Showing posts with label Optional System. Show all posts
Showing posts with label Optional System. Show all posts

Tuesday, 3 September 2013

A Playtesting Triad

I am the Warden and these are my new projects!!

With Killshot's ENnie safely escorted to its new home, perhaps it's time to start looking to the future. Again. Don't get me wrong, it's not the end of Killshot. My plan is to have Killshot Files #2 on virtual shelves within the next week or two, but there's more swirling around in my cranial vortex than assassins and bloody violence. There's espionage and bloody violence, storytelling and bloody violence, and quick-play action (with a chance of bloody violence). 

I have three concepts in various stages of assembly at the moment, each of them vying for top spot on the playtesting radar. Two of them should be no surprise to regulars, one is getting as close to an official announcement as can be made, and all three need to be tested. While I will most definitely have my award-winning Development Team try them out in various stages and at various times, these guys have regular lives and their own games in the works. That means I need to broaden my horizons privately before trying to go public with them. 

So here's what I'm looking for and doing so does not imply either of these projects will ever see the light of day (though Optional Core certainly gets preferential treatment because of its wide potential). Each of the three concepts is presented below in one paragraph to varying degrees of detail. If you see anything you like and want to playtest online, post a comment below and I'll add you to the list. 

Here we go. 

Monday, 22 July 2013

Down To The Core, Part 1: Construction Begins

I am the Warden and this is my 200th post!!

In times gone by, I've made a point of marking these milestones with a review of the previous 49, 99, or 149 posts before. Over the past few weeks, I've been juggling back and forth between carrying on with tradition or forging a new path. There's a lot to talk about over the last 49 posts, from the Kickstarter to the ENnie award, but my mind is looking forward once more and the ideas are far too fresh to get caught up in the past. Today, I want to talk about the future of the Optional System and the evolution of the Optional Core.

I've used the name "Optional Core" before to describe a planned project where Directors could create their own customized version of the Optional System and provide an open system for use in multiple genres, settings, and styles. In a sense, that has not changed, but the application is currently undergoing significant revisions. My original plan was to keep working on these revisions privately and without making a fuss out of it, but we are talking about a special milestone and this blog was fundamental in the creation of the Optional System and Killshot. Denying that fact is denying my creative process. AKA why fix what's not broken?

Remember when I talked about quick-start adventures as a possible product line? Optional Core would be that product line and the system powering it. A kind of condensed and simplified version of the original Optional System from which each adventure can expand and amplify as needed. Existing primarily as a series of quick-start adventures, it could also exist as a series of free, promotional rulebooks for willing and/or experienced players to take the rules beyond the game, create original characters, and expand the adventure into a full-on campaign.

Saturday, 2 March 2013

Initiative Without Dice? [Optional Core]

In the Optional System, the Team with the Edge gets to act first.
The problem is establishing which Team gets that honour. 
I am the Warden!!

During last week's recap of our first playtest session of High Plains Samurai, I mentioned the need for initiative in the game. On the surface, the idea sounds simple and viable because the majority of initiative rules in RPGs involve a dice roll and since the Optional System is a dice-rolling machine, this shouldn't be a big deal, right?

Wrong. Wrong wrong wrong. I had no idea how wrong that theory was.

Let's start by explaining how turn order works in Killshot, the original and only published version involving the Optional System. The main characters, AKA assassins, pretty much always go first. Because it is a game of strategy and planning, players must set a plan in motion and will likely always go first. That works for a realistic and tactical game like Killshot, but it's shit in a martial arts clone. It provides a near automatic victory for the heroes assisted by their bonus options, Pass reactions, and everything else. The only other means to force heroes to go next involves villains and thugs applying triggers before the fight scene begins, but that can get old and tired after a while. And what if the heroes set down a trigger designed to go off when the thugs' trigger activates, huh? It can potentially reach ridiculous heights.

Saturday, 23 February 2013

High Plains Samurai, Act One Recap [Optional Core]

I am the Warden!!

On Friday night, the Development Team got down to business and we started up Act One of High Plains Samurai, our playtest campaign for Optional Core. Quick summary? It was excellent right up until the end when the players cashed in all their qi to defeat 2 villains in one fell swoop. While I'm sure it felt awesome for the players, it demonstrated a major flaw in combat design.

There's plenty more to talk about, but first let's get started with some videos. You can catch the first four hours of our exploits (and now we know there is a four-hour time limit on all Hangout broadcasts) here on YouTube.


And for a clearer version of the HPS intro movie...




Ironically enough, the majority of problems happened after the broadcast cut out. The fight between Spider (a wanted fugitive sought out by Fraser's hero, Maoser) and Black Scorpion/Kiki were drastically different. While there's still loads of review and recapping ahead before I can create a concrete list of revisions and new material for next month's game, here's what I have so far. 

Wednesday, 20 February 2013

This Ain't Your Assassin's Game [Optional Core]

From the film, The Warrior's Way.
I am the Warden!!

This morning is spent hanging out in a McDonalds in Ottawa, of all places, while I'm waiting for the missus to write her admission exams for a (fingers crossed) spring college course. Laptop in hand, riding off the free wifi, and loving how things are so different for adults hanging out in public places than with teenagers.

After producing an intro trailer for High Plains Samurai and revisions to the Optional System character record, it's time to nail down some of the new rules and concepts for Friday's first foray into this mini-campaign/playtest. And it's become entirely clear how different a martial arts campaign is from Killshot.

Don't get me wrong, it's still the Optional System in every way, but there are some distinct differences between one and the other. Would you like to see a list? Some of these are direct quotes from the original documents I'm working on this morning.

Tuesday, 19 February 2013

Struggling With Slow Motion [Optional Core]

You can't talk about slow motion
without paying tribute to the master.
I am the Warden!!

Ever since my early days plugging away on the Optional System, I've been unable to come up with any effective and reasonable mechanic for simulating slow motion in an action game. At first, it was intended solely as a cinematic effect capable of allowing heroes to increase their odds of success at a limited rate (once per series) or as a means to provide perfect accuracy and completion at a limited rate (once per scene). Nothing stuck and it took a back burner to proceed with the more realistic and less cinematic Killshot.

With High Plains Samurai starting up on Friday and Optional Core playtesting well under way, it's time to take another look.

So... uh, yeah. How about that slow motion mechanic, eh?

That's just the problem - I'm still drawing blanks. Not to come up with any solution, but an appropriate one that doesn't reek of a stick-on mechanic. For example, having it work as an extension to a stunt where you gain +2d10 on a single stunt roll or perform a stunt with decreased difficulty seems to cheapen the impact I want from slow motion mechanics. Plus it comes across as a stunt. Even providing stunts as an opportunity to perform cinematic slow motion in games just seems like a tacked idea.

Sunday, 27 January 2013

Building the Playtest [Optional Core]

I am the Warden!!

On top of everything else going on this past week, there were two playtests for two different games in development: Optional Core and TPK. Today, we're going to talk about Optional Core because this one's actually on my to-do list and TPK is on my why-dude-there's-already-so-much-you-have-to-do list.

The Development Team showed up for their monthly game Friday night and it was the first time we sat down to specifically test out Optional Core. Unlike Killshot, which has a specific setting/timeline/genre, Optional Core is intended for use in nearly anything you can devise for your personal RPG. Up until the day before, I had intended to use an old setting of mine (if anyone happens to have read Combat Advantage #16 from my Emerald Press days, you may recognize Cassia) and adapt it accordingly to suit the characters everyone rolls up. But the more I thought about it, the more it seemed counterintuitive to the purpose of testing Optional Core. I'm not trying to make a game that works within an existing genre or setting, I'm trying to create a game that can handle any genre or setting. Therefore, we should devise the setting at the same time as the characters.

There were, however, certain conditions this setting had to include for playtesting reasons.

Friday, 19 October 2012

The Power of Morality

I am the Warden!!

What makes us tick? 

Not physically, but morally and psychologically. What is it about a person that defines their personality and gives them reason to do what they do? How does that translate into a character and her actions?

It's an idea I'm somehow stuck on for an unnamed project and it's stuck deep. So deep that I have to turn to my blog to keep all those thoughts can be sorted out and put on record for future use. The rest of the project will have to remain veiled, not because I'm trying to being mysterious (though it certainly doesn't hurt) but because it's not ready to be revealed. (Ok, now I'm being really mysterious, so let's just move on before I get off topic.)

There have been a lot of great advancements in game mechanics with regards to incorporating character morality into the mix. From a simplified recommendation affecting only a couple of classes' choices (D&D alignments, which could affect the types of spells they could cast or cause a paladin to become a shamed fighter) to the Plot Points of the Cortex system from Margaret Weis Productions, many games are finding a way to have a character's personality give rise to mechanical bonuses, abilities, and dice. 

That's what I'm wondering about right now. How is there a way to insert something like into the Optional System? 


Monday, 23 July 2012

Killshot & The End of the Beginning

I am the Warden!!

It is with great pleasure I can finally announce we have a Killshot. The Director's Cut is now available on all OneBookShelf sites for $8 (American). For more information, check out the Broken Ruler Games site for links on where you can get yours plus some free goodies to make the decision a lot easier.

Twenty months. That's the amount of time I spent working on this project. While it's not the longest amount of time I've spent on a project, it is by far the largest and most dedicated I've ever been on anything ever in my life. I don't think there's much more to say which hasn't been said over countless posts before and the time has come to let the book do the talking.

The conclusion of it all comes at a strange time. While my make-believe life is starting to pick up and things are moving along ahead of schedule, my real life is starting to close in around me as the 2-year mark of the accident arrives and it's time to start going through the assessments to see what the long term effects are before someone else sitting behind a desk decides what to do with me. Despite whatever you hear or read over the coming months, my commitment is to make my work in game design, Broken Ruler Games, Killshot, the Optional System, and all that my future. Because it's my choice.

And that's something no one can take away from me.

I hope you enjoy and thanks for taking the ride with me thus far. Now let's gas the car up and hit the road, we've got more highway to travel!!

Monday, 14 May 2012

Probability Can Suck It!

I am the Warden!!

Seeing as this is a roleplaying blog, I don't have to get into explaining probability and how much it factors in game design, right? (I have talked about it before.) This time, I'm talking about the perception of probability in real life with an emphasis on the word "perception."

During my numerous therapy sessions last year - brought about from the trauma caused by the accident - I heard a lot about probability and traffic accidents. "Do you know what I mean when I say 'probability?'" my therapist asked me. I chuckled and gave a quick explanation on how it's gospel when it comes to RPG design.

From there, she attempted to break down the odds of the average person being involved in a serious accident based on frequency on the road, speed, time spent on highways, and a few others I can't remember. When she came to her conclusion, she proclaimed there was only a 0.0001% chance of the average person being in a car accident and the odds of the same person getting into another astronomically increased to 1 in a million.

I chuckled again. This wasn't the first time I'd heard this argument and the funny - nigh, hilarious - aspect about it was I had just been knee deep in reading forums and engaging in personal discussions with the mathematically inclined on probability in roleplaying games. The answer I gave was an off-shoot of my reply to those points.

Tuesday, 27 March 2012

Tony Jaa Built The Optional System

I am the Warden!!

Last night, I did something I've been waiting to do for months: I took my in-laws out for dinner. Since my accident, they have been incredibly helpful with so many little things and one of those has been taking my fiancee and I out to dinner every now and then. As a future son-in-law, it's tough to be on the receiving end of such charity when you're still "new to the family," but our situation left us with no other choice (though I suppose saying "no" was an option... no, wait, they don't take "no" for an answer). However, now that things have started to pick up and proceedings are finally moving forward, I made a point to take them out to dinner as a token of gratitude for those previous meals.

Then we did a little shopping. Which brings me to today's topic.

One of the DVDs I bought last night was Ong Bak 3 and if I seriously have to tell you who's in this movie, you need to open up a new window or tab and go to IMDb. Now! My hopes were high as I thought Ong Bak 2 was absolutely brilliant choreography and demonstrated Tony Jaa as a true powerhouse in the Asian martial arts scene. I picked up #2 shortly after I was released from the hospital and watched it three times in one day.

It was because of that film I started to work on the Optional System.

Sunday, 25 March 2012

I Love It When A Game Comes Together

I am the Warden!!

After a dozen emails back and forth between players and DM yesterday resulted in our bi-weekly D&D game staying cancelled, it seems I have a little extra time on my hands today. Time leads to wandering thoughts and mine are centered squarely on the results of this past Friday's Killshot playtest and the opening scene of my next game.

To put it simply, the game went off without a hitch. No revisions or difficulties ensued. Whenever the players tried to do something, the game accounted for it. From a players standpoint, everything was perfect. From a Director's POV, I'm still a bit paranoid my text might be a little strict and not encouraging free thinking applications, but that's nothing another pass through Direction can't fix. At this point, I'm thinking of adding sidebars into the books for just such a purpose. What's written so far remains a fairly solid detail on the design of the game; sidebars will allow me to break off topic and go into how you can take that design and modify it according, playing up on Rule Number Two from a Director's angle.

The next playtest with this group will be the big one: a full-out, bullet-riddled action sequence. Mass carnage ensues at the very beginning of the third Killshot job, Final Justice, and if that scene goes off without a hitch, then everything I need to test and certify for this game will be good to go. The Optional System was originally designed as a heavy action packed RPG mechanic capable of handling intense combat while simultaneously breaking away from the all the standards of most RPGs, but such designs come with a heavy toll. By starting off somewhat smaller by designing a more strategic game (Killshot is just as much about planning as it is about execution, pardon the pun), I can build the design level-by-level until I'm positive it can handle a more fantastic setting and theme. I've been able to test the mechanics in a martial arts sequence and was very pleased with the results. Now it's all up to guns.

Monday, 30 January 2012

More Than Individuals

 I am the Warden!!

Yesterday's D&D game wrapped up a little early (only because the DM figured we couldn't possibly complete the massive encounter he had in store for us with only 2 hours of game time left), so we did what all 40-year old gamers do: we talked mechanics. As you can imagine, we talked about the next version of D&D.

Each of us took turns reminiscing our favorite editions, moments, and characters, reflecting back on the changes over the years and any optimism or pessimism each had for the future of the game. What struck me as odd was how everyone talked about individual characters and not about the team dynamic. "Fighters are designed to swing a sword or an axe, not use powers." "My mage used to do this..." "It was so hard to play a 1st-level character because you'd die with just one hit." All of these statement reflected how every individual piece of the puzzle - the characters - worked within the game. Yet the game is built around the concept of an entire party of heroes defeating evil... so why isn't there enough team mechanics in most RPGs?

Wednesday, 25 January 2012

Firing the First Shot: Kickstarter Begins

I am the Warden and THIS is my Kickstarter drive!!

Just a few minutes ago, the Kickstarter drive to raise $800 for Killshot: An Assassin's Journal began. After busting my hump until my fingers bled on the promo video and pages upon pages of material written for Killshot, plus the countless hours of development in the Optional System from its original genesis to its current form, it's been a long road to today... and it couldn't have come on a better day. But I won't get into that here.

At the moment, I'm working on an alternate funding source to work alongside Kickstarter for those outside of the US who want to contribute but don't have the means or citizenship to kick in a little. When those details are worked out, I'll post them here. Meantime, feel free to ask any questions here, on the Broken Ruler site, or on the Kickstarter page and I'll answer them promptly. To those who have already taken the time to contribute, thank you and I shan't let you down.

Friday, 20 January 2012

Beyond the Core

I am the Warden!!

A thought occurred to me while brushing my teeth last night. What happens next with Killshot? Let me clarify, work still continues on the initial rule book, Kickstarter fund, playtesting, all that, but when all of that is done and ready, what's in store for assassins everywhere? Aside from writing more jobs (AKA published adventures).

Presumptuous though it may be, a good publisher needs to consider the future long before it ever happens and I'm not a fan of one-shot products with little to no support. So long as there are enough people warranting the work and money required to produce quality products, I want to keep popping out Killshot goodness. And I'd like to make sure those fans aren't waiting a year to get them. And I need to do so within the confines of being a one-man operation.

Publishing additional jobs of increasing complexity is all fine and good, but I'm a rules guy. I have more fun developing new material within the original concept - expansions - than adventures. So assuming Killshot does well enough to make a "sequel" possible and affordable, what should I work on?

Thursday, 19 January 2012

Ready On The Set, People!

I am the Warden!!

Everything is as ready as can be to start filming Killshot: Proposal, the short film for Killshot's Kickstarter drive. Small revisions have been made due to the inevitable events marring any production, particularly the introduction requiring the exterior shots of a car falling on perhaps the coldest, stormiest day of the season thus far yielding nothing more than a whiteout shot of headlights pulling into a driveway and a booming wind canceling out all sound. Nevertheless, the key scene is all indoors and ready to start shooting once night falls.

While my anticipation eagerly wants to spill the beans on what Killshot: Proposal is all about, I'm going to leave all of you in the dark. Suffice it to say, at no point and time do I ever look into the camera and speak to the audience directly. It is truly a short film designed to compliment the Kickstarter drive and invoke a tone fitting with a game like Killshot. That's all I'll say.

Tomorrow will be an in-home playtest of Killshot with the Renfrew Road Crew (hmm, maybe I should tell them that's the name I've given them). A special playtest, I might add, as I'll be recording the game to post on the Broken Ruler website as a demonstration of the game for all those interested parties out there with a little extra cash in their pocket. To add a little infamy to it all, the Renfrew Road Crew consists of Fraser Ronald, designer extraordinaire from the Accidental Survivors podcast, and Kieron O'Gorman, artist extraordinaire. It's not a publicity stunt either, both of them are my two regulars for this monthly session (though I was really hoping Nick Dumais, player extraordinaire, would be here as well, but such as it is).

If everything goes according to plan - or doesn't stray too far as to screw everything up - the Killshot drive should be up and running on Monday. Those of you curiously interested in the project can find details on the Broken Ruler website, such as a 5-step guide to the Optional System and a working copy of the Killshot playtest draft.

Until then... I am the Director!!

Sunday, 1 January 2012

Kickstarting Broken Ruler

I am the Warden!!

Over the holidays, I made two big decisions about my work. One, that I needed to start taking it seriously ASAP so I wouldn't go mad from all this waiting for medical crap. And two, to put Killshot's money with my mouth is and put it up on Kickstarter to try and raise some awareness and extra cash to do it up right. Nothing crazy, I'm merely thinking in the $500 range and see what goes from there. Anything I get will go towards paying for original artwork; while I have more than enough stock art, being able to populate it with something new and original to suit the type would be supreme.

That means having a website to go to. I've only been playing with it a little bit tonight, but thought there was enough to post a link here. What the hell is a blog for if not bragging about everything you're working on? Click here to check out the Broken Ruler Games blog and feel free to become a fan or just bookmark it. I'll be making all my Killshot updates on there, many of which will have significant impact on how the Optional System sees the light of day in the future.

Friday, 23 December 2011

New Year's Resolutions

I am the Warden!!

Seeing as it's Christmas Eve Eve (yeah, that's right!) and 'tis the season for being with friends and family, I'm going with the assumption this will be the last post of 2011. Odds are I'll be right back online Monday, but let's play it safe, shall we?

2011 was the first full year of development for the Optional System and it's been an amazing experience thus far. But I've rambled on about this before. What I'd like to do now is write down some New Year's resolutions for the Optional System in 2012 in a non-binding yet highly encouraging format.

Publish Killshot: An Assassin's Journal
While my initial plan was to produce Redpill as the initial OS production, the Warden needs money. Plus, this mini-game has really started to take off and just screams for release. Some of the additions/alterations made to produce a smaller, faster version of the Optional System has lead to some dramatic changes to the core rules and I can't wait to click my DriveThruRPG bookmark and find Killshot's cover on the home page.

An Unexpected Bonus

I am the Warden!!

Finding the right playtesters can be a grueling exercise. Some send you excited emails eagerly awaiting the opportunity to test out your game and are never heard from again. Others seem to take the role seriously for the first little while until you start asking for follow-ups and read replies with nothing more than "Meh, it's OK." The remaining 10% take on this responsibility as requested and provide you with detailed accounts of their playtest and recommendations on what they found strong and lacking.

And then there are the few, the proud, the truly dedicated. The ones who treat playtesting like becoming godparents. I'm so proud to say Killshot has a table full of those playtesters.

I received an email last night from Brandon Neff and his wife, Cherie, who happens to run an acrylic printing business in Utah. They have taken the liberty of doing more than just reading, reviewing, and playing Killshot. A lot more.


They're putting together a 12" long Killshot logo. What you see here is the first step and from what I've been told, the completed version has been assembled with all the gory blood splatter and is on it's way to Canada. This is fucking awesome and will become a proud addition to my office - the space has already been set aside. Infinite thanks to Cherie and Brandon for this incredible gesture and I can't wait to hold that sucker in my hands.

Tuesday, 20 December 2011

Redefining the Pass Option

I am the Warden!!

Received an email last night from a playtester last night regarding the Pass option.
"This is listed as an automatic option. It was mentioned earlier that it cost nothing. Is this correct?"
By this, he wonders if the Pass option automatically costs an option because it is... well, an automatic option. According to my own rules, automatic options always cost a Team one option, yet the purpose of the Pass option is to freely allow Teammates to pass the Edge back and forth to each other at no cost.

This is one of the dangers in designing a truly original game and presenting it for the first time to outside players. In my head, the whole concept makes perfect sense and has nothing but clarity when I read it, but that's never the case when others absorb the same material. Defining this particular option has always been a tricky issue and I think it's now time to address it once and for all. The Pass option is a fundamental component of the Team mechanic. Without it, a Team cannot function as intended.

Grab your screwdrivers, people. It's time to make some adjustments.