Tuesday, 15 July 2014

Developing Ironbound

With the first ever playtest for anything ScreenPlay going down in less than four days, I've been working on drafting up some rough material for Ironbound. What is Ironbound, you ask? What a great question. Allow me a moment to introduce it.

Ironbound is a dark fantasy ScreenPlay where magic has been outlawed and its practice declared a sin by the Church. Picture a D&D-style world without the benefit of high magic merged with the harsh times and environment of Iron Age Europe. To combat these magic-users and the monsters they summon, an elite unit of soldiers known as the Ironbound are dispatched to investigate rumours of magic use and eliminate them using any means necessary (including the study - but not the practice - of magic). In this world, iron is considered a symbolic counter to magic and its affinity with the natural world (magic operates as a form of witchcraft with fireballs, summoning undead, and all that standard fantasy stuff).

In this game, the crew takes on the role of assorted members of the Ironbound dispatched to the town of Behn upon word of grave robbing and a kidnapping. While I have a few rough notes and mental concepts for the setting, my main goal is to have all the player components ready to rock and roll by Friday night and that means developing roles for the players.

Roles are a tricky part of character development in ScreenPlay, particularly for the lead roles. While there has to be some locked-in aspects to work with the story I have in mind, some flexibility is required for players to contribute to the final script. That is the purpose of gameplay - shared storytelling. It's why working on Ironbound as my very first ScreenPlay can be very helpful because the lead roles can be as loosely defined as roles within a medieval military unit. They must also simultaneously allow each crew member (player) opportunity to add their own personal touches to the cast they created for these roles, so here's what I have in mind.

Using the scout role as an example, here's how roles could possibly function in the game using the draft as it exists at this very moment.

The Scout

Magic-users typically dwell in the dark corners of the forests and thrive on the protection of unchartered territories. The Ironbound rely on scouts to guide them safely to their destinations, avoid detection, and discover clues to the successful completion of their missions. While no two scouts are the same, they are trained in the arts of tracking, stealth, infiltration and wilderness survival.

Equipment: Unlike others within the Ironbound, scouts are not commonly equipped with the heavy weaponry and armour of their brethren. As a scout, your cast member can start off with your choice of one-handed melee weapon (+1 steps to attacks; +2 damage), ranged weapons (+1 steps to attacks; +2 to +4 damage), and leather or hide armour (+1 steps to defence). Feel free to flesh out the rest of your scout's equipment as needed.
Grapple (Minor Complication): Scouts can place this Minor Complication on an opponent so long as the scout can use both hands (with at least one unarmed) and applied stealth into their triggering description. You must spend 1 Stamina to apply this Complication. The opponent is grabbed from behind by the scout and cannot move, speak, or make any noise capable of attracting the attention of another cast member without removing this Complication.
Skills: Scouts gain +1 steps when providing a description or reaction involving tracking, stealth, infiltration or wilderness survival.
Unseen: Whenever a scout has the benefit of moving in concealment or can take advantage of heavy coverage (such as behind a thick canopy of trees or bushes or a wall), you gain +1 steps to any Potential used to silently approach and attack a single target.
Wild Past: Scouts are commonly discovered in many backwoods outposts and uncivilized corners of the country. Develop a backstory for your scout with this approach in mind and include a superstition or biased opinion/viewpoint of magic in your character's personality. When you effectively play out this aspect of your character, you gain +1 steps to resist the effects of a spell.

What Do They Mean?

Even if you've had a chance to read the current iteration of ScreenPlay (available for download here), some of this means squat diddly to you. Allow me to explain.

Equipment 

For your average role-player, this is all standard fare but the mechanic of weapons and armour is a little different. One of the catches for each ScreenPlay is that they'll each require their own shopping list and I haven't gone into great detail on that as of yet. Not until I can see how often Complications actually come into effect and see a game in action. I do have a general guideline for Ironbound at this point.

One-handed melee weapons provide +1 steps to attacks and feature no other special features. They're nothing fancy and you still need to get in close to use them just as you would with unarmed combat. Two-handed melee weapons provide greater harm to your opponents and provide +2 steps in combat but they come with an alternate Complication that can temporarily eliminate them from your list of resources. Ranged weapons grant +1 steps and the advantage of distance and Ironbound's weapons mean they all come with the alternate Complication titled "Out Of Ammo," meaning you either bust the bow string, lose your arrows, or anything else you can think of at the moment. Armour simply increase your opposed roll by +1 steps for light to medium and +2 for the heavy stuff.

Grapple

I'd like for every lead role to provide a Minor Complication in the character's repertoire and this one seems the perfect fit for a scout. To ensure it's not abused (particularly against extras), it comes with a mandatory cost of 1 Stamina should a scout fail to completely subdue an opponent. During my first go at this role, it seemed like such a thing should be a Major Complication but that would require grappling to having far reaching consequences beyond normal subduing of your enemy. This way, a scout who fails to kill an enemy with a stealth-based attack can at least prevent them from calling out for help or running away.

Skills

A common provision for roles, this is a very basic skill system where the cast member gains +1 steps under very interpretive conditions.

Unseen

As with Skills, the Unseen ability allows a scout to benefit from poor visibility when they're trying to do their thing. It's a way of offsetting what I'm expecting will be a weaker role in open combat and based on my experience with thieves/rogues from other fantasy games, it really places the emphasis on the player to interpret how they can apply such an ability.

Wild Path

This is something experimental I'm trying for lead roles, something where the player can stretch their imagination and put their own spin on a role while gaining something for their efforts. In this case, finding a way for the scout to gain an extra bonus against magical attacks and effects based on their unique history. To be honest, I'm not sure if the wording on this one will stand the test of time, but it's enough to get the ball rolling and develop some feedback after the playtest.

What do you think? Good potential, too questionable, or there's really only one way to find out as you reach for your dice?

Download Version 1.01 of ScreenPlay's rules from here.

You can learn more about the development of ScreenPlay (AKA the Phoenix Project) on the Roleplayers Chronicle site.

And I'd like to give credit to Fraser Ronald for inspiring me to try signing all my blog posts with related links. If you're interested in anything you see here, you'll be equally or more happy with his own work and can find it here

Tuesday, 8 July 2014

Let The Judgement Begin!

And so it's time to start up the engine and get this new game out there into the world. On Sunday, I announced the first two phases of Project Phoenix in the 100th post of my regular column on Roleplayers Chronicle. First, there's ScreenPlay, a free supplemental RPG where players take on the role of Writers developing a movie script in co-operation with the Director (AKA the GM). Second comes High Plains Samurai, a mash-up of post-apocalyptic westerns and magic powered by the ScreenPlay engine. You can read all about them straight from the original post. 

That's all the technical talk. For my personal blog, I want to write about the personal challenges of undertaking this project. What crazy crap is going through my mind? What are my worries and beliefs? What are the behind-the-scenes going-ons in the eventual build-up of these games and this system? All of them are the kind of questions I'm looking at posing right here. And the first one is perhaps the most obvious...

What the hell was I thinking?!!

Right now, I'm nervous. It's been a while since I not only had a new game to plug, but maintained any significant presence online. Ever since the start of my new job (ironically as a Social Media Specialist), I've been almost entirely focused on my work's SM presence and not my own. With ScreenPlay (and eventually HPS), I need to get back on the horse and start plugging. Am I confident in my work so far? Definitely. I really like the tone and feel of ScreenPlay and honestly feel very proud of how different it is from Killshot. One thing I wanted to avoid after the Killshot Reloaded Kickstarter failed was failing to develop my game design skills further. I didn't want to limit myself in design styles and there are considerable differences between Killshot and ScreenPlay. With those differences come unique challenges, such as hoping those who appreciated my earlier work will like what they see in my new work.

It's all water under the bridge right now because the 9-page early draft of the rules has been posted for public scrutiny. There's no going back now. The next step is taking those written rules and putting them to practise. The very first ScreenPlay playtest goes down on June 18th with a little dark fantasy script I like to call Ironbound. I'll keep you posted as we get closer to that day. Until then, I have a paper bag to breathe into. 

Tuesday, 10 June 2014

The End of the Beginning of the End

When life finally starts to fall into place, it does it all at once. It's really starting to feel that way.

It's been a while since I posted anything on this here blog and it's been with good cause. I've been swamped. My personal life - or reality, since we're all online to escape from it, I imagine - has been ripe with responsibilities and adjustments that have taken priority as my family and I attempted to get ourselves back on track. Along the way, I've attempted to juggle a few other projects, run some games, play in others, and make it all work without going crazy.

I'm happy to say it may finally start paying off.

Not going into any great detail, but if you know anything about the struggles we've been going through then I can say they're finally coming to an end. Not starting to come to an end… coming to an end. For the first time in years, I feel as if I have control over my life and some room to maneuver. The timing couldn't be any better as I'm planning to officially announce my next personal RPG project in two weeks. Yep, the one I've been documenting on my Under the Hood column on Roleplayers Chronicle (hence the reason why I've barely posted here). Add to that my wife starting a new job tomorrow, a raise at my job, and so many other tiny details…

There's still some shell-shock, I'll admit. Sometimes you're down in the gutter so long that it's impossible to remember what it's like at ground level. That's all we've ever wanted, to stand at ground level for a while. Now it seems we'll have that chance. Sometimes it's not about carrying on the good fight against all odds because determination is not a guarantee for success. Sometimes it's about knowing what matters most and learning when you've been punched in the gut enough to walk away and show dignity in defeat. Sometimes that makes you a better person than sticking it out to the bitter end. Sometimes you just want to be normal again.

NOTE: One of those aforementioned projects was Mercenary Breed 2.0, a science fiction RPG project I worked on with Aaron Huss and his team from Mystical Throne Entertainment. As of yesterday, it's officially complete and ready in both Savage Worlds and Legend editions, so check it out and see if it's up your alley. My own credits include one-half of the writing team for Xenopedia (an alien guide/bestiary) and editor for many different chapters throughout the entire saga. 

Wednesday, 14 May 2014

Perspective

I lost a job today. A real one, not a freelance writing/design gig but one where I show up to work and get paid in the real world doing real things. Pizza delivery, to be exact. And I got a call last night telling me that my services were no longer required, effective immediately. 

It's a kick in the nuts, for sure, but not altogether sure how upset I am about that. Enough to blog about it, yeah, but only because having the extra cash was really helpful in these tight times. What's worse is that it's because $60 went missing during my last shift there. Not that I was accused of anything, just that my services are no longer needed. Which means I was fired for stealing or incompetence. Seeing as the job was under the table, nothing to do about it. I don't even feel an insult to my honor because it's not the only slap to my integrity lately. 

The better part of yesterday was spent in legal mediation and while I can't get into the details, allow me to simply state it was a bigger slap to the face than I had expected. Being accused of stealing/losing $60 is nothing compared to being told I can't hold down a job for long and therefore would not have had a successful career as a press operator. 

But I'm not here to bitch about the details. I'm here to write about the heart of the matter. Perspective. It's what we all try to discern in times of crisis and losing it causes us to lose our identity along the way. We become embroiled in a cloud of doubt and define ourselves based on our struggles and not our accomplishments. After having my testies verbally handed to me yesterday, it's become apparent that I've lost perspective on life and my battles. I'm so unbelievably tired of defining myself by these events and allowing them to eat away at my spirit. I've spent so much time concerning myself with how my choices and actions will be viewed and interpreted only to have everything thrown in my face in a way I did not expect. And these struggles aren't going away any time soon. If anything, they're digging in their heels. 

Well, so am I but I'm also not going to focus my attention on them either. Let me focus on how I am and simply be that person, let all these barbs, whips, and chains flail around as they will. I can't let myself be defined by what others think of me or do to me. I need to be me. 

Monday, 24 March 2014

A New Direction For The Hood

You may or may not know this but I've been writing an online column for Roleplayers Chronicle going on two years now called Under the Hood, dealing almost exclusively with RPG mechanics and the industry from a design/publishing standpoint. While it took a back seat to my brief rest period over the past couple of months, it returned to the forefront this past weekend with a new direction: detailing the entire design process for a new project I've undertaken, tentatively called "Phoenix."

Check it out, if you like. Details are a bit light at the moment and additional posts arrive every Sunday (give or take) on Roleplayers Chronicle

Thursday, 13 March 2014

40

Today is my 40th birthday. 

Ugh. Let that be an indication of how I feel about today. 

For the past year, I've been dreading this day. Like, from the moment I turned 39, I've been mentally and emotionally prepping myself for today. If anything, today and the dreary build-up to it has probably played a significant part of my mood lately (duh!). 

Why? It's the halfway point of the ride that is Life. Odds are pretty solid that reaching 80 is not in the clouds (none of the men from either side of my family have hit that milestone) and 40 is pretty much when the body hits that marker like a marathon runner midway through the race. You see where you are at that point and time compared to the other runners and begin to evaluate what you need to do in order to catch up and overtake them. What seems to be bothering me the most is that I'm far back from the rest of the pack in what matters most for the last half of this marathon: financial security. To put it simply, I have $78 in my RRSPs, rent my house and have no investments or assets. And this is not entirely because of the accident, that simply pulled the last rug out from under me (my credit score, which is now about as low as a dung beetle sinking in quicksand). 

To explain this properly, let me give you the answer from a financial advisor I saw two years ago when I was trying to sort out my debt problems. I had no job, no timeline when I could return to work and owed quite a bit to some rather pushy collection agencies. "There's nothing you can do," I was told. "You have nothing to protect and nothing they can take instead. You can't even file bankruptcy. You have no option other than not paying your debts because what little you have has to go towards basic needs and support." Ouch. And that was two years ago. It's only grown mold since then. 

My wife and I have been talking about it over the past week since I admitted to myself (and everyone else) that I'm depressed and she had a theory on why that is. "You live in the now. If you don't like what you're doing, you just stop doing it." Hearing that spoken out loud by someone else is one of the revealing no-baronets that flicks on the lightbulb. It's something you know all by yourself, but smacks you across the face when it's acknowledged by someone else. And it's true: I've never done things with forethought and great personal planning. I go with the flow and see where it takes me. If I don't like the ride, I get off and take a cab home. 

What's helped over the past couple of weeks has been the direct recognition and offers of moral support I've received. And while I generally find Facebook birthday wishes hokey, it has shown something I've banked over the years: people who genuinely care enough to take the time and write or call to offer their support and encouragement. Something about that helps, especially today. 

Ok then. Let's splash a little water on the face, swig down some Gatorade and work on the last half of this race. I hear the hills get bigger when you hit the 50s marker. 

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.