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May 2012
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Archive for the Swords 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.

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!

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