Thursday 1 September 2011

Focus: Rebuilding The OS Stunt Mechanic

I am the Warden!!

For the past four days, I've been mentally locked at my desk pondering all the upcoming changes to the Optional System's core mechanics, eagerly figuring out how to implement the Tracker (oh, you'll see), discussing character sheet revisions with Lady Warden, and setting aside a large chunk of today to write another revisions to Chapter 1 (again).

Then it hit me. Stunts won't work in this revised mechanic. Actually, they will, but they'll be no different than any other dice roll. All that thunder and lightning has become nothing more than a pretty screensaver. Crap.

So I turn to you, my faithful followers and casual observers, for advice and opportunity to peruse through the following random thoughts as I hope to dissect what was one of the most exciting elements to the OS (IMO) and return it to its former glory better than ever.

Tuesday 30 August 2011

Part Of A Team

I am the Warden!!

Wow, three posts in one day. You'd think I was unemployed or something.

Just a few words to mention I Am The Warden!! is now part of the RPG Blog Alliance and the request has been submitted for the RPG Bloggers Network in the hopes of getting the word out for the Optional System.

For anyone reading this for the first time, welcome welcome and thanks for clicking. For a quick and simple version of what we've been up to so far, just check the Optional Library to the left and feel free to download the latest version of the Optional System.

Replacing the Flux Capacitor

I am the Warden!!

If you've read my last post on the Matrix: Restoration playtest, then you'll know that we broke the Optional System. And it's a good thing. Breaking the game allows you to see the long-term flaws of a game should you allow it to extent to the point of ridiculous bonuses and limitless potential. If you don't push your mechanics to the limit, you'll never know what they can do.

This past weekend, we were rolling into the 70s, 80s, and even 90s on some rolls. It... was... insane. And while this may seem to border on the absurd, one key element remained. We had fun. Every playtest I've ever run so far has resulted in every player shouting out for joy at least once. That, to me, counts as a huge success. From these results, we discussed what worked and what didn't to develop revisions to many of the core mechanics of the Optional System. There's quite a few of them, so get comfy and let's get started.

Matrix: Restoration (The Finale)

I am the Warden!!

For those of you keeping track, this past weekend was our third GATL (Gaming At The Lake) and I think it's safe to say it went off with several hitches, though none of them gaming-related. Numerous last minute cancelations and a very unexpected trip to the hospital for one of my friends reduced our gaming time to just a few hours rather than an entire weekend. Needless to say, we were able to delve into the first half of Matrix: Restoration and it was well worth the time.

The short and sweet version of it: we broke the game. Holy crap, did we break it, but in a good way. Playtesting is not complete unless you break your game at least once in this phase and we thoroughly tore it a new one. Through these breaks, we have figured out a much better version of the Optional System. (See my following post, Replacing the Flux Capacitor, for details on these changes.)