* Finished Half Life 2 and all epsidodes.
Friday, March 29, 2013
* Finished Half Life 2 and all epsidodes.
Thursday, March 28, 2013
Really like the a6 format on my phone. Even it was a hard copy I think the small booklet would be cute. I think I can still embellish the layout with art of weapons and technical sketches. With roll20 there should be a more ready market for pick up games.
Low prep and complexity pick up games. Complete with all the art terrain and characters.
Wednesday, March 27, 2013
This is why this is an awesome phone. Making some sketches for my roll20 account and open rpg system. I will try to set up my drawing tablet this holiday weekend. Since they are designed to be small icons this should be easy for someone out of practice like me.
That was an epic wait got three sketches down.
Monday, March 25, 2013
You track the hierarchy using Navigation F5 (its the 4 pointed star symbol)
So now I can have a List of Elements of a Given Chapter, like in D20 SRD where you have a list of all the feats, skills and page.
Table of Contents (Heading, Insert > indexes and tables > table of contents - entire document)
Dice Mechanics (heading 1)
Occasion to Roll (heading 2)
Damage Roll (heading 2)
CHARACTER RACES (heading 1; Insert > indexes and tables > table of contents - chapter, formatted so that i can have a brief summary for each race)
SOCIAL BACKGROUND (heading 1)
Image and Appearance (heading 2)
Wealth and Influence (heading 2)
Language and Culture (heading 2)
ADVANTAGES (heading 1; Insert > indexes and tables > table of contents - chapter)
Advantage 1 (heading 3) notes on racial maximums and limitations.
Advantage 2 (heading 3) etc..
DISADVANTAGES (heading 1; Insert > indexes and tables > table of contents - chapter)
SKILLS (heading 1; Insert > indexes and tables > table of contents - chapter, formatted so that i can have a brief summary for each race)
CHARACTER ARCHETYPES (heading 1; Insert > indexes and tables > table of contents - chapter, formatted so that i can have a brief summary for each archetype)
Warrior (bullet points, like in d20)
HOW TO PLAY (heading)
PHYSICAL FEATS (heading 1)
MENTAL FEATS (heading 1)
I formatted the races in bullet points, like in D20, and its pretty easy for anyone to derive the point costs.
Simplified the Equipment
I'll try to put BASIC SET REFERENCES
Saturday, March 23, 2013
This is statement sized document on my note 2 with liberation sans at size 11. Readable, and so hopefully the gurps lite for fantasy turns ok. Half letter sized booklet should be attractive more readers than the letter size.
Must focus on self editing to keep to as few options as gurps lite but with wold card skills and some essentials.
Essentials for running a lite pick up game like those in VTT like roll20.
The GM just preps in about 4 hours initially (less as time goes by) and all the characters take no time. Easily adopting many DnD and OSR adventures.
GURPS with most of its rules is too heavy for the time available for me, or in comparison to the competition. Wild card skills may be abhorrent but when you only worry about 2-4 skills it's so awesome I'm out of compliments.
Focusing on OSR and being to jump and convert on the fly it to GURPS lite fantasy w/ wild cards or glfw.
- Convert my GURPS Low Tech Lite into Fantasy Lite
- Draw Heavily from Dungeon Fantasy and DnD but keep it much simpler
- Pretty Much GURPS Lite with Wildcard skills and more starting data.
- All data and layout should make character creation in a few minutes. Especially since the Templates just do the work and options for the players.
- Stays the Pamphlet size of 1/2 Letter.
- Sample Monsters and Encounters should be an add on and different booklet.
Friday, March 22, 2013
Thursday, March 21, 2013
It may help make my GM, +Michael Keenan, job easier since he had to manually remove and put back the darknened areas. The dynamic lighting, along with a prepared area can allow the lighting to be automated, take note that players can accidentally light up an area when they bring their token into the wrong area. This may happen if the passage is narrow and internet connection is crappy.
Since I finally have windows, the DREADED windows 8, I can finally invest in Campaign Cartographer and other tools. Although except for Qin, I'll start buying more GM tools once I have players and a game ready and interested.
I will definitely try to run GURPS Traveller with WIldcard skills, the skills being MG Traveller Skills.
Wednesday, March 20, 2013
If so, I have a much simpler Skill System and definition! I can just focus on key words now and archetype definition and viola.
Monday, March 18, 2013
In GURPS size is a big disadvantage. Its 15 points but there is a logistical burden to it, all other equipment and trappings rely on the default human size. Halfings, Gnomes, Kobolds and Goblins have it bad their damage is severely affected, as well as their ability to take damage. It doesnt take much to knock down or out a halfling compared to a medium sized creature in GURPS.
This halfling is different in the way I exaggerated the muscle and bone strength for someone who is supposed to be 2/3 the size of a human. This is not a child, well they are pretty much the size of human children but their muscles are optimized for their current scale.
Halfings, Goblins and Kobolds are dangerous because they have human intelligence and they can take full advantage of cover. One other unusual advantage is that they move as quickly or faster than a human. Their default Speed is 7 vs a humans 5, reflecting the effortlessness it is for them to travel.
Their super jump ability is what compensates for their size, it allows them to overcome obstacles and reach places a human may not be able to reach. Their fast climbing advantage and jump ability combine to make a very acrobatic and dangerous opponent. Used along with their small stature for stealth, they are expert in ambushes and recon.
They won't snipe humans or other medium sized opponents, but they would be awesome in harrassing and wearing them down. If it becomes a matter off armies, armor and size still matters enough that an army of goblins and halflings won't win because of their special mobility, especially since they cannot bring anything effectively lethal (short of biological and chemical warfare) to bare on a stronger and larger enemy.
Come to think of it, an Army of Giants would have the same advantage over humans.
Game Mechanics Note: Game Balance and Racial TemplatesRaces are most often more powerful than basic humans, even if they equal to 0 or sometimes negative. This is because they break the Max Disad cap. Technically Gross Point Value (Not counting the disadvantages) they are made up of much more points. GM bias is the biggest factor that can affect the game balance of a race. Even if the GM or world builder builds a deficit character, one will find that emphasis can make a disadvantage irrelevant. So knowing your GM style helps when building a template or race, in fact that a truism in GURPS or many systems.
On interesting take away is that GM's who are aware of their style or emphasis can note how certain Disads work out in their Game and can prepare players or allow them to tweak when the fun is not optimal.
Standing Jump ( (6"x5)-10" )x2 = 40" 3'
Running Jump (6"x10)-10")x2 = 100" or 8'
Standing Broad Jump ((2'x5)-3')x2 = 14' or 4 yards and 2ft
Running Broad Jump ((2'x10)-3')x2 = 34' or 11 yards and 1ft
Advantages : Night Vision 9 ; Disadvantages [-15]: Social Stigma: Monster [-15]; No curiosity, instead Hide bound [-5]
Friday, March 15, 2013
too bad my brother could not make it, he would have been the barbarian.
OverviewThis is a great way to learn how the system works. Its prep intensive, I think more prep intensive for a GM who has adopted the "less is more" approach. There are some logistical challenges that have to be considered like back up mediums and strategies if some of the technology stops working.
Despite Prep intensiveness it is VERY easy to stop and pick up after where you left off. Its all there on the screen and if you have Gdocs linked in and everyone is typing on a Gdoc note for campaign notes you can stop very easily.
Its all about getting more practice and systematic about the prep and running. Since its a new medium, one that has very few opportunities because the community is still small, but growing. It really may be the new norm of the future.
Mics are important, because the built in mics on laptops get a lot of feedback. I could hear myself in the GM's speakers. I'm using the Note 2 earphones that came with the phone. its built in mic was very nice and did the job very well.
The GM side looked very hard, a lot of multi-tasking. If I ever did this kind of Game, I would like to borrow another screen and dual screen the game.
I'll try working with my brother to learn of to run a roll20 game, enough that I'll consider run a game sometime in the future.
This is the first GURPS game I've played in almost 7-8 years. Spielmeister was my only GURPS GM, and it seems he is the only GURPS GM all around the metro-manila area I know of. Now that he's living in Canada, it appears that I'm the only GURPS GM left :(
Anyway, we ended about a few minutes ago.
Risk and ConsequencesBoth dramatic and challenging occassions to roll very similar because of the Risk and Consequences. if you look at GURPS, the DMG's, or WOD or Fading Suns, etc... definition when to roll they focus on the scenarios. I wont dwell on this since most game systems say the same thing: TL:DR roll when its important.
Pacing and Logistics
Ask for a Roll during a Focal Point
Sweating the small stuff can change the flavor or direction of the story in interesting ways. We want unpredictability when we try to predict the characters and players, and that's when we look at our dice rolls behind the screen and ask ourselves - is he not being challenged? Can his temperament take a few bad rolls? Can he creatively turn things around, in a scene that didn't go the way he planed?
We really do is measure the Players temperament and energy level. We gauge it, and as they get better and as we get better we throw more mishaps their way now and then to keep things interesting. What if she doesnt draw the weapon fast enough, how does he improvise?
Timer and the Player's Energy and Temperament Level - read them and see if they can take the challenge. If you have a GM tag team we have the advantage of having a better gauge of what they can do, and someone to think off other ways we can spin things based on their assessment of their improv-idea.
TL:DR roll during a Schelling Point.
SIFRP game by end of March
Since I'm GM-tag-teaming with Ziggy for SIFRP I'm excited to first dissect the Psychology of the Group and design the game for optimal Satisfaction, based on where they liked challenged.
Wednesday, March 13, 2013
When Character Point Inflation happens the Value of a character point changes. In GURPS many of the vets know about the 200 hour rule. I'm taking mandarin classes right now and its really hard, in my studies being broken in mandarin needs at least 300 hours of practice. GURPS combat seems to suffere inflation where the hours spent mastering a hard technique (spending 5 points on a -4 hard technique) is like a 4 year course... and there are about a handful of techniques to master, not only that but there are skill levels that need to be reached.
If you start comparing Other skills and Combat Skills, the prices to get something done is so high with combat GM throw Points at it. Take for instance Dungeon Fantasy at 250cp + 50 cp of disads. A combat character has practically 90% of his points invested in combat... and the template builds have very little room for escape strategy - I will allow for this since DF is supposed to be DND, but it just illustrates how hard it is to master certain skills... harder than learning a language, to be a doctor, a lawyer, to learn to think critically, or other fairly complex careers.
My only problem with over inflation of combat skills is that it brings a narrow and super tight focus on combat. Is so focused in combat that problem solving-wise its myopic, solutions that would be economically more efficient are discarded. This is not the way a "warrior" goes, I mean if you follow the 5 rings or Sun Tzu then diplomacy, leadership, management (managing affairs well), is where good warriors spend their points. But I know its DnD, its fantasy and has no connect to reality... the first thing on one's mind is slaughter and the sword, not the High Minded techniques illustrated in the Art of War, 5 rings, Machiaveli, Strategikon or other combat books.
Monday, March 11, 2013
Small Sized Character SheetI want all the key information to fit in half the letter size character sheet. I want nice statement sized booklet whose pages I can fill slowly.
Easilly Expandable DIY notebook format, with CardsI want to be able to have a notebook where I can put in cards that condense details that come up on specific occasions. Details like other entities, contingency plans and maneuvers, and other details that reward development and forethought with minor but tangible game effects.
Complexity is Simplified in an elegant and telescopic method.
You can easily dig deeper and find more details, or you can pull back and play at a macro level.
SimplicityCharacters can be made complex by the open ended detailing mechanics, but the core system is simple and keeps to a finite amount of elements. Typically characters are made up of 10-15 skills, with 15 a rare type of character that tends to specialize in generalization.
The Character Abilities are simple and keep in mind mnemonics to allow better memory and acquisition of system mastery.
EfficiencyWhat ever on the charactersheet come into play, (except the cards or the other pages). This goes for disadvantages or drawbacks traits. If you have a drawback it comes up every game, at least coloring EVERY SCENE.
Same goes with skills and other character elements, these all color the character's scene. Because the system does this, characters with subtle differences can stand out more. Anyway the rule of 7 on average skills make a profession, while 3-8 make the personality helps a lot in efficiency.
Character creation takes up 10mins, while character detail is its own game in itself.
Character detailing mechanics is a modular system that allows for the creation of character cards that will help the player in the game, a little bit like a board game. These cards are made with the permission of the GM, and to a certain limit. They detail the character and allow for some feats to be done. It grants tangible bonus on a circumstance.
Traits should only have a max of 7 both good and bad or limiting Traits. These traits should be a list easy to read and easy to recall, so that we don't forget they can be put into play. Note that elaboration and detailing has a system mechanic of its own, that allow for greater detail for these traits without occupying valuable attention unless its needed and makes things interesting.
Make a game for the Gamers and not the AssburgersAnyone can twist a game to what it is not intended, but you want a well design game to reduce arguments and speed the decision making process, and to make everything more fun. The system should reward role-playing, elaboration, visualization, immersion, and all the activities that make a game a more rewarding experience. This may mean allowing creativity to breach the secure walls of well designed mechanics, but the guiding principle is that the people who will enjoy the game more should not be limited by the problematic people who will try to ruin the fun for everyone.
Similar principle in making laws (a game theory based principle): don't make laws for the Criminals, make laws to protect, empower, and serve the Citizens (thats why policy makers need to learn economics and behavioral economics, and happen to be a person with a lot of common good balance). Empower the citizens so that it would be harder for the criminals to abuse the system. Especially for RPGs, where the states are our free time.
Accept System Growth and EvolutionI guess the way people develop better and better software is a great example of how to develop an RPG. You document you progress and you adopt innovation when you can measure empirically the benefits vs the trade-offs.
I guess in the end, such a game system will be like a Web based comic or Open Source Software - funded by the merchandise and donations, break even when hosting events and major marketing exercises.
Prevent Mechanics Inflation
Friday, March 8, 2013
Step 1 Measure Measure Measure(note there are rules of thumb that can be used to tell what is a good value)
Look at the Market Going Rate
Measure your performance per day, how many hours does it take for a Finished work
Measure all your distractions, risks, and failrate.
Measure your lifestyle
Step 2 Now compile, organize, and run the data.Figure out your productivity in terms of a Month, Week, and Day.
Price according to your Cost of Living, not your ideal cost of living but what is sustainable but keep in mind market rate. You basically adjust your costs to be competitive but not far bellow market rate. Offer value not discount (as for value I would provide the skillset needed for customer service rep).
If your still not confident, you can offer a Discount but this is only temporarily and only IF you get enough business from them. IOW lets say you have if they give you 200 manhours worth of work, you can give them a bulk discount (which is only when you go below market rate). These costs have already been factored ahead of time.
Have a price per visit (i paid for the cab of the artists visiting me, when i get a chance), its like software design.
Step 3 Now organize your plan, and write down your assumptions.Have a business plan in the end, think through your profession, ideally aided by an experience professional who can help devils advocate all the contingencies and distractions.
Include the Marketing Plan AFTER you finish all these. By marketing I mean all the activities you do in order to keep visibility and relevant. Marketing is separate because it is the most disposable of strategies when times are hard. If they are hard for an artist, its time to consider part time work for a secure income. This is THE Ideal strategy fresh out of college, for most graduating filipinos who want to be an artist. Ideally they are in an industry that compliments or directly involved in their chosen career path.
Let them make up their mind
Building Up a Talent poolRight now Im running my hobby like a frugal businessman, only making expenses when I'm about to use the product with certainty and when there is a good ROI. Inspired by /r/frugal I've begun tracking my expenses more carefully and meticulously. But being frugal does mean being a cheap ass, you still spend well on other people, especially when you want them to know they matter. You can be cheap with yourself, but not with relationships.
Wednesday, March 6, 2013
Keep it SimpleCharacters should only have up to 3 core skills, 4 secondary skills, and 3-7 background or ancillary skills. A total of 15 skills at the most or 10 skills on average, or as little as 7 skills - typicaly 7 skills for templates since you don't plan to flesh out the personality for NPCs and Mooks.
Consistency and Game Logic in OrganizingOne of the things I learned in work is that, there are some Unimportant skills that surprisingly are deal breakers. Why isn't Vacc Suit part of Spacer, true there is training that specifically in Artificial Habitation survival and safety but why isnt Vacc Suit part of that?
If want to be scientific about this all: A task that may deviate from the skill being used should only be penalized by as much as the performance difference. So If a ARMA swordsman tells you that the difference between a sword that is 36" and 30" is less than 5% and 5% is a value too small for the system to measure (like GURPS or MT) then why place a penalty?
Related Skill Rules - related skills means that you can default at a minor penalty in ORP. Related skills are skills abstracts relationships of skills with each other related to relative to the individual's talents or strengths.
Skills Transform over TimeA person who climbed up his organization to be an officer didn't just gain a new skill, sometimes the skill they have transforms to encompass experiences he was already exposed too but was on the recieving end (and those skills are opaque in use). The Core skill of the Profession, slowly becomes an Administrative/Management skill tied to Profession. In ORP this means that you can have a profession Roboticist 3 (Administrator +1); a Robot programmer who's been in the business long enough that he has management skills , can manage a team for Robotics effectively raising his bonus from 3 to 4.
Tasks vs SkillsTasks are collection of activities that can be done with a skills, tasks are not exclusive to a skill it really depends on logic. There are many tasks a Soldier and corporate Bureaucrat can do - give reports, write out documentation requires and standardized by their Organization, and communicate effectively with their team and group.
Skills is not really one monolithic Skill, but a collection of skills which have a strong binding rationale. If it was a Monolithic Skill, going by a Platonic definition, then we would have a Big system problem of trying to define all its aspects and slowly growing the number of skills to system Bloat. Instead as the Game Designers, GMs and Players feed into ORP they highlight how different a Bureaucrat can be in various situations and specialties. One thing people overlook when designing skills is that its Psychology is what stops people from attempting things which is unfamiliar but applicable to their skill, and not a lack of skills. There would be be some unfamiliarity penalties BUT a little practice and planning or improvisation tends to cancel these all out.
Familiarity is the Playground of Storytelling.Familiarity is mental flexibility, imagination, creativity, and character background. This is the key focus when using skills for other things - it is for a moment visualize how a character has used this skill in their professional life and what kind of character this is.
Before you begin to design a system Clarify dice Mechanics.Particularly Occasions to Roll, a good foundation makes skills more reasonable in number and reduces system bloat. It is important to make this Foremost when introducing the system, because it sets the stage and character building strategy.
I have a recent break through, and I'm working on the skills section. Equipment and Assets are pretty much thought out, I just need to detail and edit it for consistency and completeness. Once I finish the Skills and test crap out of it, I can move on.
I have the entity, character, and world physics pretty much though out. Its not that hard since I use basic rules of science and convert it to how it should be reflected in the dice mechanics.
Currently working on my mandarin so I'm pretty distracted, other than work being another distraction. Hopefully I meet some people interested to game in Zang4guo2 Shi1dai2 or Warring States when I enroll for Mandarin Class. Seeing the perfectly preserved bronze sword of the Period, the sword of Goujian is really inspiring. Since the era has so little detail compared to other eras I feel liberated to just follow the science.
Tuesday, March 5, 2013
I know it's just a cheap meal here in the philippines but I'm already familiar with the Google Blogger app for my ipad. I have not been using my ipad. I this is much better than going to chrome on my phone.
Something is wrong with my swift keyboard And this app
Here is updated Dishaan with some few clarifications.
Monday, March 4, 2013
using Note 2. This is an arboreal predator and carrion feeder with lower limbs that manipulate tools and upper limbs that give it mobility.
Sunday, March 3, 2013
Background and Skills
Skill Design.Holy Crap the amount of skills. I may be meticulous and can handle skill load, but I just spent 3 hours making a character. I had to reference MA and LT to make my character and read up DF benchmarks. Reading other game systems, there is a tendency for skills to Explode in number as a game develops and in a New version there is consolidation.
I realize that a character should be doable in 7-10 skills. 7 skills maybe the character's Professional core competence, and about 3 skills allowance for flavor.
There is something that is hinting me of another way to model skills that would allow me. Its it falls very similar to Language-based or Descriptor-Based Mechanics like in FATE but with tweaks that allow such a Skill Mechanic to be richly detailed and specific.
If you can sum up all your work related skills is 7 core skills, and all your other skills in 3 is actually possible, its just that its filled with caveats. I guess where this is going is Broad Skills, that is free to be detailed. The deails work in a way that it rewards incorporation to story, and this story telling aspect narrows down the scope of the skill while allowing for specializations ( a kind of trade-off system: famliarity vs specialization).
Professions and Work
Saturday, March 2, 2013
I really cannot edit documents on my Note 2 without screwing with the styles, and that is a pain in the ass to fix every time I open the document on my Note 2 with Kingsoft Office.
Features I hope to incorporate over time:
- Character Life Path Generation Style - I can roll randomly for my characters like in Traveller. The statistics are conservative since characters can't be too weak, as to give too many problems. when you have an exceptionally weak character, it is rare that you might as well try playing him/her.
- Packaged and Randomized Background and Disads - this is a feature that will allow faster character creation, and a plug in system that uses Disads to influence the Events tables.
- Optimizing Skills list and definition - updated for Transhumanist futures - the future complicates but it also consolidates, consolidating skills and the tasks you can use with them. Removing redundant and pointless skills is a Homebrew, too many options which should be using the Optional Specialty Rules, Related Skill Rules, and Specialization Rules more consistently shrinks the skill list.
- An Events Table. Why the character shipped out or why the character chose a riskier lifestyle.
- Notes on Stealth-less Ship Combat.
- Notes how to run a Naval Campaign. include a complete Ships and Ship doctrine similar to Honorverse including, complete with tokens, maps, sample scenarios (if you just want to duke it out) and fleet building rules. I will plug in my Entity Game System so that people can play Dukes/Admirals. A simple Boardgame style system for ground forces encounters.
- Notes how to run it with MECHS (like Mechwarrior/Battletech).
- Notes how to run it like Fading Suns or Dune.
- Notes how to run it like a Warhammer 40k, Imperial Army campaign.
- Notes how to run it like a Kitchen Sink Setting (including the variations of a Anime Style Epic Campaign, like Naruto/Bleach).
- Notes how to run it Dis-empowerment Campaign (like Horror or Cthulhu).
- Notes how to run it like a Cyberpunk Campaign.
Friday, March 1, 2013
Note this is a "Well Rounded" character in the context of competence and professional ability. As a well rounded human - with art, philosophy, hobbies, etc... um thats a philosophical discussion that is mostly arbitrary.