Monday, 29 October 2012

Reloading Killshot: Let's Get Mystical, Part 2

The Nine Cuts of the kuji-kiri. Used for reference only.
I am the Warden!!

Seems I broke a small promise to you and went a bit off course from my Reloading Killshot series. With so many things on the go, I guess it's bound to happen, but let's not think of it that way. Let's think of it as appropriate to the topic - ninjas. One minute, your mind is thinking about them and how they might come in through the window to kill you in your sleep until eventually you begin to wonder about other problems... and then BAM!! they slip out of the shadows and dig a knife into your back.

Last time, I wrote about ninja magic in the upcoming theme, Way of the Killshot. As historical accuracy has already been tossed out the driver's seat, playing up on the mystique and terror of these ancient assassins is now par for the course. The trick is devising a magic add-on that not only plays along with the ninja's other assets without overpowering them (i.e. other focuses), but also extends the mechanics without breaking them and enhances the aura of these characters without snapping players out of their expectations.

As the idea of "magical ninja" is intended as a variant for players and Directors to play around with rather than a regular feature, I've created a first draft ninja focus called the Shinobi. These ninja specialize in the mystical art of kuji-kiri, itself based on the actual practise of hand symbols as part of meditation in various Japanese martial arts (including ninjitsu). Each symbol (or cut) represents an aspect of human consciousness and was taught to real world students as part of their path to enlightenment and training. All nine cuts are featured on the diagram to the right.

Friday, 26 October 2012

One Lean, Mean, Typing Machine

I am the Warden!!

Notice anything different about how I'm typing? Perhaps not, but if you look closely - real close - you may just notice a bit of an eager step to these sentences, a sign of hope that all my problems from the past couple of years have melted away.

That's right, I've finally replaced my laptop.

It's the conclusion of a long overdue journey featuring my faithful and trusted iBook G4 purchased in 2006 and the start of a new fellowship with this gorgeous silver MacBook Pro. To be honest, I'm both incredibly excited and horribly nervous at the prospect because as much as I desperately needed this sucker as my new career is up and running, it's an awful lot of money to spend at the moment as my new career is just getting started.

As with many significant changes in life, this latest one came to be in light of a technical problem. On Tuesday morning, after spending the previous day talking about the risk of my iBook crapping out completely, she crapped out. Not completely, but enough that there was no ignoring the sign. After pressing the on button, it started to make a sudden chopping noise for close to 20 seconds before coming to an end on its own. Yep, it was time. It's also why I've been silent on this blog and the Broken Ruler's website as I couldn't risk starting up the old girl again until I had reliable access online.

Monday, 22 October 2012

Just Play, Dammit (or How I Finally Got To Be An Assassin)

I am the Warden!!

Friday night was a major event for two reasons. First, I was finally able to present my Development Team for Killshot with hardcover copies of the book as a token of appreciation for all of their hard work, time, and effort playing, critiquing, and improving this game of assassination. Second, I got to play an assassin.

That's right. I relinquished my Director's chair to my buddy, Nick (literally and figuratively - it's not a true director's chair, but it is larger, softer, and more impressive compared to the dining room chairs the players use), who volunteered to run a job for us last night. No pressure on creating, running, and ruling on a game; I could just play. Not that I didn't chime in character recommendations, quick rule references, and such because my instinct is to be the Director. As my fiancee put it, things sure did sound like I was still running a game from the adjoining living room. But once the action was rolling, I shut the fuck up.

For the evening's festivities, I rolled up an Enforcer/Hunter by the name of "Father" James Heathridge (yeah, I stole a name from another job), so nicknamed because he was once a man of the cloth who one day got his hands bloody and began walking down a dark path. While I had originally intended for the Father to be a fist fighter, I switched him out to a firearms expert with +1d6 towards unarmed attacks so there was always a back-up option (and it would allow me to use Dual Strike unarmed or with any weapons mastered through my Weapons Expert benefit).

I had a blast and not just because I was thrilled to finally play (something that never happens when you design your own independent RPG). Aside from offering me the standard fare I've been dishing out to them for months on end, we were tossed a bone. A Cthulhu bone, if you will. Released from our respective prison cells by a clandestine organization (assuming from the tremendous effort they went through to spring us from the slammer), we were charged with eliminating three kidnappers who had snatched an unidentified subject known only as the High Value Target (HVT). We had all the information we needed on the three kidnappers, other than where they currently resided, and were hired to dispose of all four targets.

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? 


Thursday, 18 October 2012

Reloading Killshot: Let's Get Mystical

I am the Warden!!

With tentative plans to run a little Way of the Killshot playtest, I spent some time last week working on ninjas. It's what I love about this line of work. I get to sit around and play with ninjas all day. Then break for lunch.

While the playtest never worked out, it gave me the excuse to crack down on how I wanted my Killshot ninja to look and feel. During my initial research, I found out there are two versions of these historical assassins: actual and made-up. What we consider to be the quintessential ninja is a modern, mythological version dressed head to toe in black save for eye slits is pretty far from the truth. Real ninja disguised themselves as yamabushi, or pilgrims, and ambush their marks out in the open. They were more like suicide bombers of today than the masters of darkness rumors may them out to be. Luckily, Killshot is not about historical accuracy and I wanted to present the mythological ninja for this theme.

What I didn't expect was dabbling in the most obscure and unrealistic aspect of the ninja: magic. During my initial research into the ninja, plenty of references were made to the belief in their supernatural powers granted or taught to them by the tengu, half-man and half-crow mystics dwelling in the mountains. Even many modern films and stories portray them as magical beings able to disappear into thin air (even without the iconic smoke bomb) or heal massive amounts of damage with nothing more than meditation (as seen in the recent film, Ninja Assassin). Even in my first impression of the ninja as a child, the classic B-film American Ninja with Michael Dudikoff, he was able to vanish in plain sight by the end.


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.