Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Thursday, 4 September 2014

The Dice Go Boom!

Allow me to think out loud for a moment.

While looking over the latest draft for ScreenPlay... What's that? You haven't seen a copy of the latest draft, version 1.03? Well, why don't you download it right from here then. Anyways, looking over the draft, I was trying to consider recharges for Stamina and one of the considerations was for a cast member to gain +1 Stamina whenever a Writer rolled the highest value on a die.

Then it hit me. It would become easier to gain Stamina if you're rolling lower dice. You have a 1-in-6 chance of gaining a point of Stamina back with a d6 versus the 1-in-12 chance with a d12. This is the opposite intention of dice where higher values indicate more power and ability. If I'm going to keep with this theme, recharging should occur faster for those with higher values (or step, if we're going to keep up with the game vernacular.)

This is not the first time such a thought has occurred when it comes to exploding dice, though I cannot think of which game(s) it was for the life of me. Must be the fact that I write before I've barely had two or three sips of coffee. Savage Worlds does seem the likeliest suspect as that one's the signature game when it comes to exploding dice and the concept of rewarding die maximization (wow, doesn't that sound fancy?) commonly seems paired with step-based die applications (an even fancier term). You want the higher die value to increase your chances of success, yet there is a little risky luck in using lower values. d6s can explode with great frequency, as I discovered during my work on Killshot but that game had the maxing vs. stepping problem handled (in my opinion).

All die values were based on how the die was applied to the roll, not based on its strength. So all base attributes were assigned d12s, equipment and exterior circumstances (i.e. cover) used d10s, applying trained options gave d8s, specific skills garnered d6s, and players were rewarded with d4 bonus dice to apply to a single roll during the game. Skills and bonus dice were the exploding masters and they made sense, plus they were also limited in their frequency. Whenever you used a bonus die on a roll, that die was gone for good and you had to earn another one (typically by killing someone who deserved it) while skills were a one-shot deal in a scene and you couldn't apply those dice again until the next one. So the higher chance of a die exploding, the more limited of a resource it became. That left the higher values, particularly the d12s, a permanent resident in a character's dice pool because the odds of them exploding were acceptable.

Now there's an argument to be made for the value of exploding probability in a game like Savage Worlds - it allows weaker characters an opportunity to keep up with the demands of the game. Yet it also backfires in a game like Savage Worlds where the standard target number is 4, a very reachable number for a d6. Once you add explosions into the mix, there's a harsh effect on a d6's range.

Balance that off with the ultimate benefit of exploding dice: the thrill of the roll. Roleplaying games are about chance and that's where a lot of the excitement comes into play, the same way people get excited playing the odds at a casino. It's not that they have a poor chance of walking away with more money, it's the excitement and rush you get when you do win. It's about how we get to that moment by playing the game that makes the experience memorable as a whole but it's figurative roll of the dice to see if we beat the spread that creates the buzz, the thrill, and the lure. In everyone's own unique way, players get excited when they see the highest value on the die and that's why many games incorporate a reward for doing so (critical hits on a natural 20, for example).

And so we return to the crux of today's topic. While mechanically flawed and a somewhat polar opposite to how the rest of the game works, should I apply a reward system for die maximization in ScreenPlay? Perhaps, but not like this. There may be another way.
















Oh, I'm sorry. That's all I have on this one. There's no revelation going on and I don't have the foggiest idea of what else I could try. That's a wrap for today, kids. 

Tuesday, 11 March 2014

12 Angry Mercenaries

During my temporary break from the rigours of the world, I did schedule in some GMing/playtesting for my little critters in Xenopedia. Did I simply run an ordinary game of Savage Worlds substituting other aliens with my own creations or write a new adventure specifically to test these buggers out? Nope, not quite.

For a few months now, I've had an idea to test out an action/survival style of play akin to Aliens or Dog Soldiers. While the intention was to try it out for a different, Optional System-style system, something about Savage Worlds seemed appropriate so I said, "Fuck it!" and dove right in. The object is simple: have each player start with 4 characters, each one an exact clone as the other 11-15, and whittle them down to a few surviving 3 or 4 PCs.

A tskohan striking a pose. One of the new
xenon found in the upcoming Xenopedia.
Illustration by Andrew DeFelice.
Here's the plot. In this particular version of Mercenary Breed, a platoon of mercs work for the Ryleh Corporation, which specializes in prisons and remote law enforcement/security. Tasked with dropping off a high-profile inmate to a maximum security installation known simple as The X, the PCs need only escort their prisoner - a particularly bizarre xeno called a tskohan (see the concept artwork to the right) - from their shuttle to its cell and they're on their way back home.

If only that were true. Something's gone horribly wrong at The X. No sooner do they arrive and leave the comfort and protection of their ship, cells are flung open and a massive riot begins all around them. Their ship is ejected from the docking bay and blasted into bits, security droids are dispatched to eliminate the mercs, and everything in this place is looking to kill them. All of this orchestrated from unknown forces operating from the prison's main level. The mercs must now do everything they can to stay alive and figure out what the hell's going on in this floating madhouse of mayhem and death.

Here's the catch: each PC in the game does not start out as a full-fledged Wild Card. Kind of a half WC, half extra build. They all start with the same abilities (Agility d8, Smarts d4, Strength d8, Spirit d4, Vigor d6) and can assemble their own weaponry/armor (using the standard $500 starting point). All players have 4 mercenaries to start with. Once they've selected their gear and slapped on a name for their mercs, it's go time. Right into the action. As each merc is killed one-by-one, all currently surviving mercs receive 1 point towards character enhancement to spend as if they were still in character creation. What this does is allow each merc to become more and more defined as time goes on, plus allowing the players to adjust a merc or two to suit the challenge at hand. For example, if the players find themselves constantly in need of a tech in their crew, all it takes is one survivor to slap that point towards a Computer skill and now you have someone who can try and break the security code on the door.

Not Too Much Death, Not Too Much Survival

The challenge in adapting characters for Savage Worlds play is giving it just the right amount of death. This one's key because character progression is based on mortality, so just like any other system, you need to progress at just the right level. As I intended this adventure to run about 5-6 sessions and leave each player with at least 1 merc standing by the end, I needed to remove around 1-2 mercs per session. That would allow survivors to gain a couple of skills or even an Edge once per session.

Pulling this challenge off has been tricky. After two sessions, only 1 merc has died and the source has become obvious: Bennies. Rather than spending a Benny to re-roll a weak die, players are using them for soak rolls. As this is a playtest adventure and you never know what will happen until you try it, I decided to keep the Benny rates the same - each player starts with 3 per session. Not enough to give every merc a shot, just enough to leave one of them hanging out to dry. It turns out this has become a major kink in mercenary death/progression rates and a change had to be made.

What we decided on was to reload the Benny pool so that each player starts a new session with a number of Bennies equal to the number of dead mercs on their hands. If you start with all four of your mercs alive, you gain 0 Bennies. Down to the last one? Then you have 3 Bennies to start the session, just like a real character would provide.

I'm hoping to run the third session in a couple of weeks with the revised Bennies rule. Hopefully, that will do the trick and help get me back on par with my quota of character death (which is an odd thing for a GM to consider). Until then, I'm not sure if I want to share too much of the plot seeing as I may want to publish this adventure (as a stand-alone Savage Worlds thing or a unique addition to the Mercenary Breed setting) and will need to run a new playtest to ensure all revised rules work from the very beginning next time around. Guess there's only one way to find out.

You can read more about Mercenary Breed and Xenopedia from Mystical Throne Entertainment's website. 

Thursday, 16 January 2014

Filling the Galaxy - Phase 2: Assigning Categories

In the midst of this mighty vacuum is the potential for
thousands of unique aliens... but what are they like
as a people?
I am the Warden!!

The response we've received for Mercenary Breed 2.0 and Xenopedia has been outstanding and now the pressure is on us to keep that enthusiasm going and keep you pumped and anxious for the final release (scheduled for Spring 2014).

Personally, I was psyched when this fell into my lap too. I'd played some Savage Worlds in the past and really enjoyed the simplicity and well-rounded application of the system; it felt like D&D without the same feeling of strict limitations for character development. That's not what got my creative juices flowing when virtual hands shook and it was time to get started on Xenopedia. It was the idea of creating aliens from scratch.

I didn't want these aliens to feel like "game aliens." By that, I mean I wanted them to seem like real creatures - bipedal, four-legged, or slimy crawlers - discovered by NASA satellites and researched extensively before converted into Savage Worlds stats. They had to feel alive as a species before they could pop as individuals.

Think of humanity. As a whole, we are an incredibly diverse and ranged species capable of great deeds both pleasant and nefarious. As individuals, we may share genetic dispositions, traits, and habits based on geography and culture, but how would an alien culture view us as a species? Our culture defines our individuality as much as it explains our species as a whole, a crucial aspect I wanted to cover in Xenopedia when it seemed most others did not. Information such as how they ran their society, their tendency towards aggression and/or peace, and their grasp of technology could open so many doors for GMs looking to include them in their Mercenary Breed campaign (or any other SW campaign, seeing as Xenopedia is designed primarily as an open-source alien guide).

The trick was containing an entire species' potential within four pages in a 6x9 format with readable text. Plus there was the regular format set down by the publisher and Savage World standards. There was no extra room for the extra bits I wanted to add on, nor was it acceptable to shorten the details already required by the publisher. I needed a compromise.

Cue the categories.

The beginning of each entry starts with a shorthand description of the species' general scope of government, military, and technology. These three were chosen (with some helpful input from some G+ followers) as the dominant factors in understanding the species as a whole. For example, if an alien's home world is part of one massive empire, the alien is more inclined to share certain traits and habits (such as accents and dress) compared to an alien whose home world is divided into hundreds of different factions. An aggressive species with a full-blown military could mean an individual alien has military training and combat training versus a pacifist species with a focus on education and diplomacy. Finally, their use of technology dictates their frequency and reasons for being in the vacuum of space; a low-tech species may only be encountered on their home planet or been forced into servitude on other planets.

Every species begins with the following categories: Society, Military, and Technology. Each category is divided into four rankings numbered from 0 to 3, with zero indicating no connection whatsoever. For example, the cephlon is a solitary alien rarely encountered by mercenaries in their career and many other planets believe this species is a myth - they are ranked as Society 0 because they have no common government or communities. Compare that to the hokoth and their peacekeeping empire (Society 3) or the territorial jhet (Society 2) and you'll get a glance at the potential. Xenopedia's introduction contains a simplified explanation of each category's rank as a guideline for embellishing the alien's culture, practices, and home world.

Each category works as a cultural Trait, if you will. Much in the same way reading an alien's Strength at d12 tells you it is very strong, noticing a species' Technology category at 2 tells a GM it has a basic grasp of advanced technology, but has not developed its own means of interstellar travel. Just like regular Traits, categories are freely interpretative to whatever you need for your particular sci-fi campaign.

Next: Let's get to some aliens, shall we? In Phase 3 of Filling the Galaxy, I'll show you the early designs for one of the galaxy's fiercest threats - the crafty cephlon.



Monday, 6 January 2014

Filling the Galaxy: Announcing Xenopedia & Mercenary Breed 2e

I am the Warden!!

It's official. I can now talk about my latest project.

Behold the press release from Mystical Throne Entertainment, posted this morning!



FOR IMMEDIATE RELEASE: 
Contact:
Aaron T. Huss
President
Mystical Throne Entertainment
aaron@mysticalthrone-ent.comhttp://mysticalthrone-ent.com
 
Mystical Throne Entertainment Announces Mercenary Breed 2.0 for Savage Worlds 
SHAKOPEE, MN JANUARY 5, 2014 – Mystical Throne Entertainment is pleased to announce the development of the second edition of Mercenary Breed for Savage Worlds. 
Mercenary Breed originally made its debut in 2012 and was received well. This original edition provided a compact toolkit and sandbox setting for space opera adventures and campaigns. Mercenary Breed 2.0 promises to considerably expand on these original principals by growing from its original roots, providing a considerably more complete toolkit and sandbox setting, but embracing all aspects of sci-fi tabletop role-playing including space opera, military sci-fi, sci-fi fantasy, and more! 
Mercenary Breed is the first Mystical Throne Entertainment product to exhibit a new development format consisting of three core setting books: a player’s guide, called the Mercenary’s Handbook, and GM’s guide, called the Galaxy Guide, and a universal bestiary, called the Xenopedia. Additionally, the Xenopedia can be utilized across all Savage Worlds sci-fi settings as it doesn’t require the Mercenary Breed setting for use. This new format means players will only need to purchase the Mercenary’s Handbook and GMs can choose which aspects of Mercenary Breed they wish to utilize in the Galaxy Guide and Xenopedia. Also, those playing in other sci-fi settings can pick-up the Xenopedia without having to get the full Mercenary Breed set. 
Mercenary Breed 2.0 is a considerable expansion to the current edition, which comes in around 32,000 words. The Mercenary’s Handbook alone comes in around 62,000 words! This new series is being co-authored by Aaron T. Huss, the original creator of Mercenary Breed, and line developer, The Warden. The Xenopedia is being illustrated by Andrew DeFelice with each xeno entry having its own character portrait. “It’s kind of likeTraveller for Savage Worlds,” said Aaron. “You get a very flexible sci-fi toolkit and a sandbox setting filled with opportunities!” The Warden adds, “This is an exciting opportunity for both existing fans of Mercenary Breed, but new players and GMs as well. We’re taking the open-ended sandbox options of the original edition and helping GMs by filling in some extra details for them to pick and choose as they see fit. It’s a bit galaxy and there’s plenty of room for interpretation – that’s our goal.”
Mercenary Breed 2.0 is due for release in Spring 2014 and blog previews will be found at the Mystical Throne Entertainment website:
http://mysticalthrone-ent.com/
 
ABOUT MYSTICAL THRONE ENTERTAINMENT 
Mystical Throne Entertainment is the publishing and creative outlet for Aaron T. Huss. He currently holds licenses for Savage Worlds and Colonial Gothic and is a third party publisher for Legend. 
ABOUT THE WARDEN 
The Warden is a regular freelance writer for Mystical Throne Entertainment, president and owner of Broken Ruler Games, and creator of the ENnie Award winning Killshot RPG.

Thursday, 2 January 2014

The Unveiling Begins For [secret project]

I am the Warden!!

Word has come in from the publisher of [secret project] and its official announcement is coming Monday, which means I can finally get ready to start blogging about it. Not only that, showing off some prelim sketches and discussing the design process, inspirations, and breaking down the Savage Worlds mechanics to fit the zany crap that's been pouring out of me head.

That being said, Monday is still another five days away from this post's launch and posting a teaser about an announcement doesn't warrant your attention alone. So behold the following post from the Savage Insider Facebook page.
The new project's bestiary book is truly one-of-a-kind. Not only does it provide a collection of entries, each one is given a 4-page spread (6x9 layout) providing a deeper look at the entry instead of just providing a few sentences of flavor alongside a stat block. Why is it so unique? Within this particular genre, bestiaries like this are truly rare! Not only does this mean you can use the bestiary within any setting of the same or similar genre, it also means you can use these entries as allies, connections, major NPCs, plot providers, enemies, fodder, and virtually anything you can imagine.
This is actually the fourth teaser mentioned by the Insider and they've revealed a few clues about the expanse of this particular project. It's a Savage World project based on an original publication by Mystical Throne Entertainment, the publisher of Savage Insider. This release will include three volumes: a player's guide, a setting guide, and a bestiary. What I can tell you right now is that bestiary has been my baby for the past three months. I have been working on a Savage Worlds bestiary for a yet unannounced setting expansion, as well as a few other duties to come with the official announcement on January 6th.

The timing for this announcement couldn't be better as I could really use the blogging boost I get from working on any project. As I mentioned before, [secret project] has broken from my standard work habit and has been an itch I've wanted to scratch from the top of a very tall building. Soon, the relief of a good hard scratch can begin.

Monday, 2 December 2013

Ironic Writing

I am the Warden!!

Before I get started, I've been experimenting a bit with the opening tagline. My "pregnature," if you will. Tried capitalizing the "the" in the Warden and didn't like it. Too smug, not my style. I'm humble with exclamation marks!!

Anyhow…

After two weeks away from the word processor, I was finally able to fire off a couple of entries for an upcoming project. And it felt goooooood. Under normal circumstances, I'd use this opportunity and your current attention to go into detail about what those entries are and for which project. It's part of the process and something missing from my regular activities (and I must apologize for that).

But there's a catch. For a couple of months now, I've been working on an unannounced project I can't talk or write about. Not because someone's life is at stake and if the kidnappers find out I squealed, they'll kill Victor for sure. No. It's simply not my project to announce or discuss. (So yeah, it's not a Broken Ruler project.)

So here I am. Following a routine from conception to writing to blogging and kinda hanging myself on the last part. All I'm doing is wasting your time, right? Wow, what was I thinking?

I've been itching to share something about [secret project] for a while now, especially after receiving some concept sketches this past weekend. Those very sketches forced me to plant my arse down in this chair and getting cracking, dammit! If for no other reason than to provide assurance of my involvement in something. I've been firing off about a lot of potential projects on this blog, some of them brought up earlier than I would normally reveal to provide relief when I wanted to talk about this one. With this new job, I've had to reduce my design work to a single project at a time (in a manner of speaking) and [secret project] was it.

Hence I've reached a dilemma: how to tell you about [secret project] without breaking my promise to [secret publisher]? Maybe - just maybe - I can avoid breaching my agreement and instead tease you with subtle, non-specific revelations. For now, I can leave you with this icon to indicate the system. The rest will depend on time.




Tuesday, 5 March 2013

Find the Lokka: Savage Insider Premium #5 Available Now

I am the Warden!!

Released today by Mystical Throne Entertainment (the same people behind our current Twilight Continuum Kickstarter project... hint!), Savage Insider Premium #5 contains my first published Savage Worlds article detailing a new alien race known as the lokka. Secretive and paranoid shape changers, they have been cast out to the fringes of society and know a life only of subterfuge and infiltration, existing as a refuge within any of the countless other races in your campaign. If you're like me and can never choose one race in particular as your favourite, this shapeshifting option may be just what you're looking for. Just look for the Racial Profiling article.

Or you could also pick up a copy for the other articles too. I'm sure they're just as good, if not better. There's a POD copy coming out soon and I just may treat myself and clear some extra space on the shelf.

On sale through RPGNow. 

Saturday, 9 February 2013

Kickstart the Continuum

I am the Warden and holy crap am I involved in a lot of Kickstarter this year.

I have a little confession to make, dear readers. I've been keeping a secret from you, but before you start throwing emoticons of disappointment, there is a valid reason. It's a professional secret, one I could not talk about because it wasn't my secret to keep.

Last month, I was approached by Senior Aaron Huss from Mystical Throne Entertainment, publisher of Savage Insider (and my latest article set to release in April of this year) and webmaster for Roleplayers Chronicle (and home to my pride and joy, Under the Hood). He was putting together an adventure path for Savage Worlds called Perilous Journeys and wanted to know if I would be open and available as a campaign/adventure writer for two of the six-part series. Attached was an amazingly detailed plan of attack to get this project kickstarted and launched for release in the middle to late months of this year.

You know what, let's get you a link to check it out first. Behold the Kickstarter that is Twilight Continuum!! 

The initial goal is to raise funds to complete the first adventure in the series, Vanguard. Once it passes the initial $11,000 goal, every additional stretch goal brings the next step closer to reality. To make the entire series a reality, we're looking at $66,000 for the complete 6-part series in PDF and print with additional goals to produce sweet features, including a hardcover compilation of Twilight Continuum.

Should everything work out and this project becomes a reality, I'll be handling Book Two: Enemy At The Gates and Book 5: Final Destination. What are they all about? Uh-uh, that's what the link is for. As time goes on and this project climbs higher and higher up the ladder, I'll be sure to tease up what's in store for our intrepid band of future warriors. Until then, check out Twilight Continuum and offer up your support for independent game publishers.