be handled by making it actually equipment, stuff to be bought. The types that are not shop available will need to be defined by their origins, and how the gear is acquired will probably end up building on that. The consequence of this is that there will not be any fixed way of equipping characters: If it’s store bought, the cash rules provided will deal with it nicely. If it is special-made, it takes the connections and will be ‘priced’ according to how the world handles those things, probably handled by social backgrounds. Family heirlooms, strange acquisitions, alien gifts etc. will need their own reasons for being in the possession of the characters.

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