Showing posts with label crpg. Show all posts
Showing posts with label crpg. Show all posts

Friday, November 9, 2012

Late, but here it is.

I got the Universal Boon sheets done and posted today. I had a couple more things I wanted to do, but with only five hours left before I have to get up and work with Sue on her meds, well, just not going to happen.

I have two more sheets I need to get converted for Tim. Those I will get done with spot work during the day. Should have done them already. Oh well, do what you can.

Next up I want to go through the comments on the Universal Betas, divide them into "P" and temporary cards. Should be 2-4 sheets. I would like to get them up Sunday night.

With those in hand we can go over a number of sets for players races, shifters, special abilities and professions and make them work with, enhance and expand the Universal cards.

I also want to get back to some GM cards. The last I checked almost every DS game has a GM. They appear to be very important, as any player without a game to play will tell you. I guess that is why, as players, we treat the GM's with respect and chocolate. (How do you give your Skype GM chocolate? I need to check into our selling Gift Certificates..)

Mark

Thursday, January 7, 2010

Off to help my Mom. Pre-Order DS Standard Sets?

My Mom needs a vehicle for traveling to the Doctors Offices today. That is what I will be doing. Just routine check-ups for her Dialysis etc.

I have started putting together 9 card sets of Universal cards. We have a lot of Universal cards to do. I am hoping to finish setting them up late today and tomorrow. My plan is to make a PDF for each set like the Witchcraft Set, where one page has notes and the second page has the sample cards. It should make it a lot easier for people to decide how many of which sets you want.

We are really hoping that the printing costs of these can be covered by Pre-Orders. We already have a nice Pre-Order for the Witchcraft card set.

I am not sure how fast to release the sets. I have ten Universal sets done so far. How many should I list at a time? How many per month would be reasonable? At $12.00 per four sets on Pre-Order can we do four per month? That would be $48.00 per month to keep up with the Pre-Orders. How many of you would be willing to do that?

I am also wondering about setting up a list of people that would want to "subscribe" to the Pre-Orders. I could send out PayPal Invoices to you that could be paid on-line or by mailing in a check. It would help our cash flow to know what we were doing, and what you would be willing to do.

Thanks, Mark

Friday, October 16, 2009

Evening is here, the mind is slipping away.

I heard from Sue. The first day at FurFright was good. She will be up most of the night doing commissions.

I suppose that means I have to keep working, but the mind is slipping away from me, so I need a break first. Those layout numbers and letters are starting to have serious switching problems.

I am up to 33 monsters laid out from the notes here on Crypt Crawl. I am planning on having about 60 in the first Parade of Monsters. The actual Demons and Horrors will have Individual stats and they will be included in the modules at first. I guess the monster parade can be considered the "regular" monsters.

I have heard that I should be careful about using the word Zombie. I am told that "Life Impaired" is the PC phrase for Zombies and that something will stop in to eat my brains later. Hah! Fooled them, I gots no brains left! They are too late.

24 hours without my Sue

I am up and moving. Dog and cat walked, fed and talked to. Spoke with Sue last night. She is at the FurFright Hotel and doing fine. The drive was straight forward.

My cookies turned out really good, but I think they are too sweet. At 150 calories each I ate a pile and froze half for when Sue gets home. I need to look into some changes in the recipe, maybe some milk instead of a cup of butter, and more cinamon. I will work on it.

Continued work on the Crypt Crawl RPG game. I have opened a Blog for the new game. This is a link to it and on the Crypt Crawl Page the Crypt Crawl Updates link leads to the blog. I have also started filing in some of the specific sheet pages on the download page. What is added are Info Links. These pages talk about the specific sheets. I need to have these in place for the grand November 1st uploading.

Next up I will be going to our in house wiki and updating some of the FAQ's. These will be poured into a pdf for the downloads.

More later.

Thursday, October 15, 2009

Sue is on her way to FurFright.

OK, I am here at home, alone, ready for some partying. Oh, wait, she took the car. Oh, well, I'll just. But wait some more, I like partying with Sue... what is the sense of a party without Sue?

I guess I will get some Crypt Crawl work done, in fact, I just finished laying out the first 20 monsters for the Crypt Crawl Monster Parade One.

I also started some chicken in the slow cooker. I am having sandwiches and more with chicken. I have a hankering for cookies. Can't work now, time to bake!

Monday, October 12, 2009

More done, more enjoyed.

Saturday and then Sunday evening I spent with my Sue. Fun. Sunday night we watched a couple of old Farscape episodes. The best part was doing it with Sue. Well plotted show. I wonder what it would take to run an rpg campaign with the fun and wonder of some of these shows. The closest I have come so far is podcasting.

I have actually finished the web site layout for Crypt Crawl. It will probably still have a few tweeks, but the format is there. You can look over the place by using this link.

At this time there are about 240 player cards for Crypt Crawl. The original DS had 270 cards, but they were both GM and player cards. So, at 240 rpg player cards we are closing in on as many player cards as DS and Kanchaka combined. It should be a good start.

Wednesday, October 7, 2009

Sleepy me.

I am not sure why I am sleeping so much, but I am feeling better, just tired. *sigh* Such is life.

Had a lot of fun Tuesday night running the Crypt Crawl game. The holes in the game are closing up nicely. We are working on the presentation and wrap up for the rules. Among those thoughts is finding memorable name for important rules features.

The Terrible Two's. Not good to roll a "2" on 2d6. You are stunned, surprised, or just bemused. You will use your actions to "Recover", then you are back to normal.

Streaks. Rolling a 10, 11, or 12 is good. You are on a streak. You will roll another 2d6 and add it to the result. Oh, 10, 11, 12 again? Keep the streak going! An initiative roll of 29 really happens. 50 plus damage in a swing? yup. A defense roll of 34, sure, why not.

The Defensive part of combat has changed in Crypt Crawl. Every time you get physically hit you get a 2d6 Defense Roll. No set number. A Terrible Two equals no (zero) defense... Armor has to be Activated by using an Action. If you have an Active Armor number, it is added to the 2d6 roll... If you use an Action to Parry you get to add the Parry adding the Parry Values of your equipment.

And finally, the third pic from our last game.

photocc1

Tuesday, September 1, 2009

Back to work and trying to keep up

Well, we are back to work. After two weeks of just doing almost nothing it is a strain trying to get back into the swing of things.

I am keeping up with the basic housekeeping I started a while back. The kitchen is getting daily maintenance. You know, dishes done, garbage dealt with, counters etc. Getting this done, plus rousting and feeding Sue and Mocha. Walking the dog fits in here too, but in my groggy morning state I do make errors, and Sue reacts badly to the leash... but Mocha likes breakfast in bed... Anyway, the process takes 2.5 hours in the morning. The clean kitchen routine is helping Sue to get to work and it is worth it.



The second home routine I am establishing is to do laundry on saturday off. I am not sure this is a good way to do this. We travel a lot and once a week on laundry may not work out well. I may have to try to schedule laundry twice a week to cover the "on the road weeks". Maybe add it to the wednesday schedule.



In addition I am using the computers calendar to start scheduling so I get to everything, or at least don't forget anything. Today, tuesday, is aimed a working on the Crypt Crawl game with a long game in the evening.



I did routine maintenance on my portable and discovered the hard drive is showing signs of weakness. With all the data on it I decided to buy a new bigger Hard Drive. A 500 GB one is on the way. The current one is 320 GB and mostly full. I then checked the old portable and the Hard Drive in it is showing serious flaws in seek and temperature control. That baby is about gone. I am going to take the hurting drive and put it in the back-up machine, giving it a big boost in size (now a bad 120 GB, going to a weak 320 GB). It should be fine in the back-up computer.



OK, I'm going to close this out. I am running behind today, *sigh*, I am not sure this scheduling concept will work. My reliability is questionable.

Wednesday, August 19, 2009

Home and Staying there!

I spent Tuesday and Wednesday just staring at the walls. They seemed to have a life of there own. The movement of the shadow spirits had me entranced. It is, I'm afraid it is a symptom of not quite being one with our physical world, and exhaustion.

So, at 11pm wednesday night I started moving furniture. This drives Sue crazy so she has her fingers in her ears and is saying "la la la" and a few other choice words. I can't blame her, but it relaxes me. Now, where to put the couch...

Work is stacking up, oh well, I'll get to it. I have some creative dreaming to do.

I have a new office set up completed, I like it. This should work. I think I'll move on to some other tests of the space.

Tuesday, August 11, 2009

Every Action in the game must be accompanied by using an Action.

During any game designed by Susan a Gamemaster is constantly called on to interpret the results of player actions. They use experience, common sense and their understanding of what the chaotic universe is doing currently. Sometimes the GM rulings seem to go contrary to what the player expects. Because this multi-universe is chaotic, even actions performed yesterday may be different today. Susan's rules design creates a multitude of possibilities for every action. To help the players sort through the ever changing universe, we have created an official in-game appeal system for the new games.


- In Game Player Appeal Process -


The player may expend one of her characters actions to perform a rules appeal. The player will state their case as to why they think something different should happen. If other players want to join the appeal and talk, they will also need to expend an Action. The GM will listen to the speeches carefully. At the conclusion of the commentary the GM will thoughtfully consider the players words. The GM will either agree with the player and change the ruling, or they will not. Once the GM has made a second ruling the appeal process is over and the game continues. The appeal is over.


Gamemasters have a tough time in rules discussions during the game. They are usually basing their rulings on factors the characters, and their players, do not know about. To reveal these secrets at the wrong time may well do the game more injustice than justice. For the players part they should be aware that Susan's multi-verse does not have firm laws in place. That means that identical actions are not meant to have identical results all of the time. Your characters are well aware of the anarchy of the universe. The characters are not surprised by the universes mutability, even if the players are.


Obviously this new rule is designed to try to segment rules discussions from the game proper. All Activities in the game require an Action to perform, so we are classifying questioning the universes operation as an activity. If the GM decides in the players favor she may even give back the Action, it all depends on the players attitude.


Commentary: As with all the new rules this one needs a good rewrite. The idea is to keep rules questions from disrupting the game.

Monday, August 10, 2009

Just Try It. A Basic DS RPG concept

When we first published DS way back in 1996 Susan had some basic concepts built into the game. We made some assumptions about how they would be handled by players and GM's. That assumption led us to fail to clearly elaborate some of those concepts.


Now that the modified 2d6 game system is on the horizon we have an opportunity to delve deeper into some of those concepts. As I was doing dishes this morning my mind began mulling over one such concept. We did not present it strongly enough in the original game. We are going to add a new Guideline to the new games. It is the "Just Try It" concept. There are slight variations here from the DS rules, they represent the Tweaking of the rules that hindsight has provided.


In Susan's concept of the multi-verse the characters are special creatures. Within these characters is the ability to conceive of, and perform, amazing actions, along with, of course, the mundane actions. To allow for this Susan created the 2d6 contest roll where the player rolls 2d6 and adds their bonuses to the roll. This becomes their contest number. The Gamemaster rolls 2d6 for the universe and adds it's bonuses. That becomes the universes contest roll. The higher number is successful. If there is a tie, the GM (Universe) wins the roll.


The question I want to approach in this piece is what a character can actually try to do. We have cards that represent many skills, spells abilities and more, in our crpg systems. When one of these is activated the player is going to get a bonus to their contest roll. That is pretty simple to assimilate. What becomes more complex is when a player wants to perform an action for which they do not have a card. These actions can be anything from climbing a cliff, riding a horse, or singing a bawdy song to distract the listeners. Basically anything the players creativity can think up. How do we make a contest roll for this?


To try to do this will use the standard contest roll. The player will roll 2d6, and, since they have no bonus, add zero to the roll. That will be there contest roll. The complexity in the contest roll comes in the gamemasters end of the roll.


The gamemaster is rolling for the universe, or at least a piece of it, such as the horse, listening crowd or the cliff. The GM will have to think quickly and determine the universes bonus. If the action is an easy one, such as climbing a steep stairway up the cliff, the GM may give the universe a negative bonus, making the action easy. She could even decide that the universe has a -12 bonus and the character succeeds. At the other extreme the GM may look at the action and determine that it is darned difficult. Riding an unbroken wild horse is going to be tough. The GM may, in this case, determine that the universes bonus is as +8. A very tough endeavor, but possible.


The Gamemaster has further decisions to make. How long does the action take? What may be the result of the action? What happens if the player rolls a "2" and has a bad failure? The GM also needs to consider if the 10, 11, 12 success rules apply to this situation. These decisions are done based on factors that the players are unaware of, and may never discover. Due to this confusion, and secrecy, players will sometimes want to protest, not knowing that there are special factors at work.


In the new guidelines the player may invoke an Appeal by expending one of the players actions to make an Appeal. I will cover this in a separate posting. For the moment all I will say is that if something uses game time, it is an action, and the GM's decision after the appeal is final, even if the GM says "You failed, your character, and you, do not understand why".


Now we come to the question of how far all of this may be taken. Throwing reality out of the window allows players to liven the game with their fertile imaginations. What if a peasant character wants to sing a complete opera she once heard? How about casting a teleport spell she once saw a wizard cast? Leaping over a 30 foot ravine? Repairing a war-bots eletronics? All of these may be tried by anyone, however, the difficulty should be extreme. We want role-playing to open the creativity, not limit it. It is all about having fun.


All right, now that I have perplexed my readers, that is all for today, I really should be cleaning house and prepping for GenCon, but this was in my mind. Someday I, or some volunteer, will try to compose this in an understandable commentary. Comments welcomed.

Monday, August 3, 2009

Back from StormCon

Such luck. Great convention, but all I got was this bronchitis to show for it. I slid down to the docs office and he muttered sagely that I have bronchitis, and if I take some mystical pills it will go away. I am on the pills. One makes me hotter, one makes me colder and one muddles the world.

I ran Crypt Crawl RPG friday night. The mechanics are coming along fine. I need to put a little pizzaz in the background, clean up a few more questions and we will finally reach a stable beta version.

People seemed to have a good time at the Con. I always like StormCon. It is full of people I like and people who are Supporting and encouraging Sue and myself.

Well, I think I'll go lay back down...

Friday, July 17, 2009

All Right, All Right, I will Post!

I am still keeping up the kitchen cleaning routines. This is not as easy as it sounds. I tried adding regular excercise, but that failed... I have been able to expand the cleaning to vacuuming the floors and cleaning up some "piles" of "valuable" collections. In general the house is improving.

Not sure what I did, but the spinach I planted is dying. I just planted some more to try again. The Oregano, Basil, and Green Peppers are looking good. The scallions are having some trouble, but I think I kept them too wet. I also tried planting some peas to work that out. Not having done any gardening for forty years certainly has taken a toll.

Now, on to some Crypt Crawl updates.

We are starting the game with the idea that card points will cost more as the character gains experience. We also need a way to increase the characters Actions as they play. You will notice that a character (the Tigrean in the previous post) has just two actions. Starting characters gain their First Echelon card immediately, and it grants one additional Action, giving them three to start with. The Echelon card also tells how much role-playing experience it costs to buy a card point. We started really low. The characters should get to the second Echelon in the first game.

cc_first_echelon


The trick here is that a character buys to 25 Card points at 10 each, then they take the second Echelon Card for further purchases.

Now, I better get to work writing the next two new DS shaman card commentaries. After that I need to bathe a dog, go buy some bricks and print bards.

Monday, July 13, 2009

Living is not as easy as one might assume.

I have maintained my housework/organization for another day. I had a moment of weakness and almost skipped it, but where would that leave me? So, in response I have added a short excercise routine to the schedule, now that will show me...

I got some good work done today, but I got distracted by the Crypt Crawl revisions and I worked on that too. It is really getting simple, at least in the mechanics. The characters role-playing experience will be used by the players to grow the type of character they want. We are relying primarily on Ace card choices to differentiate characters rather than a long string of characteristics.

Well, let me show you what I'm talking about:

WARNING! Secrets being reveled!

cc_tigrean_character


That is correct, just four stats left. If you want to be a Brawn fighter, then you will just have to spend the role-playing points to do it. Same goes for Ranged and Finesse fighting.

The Raw character has two actions per combat round. Experience will increase that. Most everything in the world, except for pesky demons and a few big monsters, will have just two actions. As soon as the character gets three actions they get good.

Oh yea, each character starts with nine lives. In Crypt Crawl the characters start dead and use a life, or two, to be brought back to life to fight your killers.

The "Cc" in the bottom corner tells you this is a Crypt Crawl card.

OK, that is all for today. Absorb it, consider it. If I'm real lucky I will be able to demo at StormCon, but do not bet on it.