Friday, 12 October 2012

A Calling?

I am the Warden!!

Fair warning: today's post is going to be a bit vague. I'd tell you how vague, but that's getting a bit specific. The point is on the impact these translucent events of the past week have had on me and the choices I've been making over the past couple of years.

This past Wednesday, I went in for a vocational assessment for my insurance company to basically determine what professions, if any, are suitable for my "new body." It's standard procedure when you reach the 2-year mark in your claim. Anyone who's read a number of my posts or is aware of my online life already knows what I'm working towards and I've been incredibly up front about it during my previous vocational assessments. (That's right, there's been more than one.)

I want to be a tabletop game designer.


Friday, 5 October 2012

Threat Levels

All this week, I've been talking about my objectives for Killshot: Reloaded and the goal of creating a more advanced version of the rules. Today, I reveal my plan to deal with advanced jobs and difficulty rolls: threat levels.

As characters in Killshot gain more experience, they take on more complex and dangerous jobs. While opponents surely get better, difficulty rolls and challenges generally do not. Characters improve and master such tasks to increase their chances of success, but in a game, this creates a situation where the only way to keep a challenge  on par with the opponents is to increase the number of dice. If we simply add on more dice for the sake of adding on more dice, we're simply stating the original version of the game is broken.

So we have to increase the threat characters face; the repercussions for failure as their work brings them uncomfortably closer to dangerous or high-profile figures.

Wednesday, 3 October 2012

Ramping Up The Difficulty

Increasing the difficulty in a game is much like
motorcycle jumping. Too much throttle and you overshoot your mark;
not enough and you land flat on your face. 
I am the Warden!!

In my last post, I talked about the major challenge for Killshot: Reloaded, the upcoming supplement for tabletop's deadliest game. I want to use it as an extension for more experienced characters, particularly with Operation: Killshot, the international espionage theme.

As we all know (and if you've never read or played Killshot yet, you can fix that problem with this link), active rolls attempted against non-opponents are challenged by difficulty levels, each one increasing the number of circumstance dice applied to the Director's opposed roll. By taking on experienced characters - such as those with over 50 training points - the difficulty has to keep up or else the game starts to collapse in on itself.

So here's the issue I'm addressing. Using the rules for difficulty levels as is, I could simply add more difficulty levels with more d10s. In all honesty, that's what I'm trying to avoid. As much as this system is built on dice pools, it can get really out of hand as the experience goes up.

And that's what we're here to brainstorm today. How do we address difficulty levels for experienced characters? Let's begin with some ideas I'm cranially tossing about at the moment.

Monday, 1 October 2012

Killshot... Advanced?

I am the Warden!!

On Thursday, I finally sat down and used a series of words to form sentences, which collected into paragraphs to create an introduction for Killshot: Reloaded. The next supplement has begun.

What was nice about nailing down the intro's first draft was settling on the key aspects for each theme. I had been tossing around a few ideas, collecting notes, yet never truly agreeing on anything save for the general idea and it's name. Having forced myself to make a decision, I can honestly say I'm really looking forward to the challenge this supplement will offer.

Having a basis to work from, I can now sit back and assess what this book is truly about. It's not just about new themes; it's about stepping this game up a notch. An advanced version of Killshot, if you will. I'm going with the assumption many characters (now that "assassin" will not always apply) will be close to 50 training points in total or simply looking to mix it up a little from their previous exploits. I realize now this book has to meet and exceed that challenge in many ways, including handling "higher level" characters.

Let's go through each one by one, shall we?

Monday, 17 September 2012

Two Years

I am the Warden!!

That's right, two years ago today saw my world turned upside down. Or at least rammed from the driver's side and shoved into a ditch. At 4:02 PM on Friday, September 17th, 2010, I was nearly killed.

Hence I look at the shape of things two years later and ask myself where things stand now compared to then. For the sake of today's solemn memorial, I'm concentrating solely on the accident and its effects.

Pain: That ever constant bitch gnawing on my right foot continues to this day, so much that I'm off to a pain clinic this afternoon for treatment. And what is that treatment? Pills and a recommendation of various exercises.

Mobility: I get around well enough, though with a moderate limp toned down by orthotics. The dogs still get their frequent walks and I still go up to an hour at a time, but it requires pushing and aggressive force ("I will walk to that park tonight!") to make it happen. Paved walkways only, never hiking and I do miss my hikes.


Tuesday, 11 September 2012

Phase 2: Planning for Reloaded

I am the Warden!!

The Killshot core release is complete. By that, I mean there's no more game design, editing, or layout remaining. All that's left is press production, sales, and the ongoing marketing that remains eternal for all core rulebooks. It's time to start a new project and, in typical fashion, I'm looking at more than one.

Those of you familiar with this blog, BRG, and Killshot in general know the next supplement will be Killshot: Reloaded (and the ongoing Killshot Files, of course). Four alternate themes/setting applying the Killshot RPG: Hong Kong gun-fu, Wild West bounty hunters, CIA operatives, and ninjas. It's a project conceived during Killshot's early days (there's even mention of it in the original Kickstarter project) and has been on the back burner for months waiting for the opportunity to start investing time and energy. Before I can type the first word, I need to know what I want from this book and how to make it all happen through Kickstarter.

Wednesday, 29 August 2012

What I Learned And Should Have Remembered About Kickstarter, Part 2

I am the Warden!!

With the demo copy arrived and a list of minor corrections/revisions noted and costs for production written in stone, I was finally able to make a complete tally of all costs involved for the production of Killshot's initial release. Remember when I talked about lessons learned from my Kickstarter experience? Now it all comes into play.

As promised, all relevant costs involved in this Kickstarter project will be posted and I'm hoping to provide a bit more information to match. Not just for the sake of updating my backers, but to pay it forward in a way. Learning as much as you can from as many people as you can before setting out on a first project is huge and my intention is to share my experience with others looking to do the same. It's also by sheer coincidence that I was invited to an impromptu podcast interview specifically to talk about this topic and the timing to post these numbers is too perfect to pass up.

Here we go.