Posts Tagged ‘games’

Time Tripper

August 12th, 2008 @ 9:08 pm by Mike

For the past four weeks my friend and I have been playing Time Tripper, a game Elias turned me onto. Time Tripper follows the adventures of a marijuana smoking soldier in Vietnam who travels in time and fights various tripped-out battles. The scenarios range from WWII, to cavemen, to T-Rexes, to really bizzare stuff like something called the Autozoo and King Pong (King Pong gives all new meaning to “tripping balls”).

While I sort of get the sense that Time Tripper is a paper war game aimed at beginners (and the D&D crowd), if you’re like me and grossly unfamiliar with paper war games, be aware that they aren’t the type of things you bust out when you can’t find Jenga for your next dinner party. In addition to being really complex, the rules are far from lucidly written (bear in mind we had two people trying to figure the game out).

If you are up to the challenge, the game is a lot of fun. Though it is a war game, its warped sense of humor make a really fun play once you figure it out, or half-way figure it out like us. If you don’t think you’ll be playing the paper version any time soon, DewKid.com wrote a Java version of the game. While the Java version does all the calculations for you, its insanely tough (I can make it past 3 boards or so without getting killed in a good game). The coolest thing about the Java adaptation is the graphics for the counters. Now if someone would just do a version of the game for Facebook.

Time Tripping

Dick’s Cinematic Tabletop RPG Combat System, 3 of 3

October 5th, 2007 @ 11:22 am by dick

Reminiscent of Infantry fight system, and to show dramatic combat with guns, is the final fight scene to the movie Equilirium (2002) by Kurt Wimmer (major spoilers for those who haven’t seen it yet).

At least 20 shots fired and not a scratch on either guy. Notice how it was harder for John Preston to point and pull a trigger than it was for him to wrist-lock the gun from his opponent? That’s because it’s more dramatic that way. Guns are more tricky to pull this off without the dissolution of viewer disbelief (like Mike’s Commando note in the last comments). Wimmer, or whoever choreographed the fights, did a good job throughout the movie.

The two weren’t exchanging blows and deducting hit points. Instead, they were deducting each others’, as I put it in the last post, easily-replenish-able statuses.

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Dick’s Cinematic Tabletop RPG Combat System, 2 of 3

September 27th, 2007 @ 8:09 am by dick

So, I have been drumming up ideas for a tabletop RPG combat system, mainly as mental-masturbation, but I think I might have found something I can use for Emporium (the combat system is the largest design hole that I currently have for Emporium). The real goal is for a combat system that is intuitive, not too complicated, yet still interesting and dynamic from round to combat round.

One way to do this is to account for proximity (think Warhammer 40k or Battletech). While that can make combat interesting, it also can turn your RPG into more of a strategic simulation.

Then, two combat systems converged in my mind as the two most interesting combat systems I have witnessed. Unfortunately, both of them are action systems, not turn-based.

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Dick’s Cinematic Tabletop RPG Combat System, 1 of 3

September 25th, 2007 @ 1:35 pm by dick

I have always disliked how AD&D handles combat, especially the damage system.

Compare a level 4 fighter, who has 40 hit points, and a level 1 mage, who has a whopping 4 hit points. The two are fighting side by side versus some castle guards. During the skirmish, the fighter gets hit with long sword which, for this example, does its maximum damage of 10 hit points and then gets nicked a few times at values of 3, 4 and 5; the mage gets stabbed with a dagger and gets completely knocked out with the max damage of 4 (some systems would have just killed him, but we always played that you get knocked out at 0 hit points and start to bleed to death until stabilized at -1 hit points).

The obvious problem with this is the disparity of damage between both characters, who are, after all, 2 humans. How can a small stab mean death to one character but hardly anything to another?

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d20 New Character Classes - The Magus

March 7th, 2007 @ 8:29 pm by Peter

It’s pretty well established that I like to tinker with role-playing game mechanics, and that I have several dissatisfactions with the d20 (D&D) spellcasting systems in particular which I’ve tried to remedy over the years.

But in spite of my disillusionment with the spell-slots/fire and forget style of casting in it’s several iterations, sometimes I still get the urge to design characters more closely fitting the standard spellcaster mould, though generally I’d prefer them a bit more flexible.

Now the usual spellcasters all have some sort of limitation on how many spells they can learn and/or which ones. Also, excluding the Sorcerer, most classes must prepare spells ahead of time and have an additional restriction on how coppies of each spell they can prepare in a given day, a set of rules which rankles my sense of verisimilitude.

Long have I coveted a class which overcame these restrictions. A class with the spontaneous casting. A class without limitations on how many or which spells can be learned.

The generic “Spellcaster” class presented in Unearthed Arcana perhaps comes closest to this goal, although even that class still has a couple issues. For one thing the Spellcaster, like the Sorcerer, is limited in the number of different spells they can know at any given level. Additionally, the Spellcaster is only intended for use in games where the other generic classes (the Expert and Warrior) are being used.

As an alternative I propose the Magus, a sort of omni-mystical sage or man of power, to provide a suitable player character class.

The magus provides greater flexability regarding the type of spells which can be learned, but with limits: Magi are relatively limited in the number of spells they can have prepared at any given time, also the number of spells they can cast in a day is relativley low, and they gain no bonus feats or other special abilities. Further, to learn and cast spells most effectively the magus must diversify her abilities greatly and learn at least two different skills; while, by contrast, wizards need only concentrate on one ability and a corresponding skill.

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Galactic Noir: Dead On Arrival

January 13th, 2007 @ 11:42 pm by Peter

I wrote this story in 2001 as part of a “Galactic Noir” setting I was working on back then. In it’s tone Galactic Noir was largely inspired by short stories by George R.R. Martin, specifically those from his now out of print Sandkings short story collection (though not so much by the titular story). But it also drew heavy thematic inspiration from the Orion’s Arm group I was participating with at the time, as well as the old World of Darkness gameline by White Wolf.

Unfortunately, after fleshing out several ideas for this setting via e-mail with a few guys from one of the World of Darkness forums (Bryan Conlon, Gabe Carlson, and “Wolf”), the computer on which I stored all our correspondence had pretty much every one of it’s I/O devices break in some way. As a result the relevant information languished for years on the machine’s inaccessable hard drive.

However, this past Christmas season, while rummaging through Circuit City trying to figure out what to spend a gift certificate on, I stumbled across a kit to convert old hard disks for use as external drives. Now that I have access to this stuff again I’ll probably be sticking at least some of it on the web in the near future.

Dead On Arrival is the only actual story I can remember writing for the setting, and consequently also the only “stand alone” piece of writing that my brief perusal could dig up. So here it is.

Note: This one’s going out to the folks on the Dragonstar mailing list in the hopes that it’ll contribute to the currently ongoing discussion of vampires… in… space…

Keep on keepin’ the faith over there guys.

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Fiat: Diceless Roleplaying

November 12th, 2006 @ 12:23 pm by Peter

After weeks of sporadic tinkering the role-playing system I was hoping to run for Protozoicon is finally at a usable stage. Still not polished to the sleek and glossy shine I’d prefer but workable at least and including all the necessary components. Also, at six pages, it’s mercifully brief.

You can find it here in PDF format.

For those really interested there’s more commentary available here on the design philosophy behind it and such.

Protozoicon ‘06 - RPG Interest Survey

October 18th, 2006 @ 11:00 pm by Peter

This year the RPG run at Protozoicon will be decided by concensus. So if you’re planning on attending and interested in playing please give a little feedback if you’ve got time.

The survey only contains 10 questions so hopefully it won’t take too long.

You can click here to take it.

d20 Adventure - Playdough Fun Factory of the Godz

September 25th, 2006 @ 9:40 pm by Peter

Alternate Title: Evil Elf Chicks Must Die

This was the adventure designed for the sole purpose of testing out the Injury and Consequences mechanics mentioned earlier. The level of the PCs was 6th and I had them gradually facing protagonists closer and closer to the standard D&D challenge ratings.

The since some of the mechanical elements I eventually try out might clash with any of the pre-planned settings (ie. Forgotten Realms or Ravenloft) I instead cooked up a home-brew setting with characteristics generally similar to the standard ones. There’s not much to it but a few background details thrown together and some antagonists. Since I’d been reading Vance’s Dying Earth recently you may notice some minor thematic aspects of that setting worked in as well. Other elements will be invented later as they become relevant to the story.

My prep-notes for the session follow. As such they contain spoilers, players be warned.

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d20 Alternate Mechanics - Combat Sheet

September 24th, 2006 @ 11:26 am by Peter

In trying to playtest the d20 combat systems discussed recently I’ve gotten to the point where the alternate rules are sufficiently different from the original rules that it’s difficult to keep track of things on a normal character sheet.

So here’s a sheet to keep track of the new character stats:

d20 Alternate Rules - Character Sheet - Combat Section

This sheet is just for combat-relevant stuff. I figure at some point I’ll come up with one for spells and another one for abilities, skills, and other noncombat stuff. But for now the standard sheets can handle those things pretty well.