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.)

Wednesday, 24 August 2011

Matrix: Restoration (Part 4)

For the record, Neo is not a Monitor. He's the One.
I am the Warden!!

Seeing as this may be my last post for this week, I figured it a safe bet to make it worthwhile. After wrapping up the latest round of physio and neuropsyche tests on Monday, the rest of this week is dedicated entirely to Matrix: Restoration's premier on Saturday. And the Monitor creed is ready with a nice, pretty (yet simple) layout.

Download it from here or use the Optional Library to your left to have a peak and let me know what you think. If I had the time, I'd be working on an Operator creed, but I haven't been blessed with insomnia so we'll have to make due with this for now.

Probability and the OS

Dice, dice, dice, dice, dice. 
I am the Warden!!

I command you to read this article on dice probability. Very thorough, very interesting, and more importantly, very easy to read. For a guy like me, it's much easier than listening to a friend of mine ramble on about probability.

Go ahead and read the article then feel free to come back.

Good? Then let's protrude into how these applications of dice to the same type of roll affect the Optional System.

Friday, 19 August 2011

Equality

I am the Warden!!

Over two months ago, I set out to create means for spellcasters to invoke spells and improvised bursts of magic known as arcs in the Optional System. Hence the Spell option was born. In this version of magic, casters summon/introduce/create unique effects through a series of ritualistic incantations completed within a short period of time. To explain it mechanically, you need to successfully roll a certain number of Spell options in a row to cast a spell.

While these options are currently undergoing playtesting (in fact, we're testing it out tomorrow), something bothered me about the Spell option. Not the Spell option itself, but casters in general. Was I creating a magic system similar to others in which magicians/wizards/priests had more than half of a sourcebook dedicated to them while fighters/warriors/rangers just needed to know the name of their weapon? Was I creating an unfair bias against non-casters?