The Forge Reference Project

 

Topic: Several Minor Ideas, Thoughts Please? [somewhat lengthy]
Started by: MacLeod
Started on: 7/20/2009
Board: First Thoughts


On 7/20/2009 at 8:59pm, MacLeod wrote:
Several Minor Ideas, Thoughts Please? [somewhat lengthy]

I have some minor ideas, questions and the like... I had to wait for a while as none of these questions seemed major enough to warrant a new thread by themselves... Not to mention that the likelihood of people actually replying is pretty low normally. Thus, it is my hope that because there is some meat to this thread that someone will have something insightful to say. =)

Okay, here is the set-up... The game I am going to ask about is one I have mentioned on here before, Intergalactic League of Brawlers... a game seeking to emulate the over-the-top battles and characters of Shonen anime (DBZ, Bleach, Yu-Yu Hakasho, etc...). I've made some pretty massive updates since the last version I uploaded, though I'm sure no one gave it an honest look through. =)

[center]Anyways...[/center]

In the game, everyone has a Power Level (PLv). Everyone begins the game at PLv 3. PLv is measurement of a Brawler's potential... not his current strength. During battle, Brawlers gain what are called Power Stages (PS). PS cannot exceed PLv. PS fluctuates up and down quite a bit throughout a fight. It goes up by spending Ki and goes down by using Techniques. PS makes it easier to gain Ki and also gives cumulative damage bonuses when fighting Brawlers of a lower PS. Ki is gained normally during a Power Up Phase that occurs for all characters every Round. Ki is used for a bunch of things including the aforementioned PS gathering, but also includes damage soak, gaining initiative bonuses and healing.
[center]As one can tell, the acquisition of PS and the subsequent strategic use of it is key to winning fights.[/center]

As it stands, regardless of a Brawler's PLv... All Brawlers begin a fight at PS 0. The question is, with what little you guys know... Do you think Brawlers should start a battle with a certain PS based on their PLv? My initial reaction is to say yes, so that Brawlers with more potential begin with greater strength. Perhaps they begin at a PS equal to 1/2 of their PLv...?

The Attribute that governs Ki gain is called Soul. I was wondering if a different term would be better? Other candidates I can think of are Spirit and Aura.
The Attribute that governs Fighting Spirit (think Hp with a different flavor) recovery is called Adrenaline. Does that sound appropriate? The only other options I can think of that fit are Resolve.

I'm also looking for opinions/suggestions on how Techniques are handled. To use a Technique the Brawler chooses an amount of PS to spend. For every PS spent, damage capability is increased. In addition to that you are allowed to choose one Aspect. Aspects apply a specific effect such as more damage, better odds of success, status ailments and other such things. Each Brawler has access to Aspects that he chooses beforehand. The same Aspect may be selected multiple times.
Does the idea of on-the-fly Technique creation for situational strategies sound like it would be fun? For the record, any math involved is pretty simple... Mostly addition/subtraction of blocks of 3 and 4.

I'm also thinking of implementing an Inspiration system for PC Brawlers that will highly resemble the Strength/Weakness mechanic in 3:16. I love the idea of explaining inspirational flashbacks in order to gain a combat boost. For my game, the effect would be a boost to PS and PLv for the duration of the battle... However, Inspirations are only usable once per battle, cannot be about the same subject and only when the PC has 20% or less health.
So what do you fellas think? Would such a mechanic fit in with the style of game I am trying to create? I'm thinking it would but I'm unsure.

Because of the inspiration for the game... I wanted to include an optional format for Structured Play. Structured Play is broken down like so...
    Season (overarching storyline) broken up into two or more Story Arcs which contain 3 or more Episodes. Each Story Arc is a major movement towards the completion of the Season. Episodes are broken down by type; Set-Up (establish characters & conflict), Pursue (seek resolution to conflict previously revealed), Finale (resolution of conflict) and Filler (character & setting exploration). Each episode is meant to consume an entire session of play.
    This would be used for outlining purposes mainly... though I do want to include a training/battle montage section in the Set-Up or Pursue Episodes. This would simulate those episodes in anime where the characters train to increase their power in order to take on some big bad. So how does this look as a rough outline for structured play?

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On 7/20/2009 at 10:34pm, markhaselb wrote:
Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

Your ideas capture the feel of these anime very well I think and right, spirit or aura sounds better than soul. I myself prefer "aura". Starting at 1/2 PLv or even 1/3 PLv is good, depending how high the PLv will be later in the game. I don't know this mechanic in 3:16, but collecting your ressources when you are nearly defeated fits very well into the style in my opinion.
Furthermore, I really like the episode mechanic.

However I have some questions as well: how fast do you regain Ki (essentially: how fast can you gain PS) and how high is the PLv of characters with little, medium and high experience? It seems that you can not do much with your techniques in the beginning of the game because 1 technique uses one or more PS already. What is the point of increasing damage by using PS and choosing the damage aspect? Maybe the aspect could increase the minimum damage so you have better control of how much damage the attack does.
How much can the players influence the course of events in your episode mechanic? Can they come up with ideas for the setting of the finale, weaknesses of the nemesis? Maybe after one session they could sum up the episode and ask questions what will happen in the next episode, like the announcer in these shows often does. By doing this the players could already imagine how awesome the following episode will be and there are less possibilities of disappointing the players.

I am looking forward to reading more of this game!

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On 7/20/2009 at 11:17pm, MacLeod wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

First of all I want to thank you for commenting. =) It gets disheartening being ignored so often. Second of all, I am long winded and I love to over explain stuff... so here is a vat o' text to answer some relatively straight forward questions!

Aura was actually my first choice way back when this whole thing started. I replaced it because I wanted something more generic... but thinking about it more, it both makes sense and still stands as pretty generic.

I agree that Techniques are pretty limited in the beginning. That is what I'm going for actually. =) Think of Yusuke from YuYu Hakusho, he can only fire his Spirit Gun once a day when he starts out! In any event, while the game is suppose to have some strategic mechanical depth, a lot of the action and excitement stems from lots and lots of color.

PLv is a slow progression as a default. However, in the text I urge GMs to progress PLv at whatever rate he feels works. The problem as of right now is that I don't have any play testing done so I'm not sure if players are going to need to feel rewarded with rapid PLv gain. My hope is that rapid PLv gain won't be necessary...

I have some alternate PLv mechanic that operates as a Death Spiral with a semi-static PLv. Basically, your PLv equals the tens digit of your Fighting Spirit (which is 100 for everyone) with 100 counting as 10. Thus, as one's FISP is lowered via damage, Brawlers lose their potential (PLv) and may even lose strength (PS lowering because PLv became too low)... I mentioned it before but the Adrenaline Attribute is used mid-battle to restore FISP.
I think this method would work pretty well for games that want to avoid power creep. I set it as an alternate method because Shonen games are infamous for insane power creep. =D

The Ki gain mechanic is a dice pool... the only dice pool mechanic in the game, everything else runs on a unified mechanic. So, folks have a Soul rating... usually a value anywhere from 3 to 7... And this rating determines how many d6 you roll during the Power Up Phase. Every success, being 4 ~ 6, scores that Brawler 1 Ki. The GM is encouraged to fudge his own roll and simply assign a Ki value that is "reasonable" for enemies. Each PS applies a +1 Soul. I'm already seeing a potential problem with super high Soul values, so I'm planning on allowing anything above 10 to count as an automatic +1 Ki.
Each PS requires double its value in Ki to acquire. Thus, PS 1 cost 2 Ki while PS 52 cost 104 Ki. I did this so that even though you are gaining a lot more Ki as you gain PS, its not nearly enough to cover the spread and make higher PS really easy to acquire.

PS only increases damage if you have a higher PS than the opponent. PS spent on (lost to) a Technique increases damage regardless and often at a higher rate. Choosing a damage boosting Aspect then further increases damage. However, I should note that these bonuses are merely towards damage potential.
Everyone has Power Attribute, rated from 3 ~ 7, that is multiplied by a value called Damage Factor, which is rated anywhere from 1 ~ 5 depending on the result of the attack (attack and damage result in a single die roll). Thus, Pow bonuses can be greatly helpful or only slightly beneficial.

To be honest, the Play Structure (which is completely optional) is merely an outline right now. In fact, you probably just wrote more about it than I have. =D I'm definitely going to keep your ideas in mind when I go to flesh that bit out. I never even thought about the "On the next episode of..." part either!!!

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On 7/21/2009 at 4:43am, Luke wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

Power Stage needs to be based on an independent, but important, element of the game that has nothing to do with combat or Power Level. Preferably, since I assume this is a roleplaying game, this element would be roleplaying. RP can be codified in the form of goals, shticks or traits.

Accomplish an RP-based goal, gain a power stage.

Play out a character shtick, gain a power stage.

Invoke a trait in a problematic or interesting manner, gain a power stage.

Do this and you have the rudiments of a currency system.

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On 7/21/2009 at 4:57am, MacLeod wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

You know, I think that is a good idea. Normally, I absolutely hate incentives to role play because of some experiences I have had with such systems in the past...

Also, you are referring to the Power Level statistic, yes? It would break the gameplay as written if Power Stages relied directly on role playing. This is because fighters can go from maximum to zero and back again at a pretty decent click... I built the game to support massive fluctuations as it fits my view of certain Shonen tropes plus it is the center of the game's strategic depth.

Outside of the Inspirations, I haven't really thought about the non-combat aspect of the game... as such things are almost always playing second fiddle to the fights in the genre I'm trying to emulate. So much so that I figured I was going to leave a good portion of that to those who actually play... thus, nothing on the character sheet (as of right now) tells you anything about your character's personality.

This idea of yours, Luke, reminds me of Keys from The Shadow of Yesterday though... which is a compliment, of course. =D

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On 7/23/2009 at 10:44pm, MacLeod wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

[center]Okay, I was put to the challenge over at story-games and thought I would post the results...
[Warning: Extremely lengthy! Do not attempt to read unless you have an attention span much longer than that of a newt!][/center]

To get things started for the sample battle I will introduce the combatants... ... ...

Dolan the Iron-Bearer
Dolan is an Ensiferum whom wields Ifrit, a Sealed God Blade. Being one of the few Ensiferum left in the universe, his powers are an unknown factor. Dolan regularly seeks to avoid unlocking Ifrit as the fire god is destructive and often shows no mercy even to innocent bystanders.
[center][IMG]http://i29.tinypic.com/5x62v8.jpg[/img][/center]
Yoguna the Haunted
Yoguna is a cursed medium. Rumors abound of this man's tortured existence, some claim he murdered everyone in his hometown for fun while others say he watched a madman butcher them all. What is known is that the spirits of the murdered townsfolk now inhabit his body. Their rage manifests itself through Yoguna's flesh in maddening ways that bend reality.
[center][IMG]http://i32.tinypic.com/xbdz7q.jpg[/img][/center]

[center]Introduction[/center]
Dolan has been searching over the ghost town for two days now. His target, a deadly creature capable of summoning spirits to do his bidding, was rumored to have past by this part of the galaxy little less than three days ago. Upon hearing the emergency transmission from this small planet, Dolan knew he would find him.

(GM) Your search has taken you to what you gather was the poor side of this town. It is composed primarily of wide streets, apartment complexes and seemingly abandoned cars. No corpses, in fact, no evidence of people at all beyond the remnants of civilization. A curl of flame rolls off of Ifrit’s scabbard before his deep voice begins to resonate within your mind, “He is here, boy. The spirit ridden one. Draw me and I will show you!”

(Player) I let my gaze fall upon the buildings around me as I reply to the sealed god, “No, Ifrit. You would do more harm than good, I’m sure. Plus, we don’t know if people remain.”

(GM) You can feel a sudden tension permeating the air… You know this keen sense of danger is result of your time spent with Ifrit, and as such is impossible to ignore. Ifrit’s voice rumbles once again, “I can assure you, boy, the people in this town have long since passed away.”

(Player) I let concern wash over my face before saying, “Long since passed away? How long exactly?” I don’t even notice as my trembling hand slowly creeps behind my back, gripping the hilt of my sword.

(GM) Before Ifrit can respond, a manhole bursts open a few feet in front of your face with a loud ringing sound. The concrete surrounding the hole cracks and falls away. A pale figure rises from the sewer, spasms wracking his body. Strange tattoos of a design unknown to you cover many inches of his body, all colored blood red. His orange hair sways in the wind yet covers his eyes completely, he is now suspended several feet high in the air before you.

(Player) I call upon Ifrit, a flame crawls from my scabbard before swirling around my right arm. I say to the fiend, “Yoguna! I have come here to put you to death. Your crimes are irredeemable and I have been given the authority to destroy you. Surrender and your end will be quick and painless!”

(GM) Yoguna’s head begins to shake in disagreement, first slowly… then violently fast. He grits his teeth, you can hear a muffled scream emanating from him that seems to only be getting louder as if in sync with the violent shaking of his head. And so, Battle Starts!!!

[center]Battle Start[/center]

The GM and the Player multiply their Brawler’s Speed attribute by 3 to calculate their beginning Initiative Rank. Both Dolan and Yoguna have 4 [Spe] and thus an [IR] of 12. Now both set their Power Stage to 0 regardless of their Power Level (both happen to have a [PLv] of 10).


[center]Preparation Phase 1[/center]
During this phase Ki is acquired, Ki is spent and turn order is decided. Each Brawler gains Ki equal to their [Aur]. In later Rounds Brawlers will receive an [Aur] bonus equal to their [PS]. To increase [PS], the Brawler must spend double the next [PS]’ value in Ki. Every Ki spent on [IR] will increase it by an amount equal to the Brawler’s [Spe].
Yoguna gains 6 Ki. GM spends 2 Ki to increase Yoguna’s [PS] from 0 to 1. He then spends 1 Ki to increase his [IR] by 4. He now has 3 Ki left.
Dolan gains 4 Ki. Player spends his 2 Ki to increase his [PS] to 1. He has 2 Ki left.
Dolan has [IR] 12 while Yoguna has [IR] 16. This means that Yoguna acts and then Dolan acts.


[center]Action Phase 1[/center]
This is the phase where all the action happens, hence the name! Neither the GM nor the Player has described anything so far, this is because the start of the Action Phase is reserved for such things. In reverse order, narration is performed. This means that the final narration will be done by the person taking his action first. Thus, it is perfectly normal to blend in one’s opening narrative with his action for that Round.

(Player) Not wanting to show off much at first, I let the small flame I conjured earlier circle around my arm menacingly as I watch for the strange man’s first move.
(GM) You can see the spasms gripping Yoguna’s body becoming more violent! A nasty snap is heard, Yoguna leans forward as his head does a 180. His neck makes yet another sick crunch before going limp, revealing his face to you once again. His wild eyes stare out at you, he wordlessly launching at you!
The GM has decided to attack, a common thing as you might imagine. This is called a Clash Check. Before rolling the die, both the GM and the Player are given the option to perform a Technique. Neither is inclined to accept the option yet. The GM rolls 1d20 and gets an 10. This value is increased by Yoguna’s Offense attribute, which is 7 for a total of 17. This value is then reduced by Dolan’s Defense which is 4 for a grand total of 13. Looking at the Clash Resolution chart, this is a Damage Factor 4 hit. Every attack achieves some kind of success. To determine damage, the attacker’s Power attribute is multiplied by [DF]. Yoguna has 4 [Pow]. Brawlers can gain [Pow] bonuses if they have a higher [PS] than their opponent. However, his [PS] is equal to Dolan’s thus he receives no [Pow] bonus. In other words, 4x4=16 damage. Damage reduces Fighting Spirit, this means that Dolan now has 84 [FISP] instead of 100. Damage is not necessarily wounds, remember [FISP] can be lowered simply by denying the opponent the ability to feel effective! In addition to dealing damage, Clashes reduce [IR] by the [DF] value. This means that Dolan now has an 8 [IR].

(GM) The bizarre man arrives and screams! A ghastly green energy fires from his upside down mouth directly at you!
(Player) I throw out my hand in defense, letting my fire bolt slam into the foul attack. The strength of my attack repels the beam, causing it to dissipate but not before consuming my fire bolt. That’s fine, I’ve got plenty more where that came from! Its my turn now, so I’m going to leap straight at him and throw a fiery punch!
The Player is now performing a Clash of his own. He rolls a 8, increased to 15 by Dolan’s [Off] then reduced to 9 by Yoguna’s [Def]. Checking the table, this is [DF] 3 hit. Dolan has a 7 [Pow], 7x3 for a total of 21 damage! The GM notes this, taking Yoguna from 100 to 79 then reducing his [IR] by 3 to 13.

(GM) He takes the shot to the ribs but his quick, unpredictable movements  allow him to dodge most of the fire as it rises from your fist and scorches part of his ribs and the air behind him. Yoguna gives no response to the pain in any foreseeable manner.
(Player) Alright! Next round, I’m feeling lucky!

[center]Preparation Phase 2[/center]
Each Brawler now has [PS] 1 meaning they receive a +1 [Aur].
Yoguna gains 7 Ki, for a total of 10. GM spends 4 Ki to gain [PS] 2 then 6 Ki to gain [PS] 3, leaving no Ki.
Dolan gains 5 Ki, for a total of 7. Player spends 4 Ki to gain [PS] 2 leaving him with 3 Ki.
The [IR] totals are 8 for Dolan and 13 for Yoguna. Same turn order.


[center]Action Phase 2[/center]
(Player) After giving him a taste of my strength, I hop back and ready myself for his next action as flames curl around my forearms.
(GM) Yoguna’s fingers bend the wrong way with a loud crack, forming reverse hands! You see the spirit of a decapitated teenager rip out of his chest and rake its long, black talons across your abdomen!
GM rolls, gets a 16+7-4 for a total of 19. That’s a 6 [DF]. Yoguna’s recives a +1 [Pow] because he is [PS] 3 while Dolan is only [PS] 2. This means he deals 5x6=30 damage to Dolan (reducing him to 54 [FISP]) plus a -5 [IR].

(Player) I take the solid hit, gritting my teeth as it sends me backwards several feet. I allow Ifrit’s power to infuse my muscles before expelling it in a fireball straight at that bastard!
Player rolls, gets a 4+7-6 for a total of 5. [DF] 2 Hit, this deals 7x2=14 damage to Yoguna and reduces his [IR] by 2.

(GM) Your fireball careens towards Yoguna with reckless abandon but as soon as it nears him, he seemingly disappears! In a split second, the medium appears behind you.
(Player) Damn my luck! I watch as my fireball smashes into a building, blowing the entire wall apart. I turn to face the creature with my fists clenched. Let’s get Round 3 started!

[center]Preparation Phase 3[/center]
Yoguna gains 9 Ki. GM spends 8 Ki to gain [PS] 4, leaving him with 1 Ki.
Dolan gains 6 Ki for a total of 9 Ki. Player spends 6 Ki to gain [PS] 3 and 1 Ki to gain 4 [IR], leaving him with 2 Ki.
The [IR] totals are 7 for Dolan and 11 for Yoguna. Same turn order, yet again.


[center]Action Phase 3[/center]
(Player) The fires of Ifrit burst forth from my scabbard and whirl around my form as I grip the hilt of my sword.
(GM) Yoguna’s knees bend backward, snapping with a horrific sound! A green aura of howling souls emits from his center.
GM rolls, 3+7-4=6 for a [DF] 2 attack which means 5x2=10 damage and -2 [IR]. Player spends his last 2 Ki to restore 8 [FISP].

(Player) Summoning a flaming shield, I let the attack dissipate against my barrier, it pushes me backwards a few feet. Now it’s time to bring out the big guns! I shout, “First Seal dissolve, I pull the trigger… Blazing Gaze!!!” After that, the Divine Steel clamps that keep Ifrit from being drawn release and I rip the mighty blade out for a single wide slash before hastily returning it to the scabbard, letting the clamps grip it once again. A massive wave of flame washes over my foe!
Player announces he is using a Technique using 1 [PS] with the Power Aspect! GM decides that Yoguna will take it on the chin. Player rolls, 18+7-6=19, a [DF] 6 hit. Dolan’s [Pow] increases by 2 for using the Power Aspect. This means Dolan deals 9x6=54 damage to Yoguna! GM decides to spend 1 Ki to heal Yoguna 3 [FISP], an amount based on his Adrenaline. Yoguna now has 14 [FISP]! Not looking too good anymore, is he?

(GM) The flames flow over Yoguna, knocking him to the ground and causing him to roll through the side of building! Next round!
(Player) Can I yell, “Whoop, whoop!” at him?
(GM) …Sure.
(Player) Consider it done!

[center]Preparation Phase 4[/center]
Yoguna gains 10 Ki. GM decides to sit on it.
Dolan gains 6 Ki, he spends 1 Ki to gain 4 [IR], leaving him with 5 Ki.
Yoguna has 6 [IR] while Dolan has 9 [IR]. Dolan goes first for once!


[center]Action Phase 4[/center]
(GM) After rising from the rubble, you quickly note that Yoguna’s body is leaking quite a bit of blood.
(Player) Alright, I begin to charge at him. As I arrive flames curl up around my arms just before I deliver a double fisted blow to the sternum!
Player rolls, 1+7-6=2 for a [DF] 1 hit that deals 7 damage. GM pours 9 Ki into Adrenaline, gaining 27 [FISP].

(GM) Yoguna zips backwards long before your fists arrive where he was, you see the burns and cuts on his body begin to close up. A shadowy spirit tentacle fires from his chest, attempting to impale your forehead!
GM rolls, 7+6-4=9 for a [DF] 3 hit that deals 18 damage. Player spends all 5 Ki to gain 20 [FISP].

(Player) With a quick flick of my wrist, I turn away the tentacle via a bolt of fire. Shaking my head, I assume a fighting pose! OH YEAH SON!

[center]Preparation Phase 5[/center]
Yoguna gains 10 Ki for a total of 11, he spends 10 of it to gain [PS] 5 and the last Ki to gain 4 [IR].
Dolan gains 6 Ki, Player spends all of it for [PS] 3.
Dolan has [IR] 6 and Yoguna has [IR] 9. Back to the way things were!


[center]Action Phase 5[/center]
(Player) I conjure an aura of flame around my right fist and raise it up before my face.
(GM) Yoguna’s elbows bend backwards with that sickening crunch you’ve come to expect. He turns his back to you, where you see a horrible maw full of teeth on his lower back with two giant red eyes where his shoulder blades once were! The demon roars, expelling a massive red beam of pure demonic energy!!!
GM announces the use of a Technique using 4 [PS] with the following Aspects; Power x4. Player realizes that this could be the game breaker, so he uses all 3 of his [PS] to use a Technique as well, Iron Curtain x3.
GM rolls, 2+7-7=2, [DF] of 1! (notice that Dolan's [Def] is 7) Yoguna gains a +8 [Pow] from the Technique and +2 [Pow] for the [PS] difference. This means 14x1=14 damage and -1 [IR].

(Player) Forget the fire aura! I pull free Ifrit while reciting the incantation, “Third Seal dissolve! Flaming Blade of Perdition, I deliver thee!” I bring Ifrit down against the beam. Covered in sweat, I push against the demonic power with all of my might even as the sleeves of my shirt are burnt away. Finally, I complete my swing and drive the beam into the sky! I waste no time! Ifrit is swung again, a wave of fire swiftly heads toward that freaky goon!
Player rolls, 15+7-6=16 for a [DF] 5 hit, which deals 7x5=35 damage. Yoguna only has 34 [FISP], with no Ki to heal himself… he is defeated!

(GM) Your thin wave of flame smashes into Yoguna’s back, the eyes of the demon grow wide before rolling backwards. Yoguna’s form returns to its normal state as it crashes to the ground…

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On 7/29/2009 at 2:55am, JoyWriter wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

Imaginative stuff, but I can't quite see the link between the imaginary stuff and the dice calcs. Are the descriptions required to reference certain aspects? Or are there extra rules associated with each that are not mentioned here?

I would change to resolve, I would associate adrenaline more with speed/initiative.

What was the thinking behind reducing IR with each hit? Is this to produce combos?

Techniques will likely only be used as finishing moves, because of how they set you back in the PS race/KI accumulation, could mean you finish off with a bang though! The Ki race reminds me of those strategy games where you try to tech up fast enough to overwhelm them with superior units without loosing too much at the start. In fact with the inspiration mechanic the best strategy might be to go very defensive while boosting in power, and once you get to very low health unleash your advantage in Ki points as a monster offensive, ending up in a storm of techniques at very high initiative! You would have to either put points into IR or healing every now and again to get the rates right.

Meanwhile, have you considered micro-tactics? For example, you could focus your attacks on turning one of their aspects into a negative, in the middle of using yours as a positive, in order to do extra damage/lower their defence, but would only be able to use each of their aspects once. You'd also have to say how you were turning the positive into a negative, which is generally very tricky. I'm thinking of "your confidence makes you blind" type stuff.

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On 7/29/2009 at 3:42am, MacLeod wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

First of all... I want to thank you for the response! I didn't think anyone would actually bother digging through all that text but I'm happy that you did!!! =D

Color/narration/description aren't linked to the mechanics directly but should be inspired by them. For instance, your character may always wield icy blasts against his foes... When he uses a technique you can describe his attack as summoning a massive ice dragon that spews glaciers. If you manage a high damage factor hit and your opponent isn't capable of healing himself much, your opponent describes how your attack nearly fells him.

I note this in the actual game's text... but when Fighting Spirit is reduced, it isn't necessarily caused by physical harm. Instead, it can be the act of making an opponent feels less effective or causing him to use up energy in order to escape your attack. A perfect example is when Dolan tries to throw a fireball at Yoguna. Yoguna had to expend a lot of energy to dodge. A Damage Factor 2 hit isn't really all that great, even with Dolan's Power, so the description fits with how I view the game operating. Yoguna expended energy and was slightly shaken by the ferocity of the attack.

What was the thinking behind reducing IR with each hit? Is this to produce combos?

It makes higher Damage Factor hits worth more... especially if the opponent dumps a lot of Ki and reduces the damage taken substantially. This way, if someone is on a roll the other guy will have to spend Ki on his Initiative Rank to avoid falling near 0. I didn't reveal this bit until now but if an effect would drive a Brawler's Initiative Rank below 0, instead of going into the negatives the Brawler takes damage. Also, the importance of getting the first hit in when it comes to Techniques is huge.
There is no way to make multiple attacks regardless of how Initiative Rank compares. The best you can do is go last one round and then go first the next... creating the illusion of overwhelming and repeated attacks.
That reminds me... I didn't do it in my example but it would be completely acceptable to describe one of YOUR attacks as your opponent fiercely yet futilely attacking you.

If the current model of my game doesn't work... I want to try a system where multiple attacks and combos are possible... each with attack would be outlined like a special power. You know, like pokemon. =)

I would change to resolve, I would associate adrenaline more with speed/initiative.

Could you explain further, please?

Techniques will likely only be used as finishing moves, because of how they set you back in the PS race/KI accumulation, could mean you finish off with a bang though!

That is one way to look at it. I definitely wanted Techniques to be showcased as true "super moves"... much in the way of Shonen anime where the hero opens up with bunches of small attacks before unleashing the big guns. However, because of the different Technique Aspects, which I didn't really showcase in my example unfortunately, I think that Techniques will show up more often than you might think within the middle stages of the battle.
Then again... I haven't playtested this game yet. Writing out this example has been the closest I've gotten to seeing if the mechanics have any legs. So perhaps I'm talking out of my ass???

have you considered micro-tactics? For example, you could focus your attacks on turning one of their aspects into a negative

Thing about this is... The Aspects aren't really... those kinds of aspects. Ya know? They are more akin to parts of a maneuver. That said, each Brawler also has a very limited number of aspects per category... Offensive=3 Defensive=3 Support=1 Passive=2.

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On 7/30/2009 at 12:28am, JoyWriter wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

MacLeod wrote:
It makes higher Damage Factor hits worth more... especially if the opponent dumps a lot of Ki and reduces the damage taken substantially. This way, if someone is on a roll the other guy will have to spend Ki on his Initiative Rank to avoid falling near 0. I didn't reveal this bit until now but if an effect would drive a Brawler's Initiative Rank below 0, instead of going into the negatives the Brawler takes damage. Also, the importance of getting the first hit in when it comes to Techniques is huge.


I have another suggestion. If your IR reaches 0, you don't get to attack. So if someone goes first and hits you on their turn with a sufficiently large attack, then boom your dazed and can't attack. If you keep saving your Ki up, then well, you just keep getting hit.

What do you think? That's basically a form of combo system, by including a "flinch" mechanic as many computer games do.

On adrenaline, it's mainly a gut reaction, I just felt that given "fighting spirit" as health, it would be obvious that resolve applies to it, whereas adrenaline, as a biological type of word, would be more associated with the speed of the body/mind rather than it's emphasis on fighting. I can be pumped full of adrenaline and running my pants off to escape, or be totally calm but resolutely staying to fight.

More generally, you totally have a system for deciding who wins fights here, and with enough enthusiasm for the colour that is enough. To make it more quality though, I think it should probably address something about who gets to decide what and about creative interaction. Because say if someone spends their attack role on making the other character look useless, well the player who likes that character might get a bit peeved. Perhaps it's better if you just say what awesome thing you do and the other player gets to say what awesome thing they do to try to stop that, you know? That way everyone's still cosmic and overblown, and people don't suddenly start using the rules to narrate the other players' characters having some school playground scrap!

In these type of things, surely the attacks are not about so much about the injury to the other as they are about pyrotechnics and reversals? If so it seems like reflecting that in the rules, encouraging it, would be pretty good! In addition, part of the fun of making up monster attacks is for people to hear them, so if you make some incentive for listening to what your opponent did it would stop the "yeah but I destroy the earth" "yeah but I chuck a continent at you" "no you can't I destroyed it" stuff!

In the same vein have you considered linking the range of the effect of powers to the power stage they are at? So on stage zero you can only affect them, but on higher stages you can blow up cities or solar systems? Perhaps stage 0 must only be talking?

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On 7/30/2009 at 1:19am, MacLeod wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

The suggestion about IR causing an attack loss is a... profoundly good one. I was afraid that munchkin type players would end up treating Speed as a dump stat and that folks would ignore the importance of using Ki to gain IR... missing even one attack could be potentially devastating. In other words, incentive to at least throw Ki at it... if not utilizing a slightly decent Speed score.

I see your point about Adrenaline and it makes good sense. =) I will have to consider the change with great interest!

As of right now... narrative control is very fixed. One moment, you get to say what happens and the next moment your opponent does. I have written a little section on color and narration for the game as well... encouraging collaboration between the folks at the table. I also simply remark on how a player may veto any narration that includes his character if he feels it doesn't represent his vision of the character... which is more of a social agreement than a rule but... as far as I'm concerned, color and narration aren't precisely rules either. As I noted before, I encourage GMs to award players for creative descriptions (not necessarily over the top cuz that is too easy)... I'm hoping that such an incentive creates a strong desire within those at the table to top one another's descriptions... A friendly competition, so to speak.

Er... I think I missed my own point by writing out random tangents as they came to me. One thing is, I don't want narration to have a lot of mechanical constraints. I like framing specific places where particular individuals get to narrate but what they are allowed to describe is largely determined by those around them and the tone/feel of the campaign. Or, series... if I'm keeping with the Shonen anime vibe. =D

The in-game scale of power is not pinned down precisely... This is because the feel of a campaign can differ wildly. Take One Piece for instance... sure, Luffy can destroy stone pillars with a single punch but he is no where near as fast or strong as, say, Goku at the end of the Saiyan Saga. At that point, its up to the GM to determine the scale of power. Though you do make a good point... perhaps I should create a table with a few rows, each containing example campaign flavors and how each Power Stage might scale?

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On 7/30/2009 at 2:32am, JoyWriter wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

MacLeod wrote:
The in-game scale of power is not pinned down precisely... This is because the feel of a campaign can differ wildly. Take One Piece for instance... sure, Luffy can destroy stone pillars with a single punch but he is no where near as fast or strong as, say, Goku at the end of the Saiyan Saga. At that point, its up to the GM to determine the scale of power. Though you do make a good point... perhaps I should create a table with a few rows, each containing example campaign flavors and how each Power Stage might scale?


Definitely! Was just reading Donjon, that does a great job of letting to choose how you should do it, by giving you considered rules variants. Quality design.

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On 7/30/2009 at 3:14pm, MacLeod wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

The biggest problem from the very onset of this project was the high amount of variance between the Shonen anime shows... not just in the obvious places but in the power scale, power sources and strategies involved in the battles. That's why I put emphasis on the narrative side of things and included several alternate rules. I don't want to make arrogant assumptions about how anyone would want to play this sort of game... but at the same time, core concepts are important to any game to make it recognizable and playable.
Its a weird balance and I'm not 100% sure I am experienced enough to do it right!

Anyways... thanks for all the comments JoyWriter. =D I'm in desperate need of some way to progress... I hold myself back because I don't want the core mechanic to be so broken and unplayable that I have to re-write the whole thing after I 'finish' it.

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On 7/30/2009 at 4:21pm, Mike Sugarbaker wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

I don't want to make arrogant assumptions about how anyone would want to play this sort of game... but at the same time, core concepts are important to any game to make it recognizable and playable.


Making arrogant assumptions about how people want to play is called "designing." The alternative is making a game that isn't particularly good at anything.

Its a weird balance and I'm not 100% sure I am experienced enough to do it right!


Nobody is. Charge in anyway!

I hold myself back because I don't want the core mechanic to be so broken and unplayable that I have to re-write the whole thing after I 'finish' it.


It probably will be. That part is also called "designing." Again, charge ahead anyway. The designers whose names and games you know are the designers who persisted.

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On 7/30/2009 at 4:32pm, MacLeod wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

True enough. =)

My biggest problem is that I blindside myself with issues I'm not even sure exist but feel the need to address. I'm trying my best to pace myself, take numerous additional looks at what I've done and keep hoping for a day where I can playtest the thing in truth.

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On 8/7/2009 at 4:22pm, JoyWriter wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

MacLeod wrote:
As I noted before, I encourage GMs to award players for creative descriptions (not necessarily over the top cuz that is too easy)... I'm hoping that such an incentive creates a strong desire within those at the table to top one another's descriptions... A friendly competition, so to speak.


Slap head, totally missed this the first time around! This is actually exactly what I was talking about with aspects: One way of encouraging creativity is firstly to insure people have to do something different each time, then giving them a list of inspirations. So the starting descriptions of the characters could in a way be setting out your armoury; these details give you the space to get creativity bonuses from your narration. In the same way narrating the location could give information for players to use.

Even if it is not as strict a system as I first thought of with aspects, you could say "any narrated attack that uses some detail of the setting or opponent as part of the attack in a way people think fits is eligible for a bonus to the attack roll, providing it is not similar to the previous one. The size of the bonus is dependent on how different it is from the previous attacks and how appropriate it is to the things mentioned" as a rough guide you could provide a table to the GM based on the multiplication used elsewhere in the system. I'm actually getting this idea from how people create mark-schemes for school work! You have two factors and you multiply them together for the score, and then you put the varying levels in a table so people can say "It's better than that but worse than that" in the two different dimensions. The idea of such a system is to produce grounds for discussion so that personal choice can be made fair(ish). Not a perfect system, but functional.

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On 8/7/2009 at 4:38pm, MacLeod wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

JoyWriter wrote: Slap head, totally missed this the first time around!


Don't worry about it, this thread is a huge wall of text from most peoples' perspectives. It tends to glaze the eyes over!

This is actually exactly what I was talking about with aspects: One way of encouraging creativity is firstly to insure people have to do something different each time, then giving them a list of inspirations. So the starting descriptions of the characters could in a way be setting out your armoury; these details give you the space to get creativity bonuses from your narration. In the same way narrating the location could give information for players to use.


Indeed. =D The 'Narrative Color' section of the game is merely a loose outline... I have no hard coded bonus structure for the narration system though and I'm not 100% sure I'd like to include one either. I know one thing that I am going to do, and that is to include some creative description bonuses in the example battle to demonstrate how it might work in play. Lately I've been realizing more and more how inadequate the battle example that I typed up is. x_x

Also, I do include a mention regarding repetition and plainly stated narrations. Such things are subject to penalties based on the GM's whims. No one wants a guy to go, "I attack" during this game... and no one wants a guy reciting the same giant paragraph of description every round. I'm not saying that each and every narration be a massive thing either... simple narrations like, "I punch him while shards of ice spiral around my arm!" are fine.

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On 8/7/2009 at 6:28pm, JoyWriter wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

I tend to lean towards "not giving bonuses" vs giving negatives, just because it means that people can always rely on a baseline before it gets subject to other people's aesthetic judgements, but many games work differently. Hopefully the fact that the opponent is killing them much faster will encourage them to start being more creative, even without specific negatives.
The advantage with making a scheme like I mentioned is that you can just chuck it down on the table and have everyone look at it, allowing the GM to get bonuses too. It also means that you can play a game based on duels and have the other players act as a sort of judge/participating audience, still engaged in what is going on. It wouldn't be totally rigorous, but it would be open to discussion, allowing a group to find their own fairly consistent measure of creativity.

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On 8/7/2009 at 6:36pm, MacLeod wrote:
RE: Re: Several Minor Ideas, Thoughts Please? [somewhat lengthy]

Okay, I think I see what you are getting at.
I think a table of examples paired with the bonus applied to it would suffice? It would be basically putting my loose and quick explanations into a tidy little table to reference... hm...

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