Mad Brew Labs

Better Gaming by Design

Archive for January, 2009

If RPGs Were Religions

Posted by Mad Brew On January - 26 - 2009

A warning: If you can’t laugh at stereotypes of religions, you should close your browser now, otherwise please enjoy (and if you can come up with some funny comparisons yourself, put them in the comments!).

Blackmoor + Chainmail – Paganism

Not much is known about roleplaying during this era, as recorded history was just in its youth.  Many strange things were attempted and many of the rituals involved esoteric adaptations of wargaming rules.

OD&D – Judaism

From the chaos of early roleplaying developments arises the Original Dungeons & Dragons.  During this time, the great leader of the people freed from Wargames, TSR, brought down the holy writ from the mountain near Lake Geneva that provided the basic rules of Dungeons & Dragons.  These rules, created by Gygax and dictated by Arneson, were recorded on great stone tablets and placed in the ark of the Boxed Set.

This old and venerable roleplaying game has influenced or been incorporated into many modern roleplaying games today.  Today, the majority of OD&D’s adherents have been relocated to a special location set aside for them after the horrors of the Great D&D Holocaust during the 80s.

AD&D – Early Christianity

Advanced Dungeons & Dragons took much the dogma of OD&D, its spiritual predecessor but changed much of the fundamental doctrine.  The messiah of AD&D, the son of Gygax is d20 and its message, “Believe in me and you shall be saved, from all those charts.”  This was very much a time of trial and error as the roleplaying game tried to define itself.

There are still many followers of this early rules system.  Not only do the adherents of Advanced Dungeons & Dragons believe that THAC0 is best method of determining initiative, they are likely to burn you at the stake for disagreeing.

DL 5th Age – Satanism

During the period of AD&D, a new diceless form of roleplaying developed within one of Advanced Dungeons & Dragons’ sects, Dragonlance.  The 5th Age, or SAGA roleplaying game attempts to lure the unwary with promises of decadent pleasure, but by the time the roleplayer figures out his mistake, he has lost his soul (or at least a part of his life he shall never recover).

Because of the horrors of the Fifth Age, many gamers think that any diceless roleplaying game is the spawn of Satan.

D&D 3rd Edition – Roman Catholic Church

When a new pontiff, christened Wizards of the Coast, took up the pastoral staff of D&D, he declared a reformation of the holy writ of Dungeons & Dragons.  Thus after a lengthy conclave and much deliberation, the 3rd Edition of Dungeons & Dragons was born. In response to the pivotal document known as the Open Gaming License sent shockwaves through the industry as it was the harbinger of great (and horrible) things to come.

Many publishers took the Dungeons & Dragons roleplaying game and reinterpreted it in an image that they felt was more appealing or closer to the gospel truth.  These OGL roleplaying games are many and varied in number and have taken a large slice of the market share.

Dungeons & Dragons was further refined by the 3.5 council and many religious orders and spiritual movements were formed.  The Greyhawk, Forgotten Realms, and Dragonlance orders were revised and the new Eberron movement was established.

d20 OGL – Protestantism

After the posting of Ryan Dancey’s Open Gaming License, many publishers decided to make their own versions of Dungeons & Dragons.  These games come and go, but there have been several OGL games take root and flourish.  Some well established games include Pathfinder, True20, and Mutants & Masterminds.

OGL games, their publishers, and their followers will argue that their interpretation is the best and hardly see eye to eye, even when two games are so similar it is hard to distinguish between the two.

OSRIC – Reconstructionist Judaism

In recent years, there has been a revival movement of the Original Dungeons & Dragons roleplaying game.  The adherents of this movement wish to reinterpret the rules for modern use instead of trying to maintain the decaying tomes of OD&D and the copyright and trademark infringement problems associated with them.  There are even some OGL rules that attempt to hearken back to ancient days of OD&D, such as Castles & Crusades.  Many of the followers of these games refer to their preferred style of gaming as “old school.”

D&D 4e – Latter Day Saints

Theoretically, the 4th Edition of Dungeons & Dragons, or simply 4e, is supposed to be based upon Dungeons & Dragons, but it changes and adds so many rules that it doesn’t feel like the old rules at all.  4e also adheres to the proclamations of their current prophet, Hasbro, who claims to speak with god.

Many roleplayers suspect that 4e would probably be nice, if only the followers of the older Dungeons & Dragons wouldn’t discriminate against them so much for following it.

Storytelling System – Islam

Though younger than the Original Dungeons & Dragons, the Storytelling System quickly found its place in the world and claimed many converts to its rules system that claims to advocate a narrative style of roleplaying that places “story” as the most important pillar of faith.

Many think that the game heralded by the prophet White Wolf is really nothing more than a refuge for power gaming zealots that are quickly angered when their motives are called into question.  The extremists of this game, Mind’s Eye LARPers, are known to threaten infidels with death and participate in terror tactics by having their most disgusting members wear horrible costumes that may invoke the gag reflex of innocent gamers.

Rifts – Scientology

There are many roleplayers who claim to follow it, but you’ve always suspected that it’s a huge and elaborate prank that got out of control.  Not only is the game mystifying and broken to outsiders, to truly get the big picture, Rifters are driven to spend obscene amounts of money to obtain supplements with special rules and settings.

Call of Cthulhu – Voodoo

It is said that merely dabbling in this game can drive roleplayers mad or corrupt their souls so that no other system can bring joy.  The Keepers that preside over Call of Cthulhu games easily make zombies out of their players, as the rules are made to destroy their characters.

Savage Worlds – Humanism

It’s simple, unrestrictive, and all you need to follow it is common sense. Many of the followers of Savage Worlds claim to feel relieved from the entire burden imposed by other games, and that they have rediscovered the joy of roleplaying.

FUDGE – Taoism

It is so different from other games that many roleplayers don’t understand how anyone can use FUDGE to produce anything fun and meaningful. Its followers believe that it’s the true path to wisdom, but that wisdom is beyond the grasp of most mortals.

GURPS – Hinduism

Followers of GURPS endorse its ability to adapt to multiple genres and its ability to allow complete customization of character.  Even though GURPS does not claim the largest market share, it keeps reincarnating itself into new editions and its followers hope to eventually reach Gaming Nirvana.

Rolemaster – Zoroastrianism

Almost as old as the Original Dungeons & Dragons roleplaying game (I know Zoroastrianism is actually older than Judaism, but I couldn’t think of anything better), Rolemaster is all but extinct today.  Known for its attempt to simulate every variable, Rolemaster can be a tedious game to play.

Today, what little adherents of Rolemaster that exist are usually of the Middle-Earth Roleplaying faction and are content to spend their lives cross referencing hundreds of charts in order to attain perfect simulationism.

Nobilis – Zen Buddhism

There are no dice.  There are no random elements.  The entire universe of roleplaying is there at your reach – if only you are enlightened enough to grasp it.  Nobilis has few attributes and much of its mechanics are hidden within its holy text.  Some gamers say that it’s not a game at all; others say that it’s the only game that truly makes sense.

Disclaimer

This article was inspired (and heavily borrows from) by If  Programming Languages Were Religions and is meant to be humorous, but no doubt there will be zealots that will want to spew flames and scholars that want to correct my interpretations.  So have at it.

Listening to: Fear Factory – Obsolete – Messiah

Drum of Feeble Flesh

Posted by Mad Brew On January - 20 - 2009

Today, Paizo announces the 32 finalists for their RPG Superstar 2009 contest.  The contest began with participants entering an original Wonderous Item that conformed to the Pathfinder RPG format and was no longer than 200 words long.

If you’ve been following me recently, you will know that I reviewed the “How Not to Make a Magic Item” chapter of Kobold’s Guide to Game Design II.  While I had already submitted my item by the time I reviewed the chapter, I think I didn’t make most of the mistakes mentioned.

One mistake I made was not revisiting the numbers before I submitted the item, because I think they could use some work, and while this is an improved version of item I submitted I am still struggling over a few issues:

  • • I want the item available at a level low enough to where it is useful
  • • I don’t want the item too powerful for the previously mentioned level
  • • I’m not sure about which spells to use for the creation of the item

Drum of Feeble Flesh

Aura moderate necromancy; CL 10th
Slot -; Price 15,000 gp; Weight 1.5 lb.

DESCRIPTION

This small drum is about 6 inches in diameter, 6 inches deep, and is framed with the rib cage of some diminutive figure.  Leathery flesh has been drawn tight over the frame, providing a ghastly drumming surface.  It can be played as a normal drum, but once per day the command word can be spoken and the drummer makes a DC 20 Perform (percussion instruments) check.

Success means it creates a pulse of negative energy that fills a 20-foot-cone.  All living creatures caught in the cone become cursed for 1d4 rounds (a DC 16 Will save negates).  The curse maximizes any damage variables they are subject to for the curse’s duration.  The DC for the Will save to negate increases depending upon the result of the Perform check which is detailed below.

Check Result Modifier
15 +1
20 +2
25 +3
30+ +4

Failure on the Perform check results in the drummer being affected by the equivalent of a ray of enfeeblement spell (caster level 10).

CONSTRUCTION

Requirements Craft Wondrous Item, bestow curse, ray of enfeeblement; Cost 7,500 gp

Listening to: In Flames – Clayman – Only for the Weak

Echelon: Recovered, now with Gnomes!

Posted by Mad Brew On January - 19 - 2009

It has been a while since I have written anything about one of my original projects, the Echelon Gaming System.  A major reason for this is the fact that I was keeping the working document on a usb flash drive, so I could work on it wherever I went, and the flash drive got fried.  And when my drive died, so did my motivation to work on Echelon.

It must be my shoes, my clothes, or the carpet, but I always manage to build a store of static eletricity while sitting at my desk (perhaps a sign to not sit on my ass so much).  Well, I was about to get up and I reached for the drive and I felt that zap as I discharged some of that built up energy into the drive.  Then you could smell the pungent odor of burnt electronics.

Well, I decided to take the sucker apart and I saw some burn marks around what I would call electrodes (I’m not an electrical engineer by any means) on the PCB.  So I took a cotton swap dipped in rubbing alcohol and attempted to clean it.  Well, it must of worked, because the drive works intermittently, and I was able to recover some of my files!

I was so excited I decided to post my unfinished version of the Gnome race for Echelon.  My goal was to take a more feral approach to the race, making them a fey type and boosting their skill with illusion.  I don’t know if this version will make it into the final draft of Echelon, but it shows the general direction I want to take them.  Note that I have not created a table for their animal companion, but I do have some short descriptions of how a few powers work.

Gnomes

Racial Traits:
Average Height : 3’5” – 4’-0”
Average Weight : 65-75 lbs.
Speed : 25 ft.
Vision : Lowlight
Automatic Languages : Common, Gnome
Bonus Languages : Draconic, Dwarven, Elven, Giant, and Goblin
Favored Powers : Skald, Wizardry
Size : Small
Heroic Tier:
Ability Scores : +1 Constitution, +1 Charisma
Skill Affinities : +1 Arcana, +1 Bluff
Weapon Familiarity : Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Discern Illusion : Gnomes received a +1 racial bonus against illusions
Fey Glamour : You can use fey glamour as an encounter power.
Giant Evasion : +4 dodge bonus to Armor Class against monsters of giant type.
Gnomish Trickery : Gnomes possess a +1 racial bonus to attack when casting spells of the Illusion subtype.
Misdirection : You can use misdirection as a daily power.
Racial Enemies : +1 racial bonus on attack rolls against goblinoids and kobolds.
Speak with Critters : Gnomes may speak with any burrowing mammal at will (see the speak with animals spell description).
Paragon Tier:
Ability Scores : +1 Constitution, +1 Intelligence
Skill Affinities : +1 Bluff
Animal Minion : You gain an animal companion chosen from the Gnome Animal Companion table (see table below).
Knack for Illusion : Spells of the Illusion subtype cost Gnomes 1 less Mana to cast, for a minimum of 1 Mana for illusions with a casting cost.
Pierce Illusion : Gnomes receive an additional +1 racial bonus against illusions.
Swift Performance : You may make a Performance check as a swift action.
Epic Tier:
Ability Scores : +1 Constitution, +1 Charisma
Skill Affinities : +1 Arcana
Break Illusion : Gnomes receive an additional +1 racial bonus against illusions.
Cloak of Disillusion : You grant non-gnome allies within 10 squares of you a +2 racial bonus against spells of the illusion subtype.
Improved Speed : Gnomes increase their speed to 30 ft.
Smoke & Mirrors : You can use smoke & mirrors as a daily power.
Legendary Tier:
Ability Scores : +1 Charisma
Skill Affinities : +1 Bluff
Dazzle : You can use dazzle as an encounter power.
Drain Illusion : You gain half the Mana cost of any Illusion that fails to affect you.
Greater Animal Minion : Animal companion increases one size and gains Dire template.
Shatter Illusion : Gnomes receive an additional +2 racial bonus against illusions.

Misdirection – Swift action, your next ranged power does not provoke an attack of opportunity.

Smoke & Mirrors – If an enemy misses you with a ranged or melee (non area) attack, you can force the enemy to attack another enemy adjacent to you.

Dazzle – Burst, enemies are blinded, save ends.

Listening to: Crematory - Revolution – Solitary Psycho

RPP-101: Defining Roleplaying Games

Posted by Mad Brew On January - 15 - 2009
Polyhedral Dice (c) Dave Ward

Polyhedral Dice (c) Dave Ward 1

Roleplaying Philosophy Series:

In the previous article of the Roleplaying Philosophy series, we defined what a game was and was not.  This time we will identify and define the elements that constitute a roleplaying game [RPG].  The execution of this process should result in a suitable definition for what roleplaying games are.

Elements of RPGs

They are Games

A roleplaying game is, as the name states, a type of game.  This means that a roleplaying game must meet the requirements of the definition of game.  As such, a roleplaying game is a dynamic form of play, structured by rules, where players participate to overcome opposition in order to achieve a goal.

However, some theories suggest games must have a victory condition and that RPGs do not meet the criteria for games because of their lack of a victory condition.[2][3] But, I have already defined game with more relaxed criteria.

I also disagree with the criteria that roleplaying games cannot have victory conditions.  I think “defeating the big bad evil guy and averting certain doom” qualifies as a victory condition and is a mainstay of roleplaying adventure/campaign tropes.  Perhaps a better delineation would be that roleplaying games can have an infinite number of goals while other games have a finite number of goals.  I think that another difference is that non-roleplaying games have clearly defined losing conditions.

There is the faction that claims RPGs are not games because games are by their nature competitive[2] while roleplaying games are cooperative.  I contend that roleplaying games are still competitive even if you are not competing directly against living players.  You compete against non-player characters, monsters, traps, and the environment within the virtual world of the game.  It is also possible to compete, or struggle against other players in roleplaying games.  The exercises of political intrigue and social backstabbing that are prevalent with White Wolf’s Vampire games have shown us that.

Some theorists propose that roleplaying games, or roleplaying can never be contained within the boundaries of definition because the genre is too fluid and tends to break any current definition when designers push the envelope on creativity.[4] I think it may be a little pretentious to think that a concept can escape a definitive description.  Humanity has been defining the universe since prehistory, and I think given our current knowledge, defining what a roleplaying game is should be within our grasp.

Needless to say, much of the controversy surrounding the question of whether roleplaying games exist within the set of games is because of what the proponents of alternate theories believe the definition of a game is.  I have provided a fitting definition for game in the previous article; under which, roleplaying games can clearly exist.

Players Assume Roles of Sentience

The crux of the matter when trying to delineate roleplaying games from other forms of games is to define what a role is.  Is choosing the yellow token in Clue and naming it Colonel Mustard a role?  I am of the opinion that it is not, at least within the limitations implied by the rules of Clue.

I propose that a key feature of a role, within the context of an RPG, is the ability for that role to develop.  This means that within a roleplaying game there are resources (i.e. stats, equipment, finances, etc.) connected to the role that are dynamic and change over time.  A role must also be sentient, something with the capability to make decisions.

Some theories[5] state that roleplaying games must be described in narrative and are not acted out physically.  I dispute this definition because acting should actually allow a player to better assume the role, which is the essence of a roleplaying game.  I believe the one of the main motivations behind roleplaying is to explore an alternative reality through the assumption of roles.  This can be done through narrative or by physical action.

Human Moderated Improvisation

McLimore also proposes that all roleplaying game must have a referee, otherwise known as the gamemaster [GM], to mediate conflicts.  I would argue that human moderation is required for a roleplaying game, yet the title of referee could be shared among the players.  A game that distributes the role of GM among the players could resolve conflicts by group consensus.  The implication of the need for human moderation means that a roleplaying game must have more than one player.

Within a roleplaying game a character, controlled by a player, has the freedom to take any action that the character could take if the given situation were real.[6] The player chooses which actions he will take based upon characterization.  In other words, the actions are taken because it is what the character would do and the successes of these actions are determined by the limitations of the character as determined by the rules and the virtual environment.

This is perhaps why many theories determine that there is a need for a dedicated referee, or GM.  Human moderation is indeed required, because there are not any conventional rules that accounts for every action that could be taken or make allowance for all the modifiers to said action.  Even if there are “catch all” mechanics designed to resolve any unknowns, human moderation is needed to verify if the action is even plausible.

Live Action vs. Table Top

I see Live Action Roleplaying [LARP] games as a subset of roleplaying games.  In LARP games, the player physically acts out what his character does, much like an actor in a play, except in LARP it is unscripted.  Actions that are beyond the abilities of living humans or actions that could be potentially harmful (such as casting spells, discharging firearms, or swordplay) are often narrated instead of being fully acted out.  LARPs still possess all the characteristics of roleplaying games.

Table Top roleplaying games are verbally narrated roleplaying games.  While facial expressions and hand gestures are common, most if not all of the action takes place in the players’ imaginations.  RPGs of this category are also referred to as Pen & Paper roleplaying games to distinguish them from video game RPGs, though neither pen and paper or table tops are actually required for play.

About Wargames

Roleplaying games were born from pushing the envelope of the wargaming hobby.  As such, wargames share many characteristics of roleplaying games and much of the terminology has carried over.  We still use the words campaign and combat round in many systems today.

While wargamers take on the roles of generals and commanders during play, wargames are not roleplaying games because they do not contain free improvisation and they have a finite amount of goals (capture objective, eliminate all enemy units, neutralize enemy command, etc.).  Even so, it does not take much to turn a wargame into a roleplaying game.

About Computer Roleplaying Games

Computer roleplaying games [CRPGs], also known as video game RPGs, of the single player variety do not allow for the freedom of improvisation or the true assumption of roles.  Therefore, CRPGs are not actually roleplaying games, but games that attempt to simulate the experience.  CRPGs use the same settings and mechanics as true roleplaying games but lack the true interaction necessary in the games they simulate.

This being said, once a network of additional living players are added to a CRPG, there is potential for true roleplaying.  This evident in the text-based multi-user dungeons (MUDs) that still exist today, but were very popular in the mid to late 90s.  Massive multiplayer online [MMO] games, the descendents of MUDs, also have the potential for true roleplaying as well, and the interactivity (along with the presentation) of these games is one reason why they are so dominant today.

Mad Brew’s Definition of Roleplaying Games

After critically analyzing the elements that comprise a roleplaying game, I am confident to put forth a strong definition of what a roleplaying game is.  Just like with my definition of game, I do not claim that my definition is perfect, and a rational discourse could convince me to change it.

A roleplaying game is a dynamic form of play, structured by rules with human moderation, where players assume and develop virtual roles of sentience and overcome opposition by freely improvising character actions in order to achieve a possibly infinite number of goals.

A less wordy definition that assumes one already knows the Mad Brew definition of Games is: An RPG is a game where players assume and develop virtual roles that freely improvise within the confines of character and human moderation.

The next chapter in the Roleplaying Philosophy series will give a brief history of roleplaying games including an overview of the first RPG and how roleplaying has evolved until its current state.

Listening to: Spinnerette – Ghetto Love – Ghetto Love

References


[1] Image retrieved from Dave Ward’s Flickr page

[2] Kinsman, B. (2006).  System and Theory.

[3] Salen, K., & Zimmerman, E. (2003).  Rules of Play: Game Design Fundamentals.  Cambridge, MA: MIT Press.

[4] Walton, J. (Ed.). (2006). Push: New Thinking about Roleplaying, Volume 1.

[5] McLimore, G. (1997).  What is a Role Playing Game?.

[6] Rilstone, A.  (1994). Role-Playing Games: An Overview.

C# in my RPG: the Fusion of Hobbies

Posted by Mad Brew On January - 13 - 2009

This is a preview of my attempt at realizing one of my New Year’s Resolutions: “Merge my love of programming with my love of roleplaying.”  I have done this in the past with simple stuff like dice rollers and Excel spreadsheets with tons of clunky VB Script.  This time I am putting it right on the bleeding edge.  I want to learn WPF (Windows Presentation Foundation) and improve my DB skills so I figured I would take a stab at it by designing an application for use with D&D.

Combat Manager Preview

Combat Manager Preview

Platform

I am actually going to try to support both 3.5 and 4e, which I just started working into the db (database) side of things.  I am providing a demo of the program so you can see where I am going with this as far as layout is concerned.  It obviously doesn’t do anything yet, since I am still architecting the database.  Here are some details about the program:

  • Mad Brew Labs’ D&D Combat Manager v0.1
  • Languages: C#, XAML, LINQ, XML
  • Operating System: Windows XP SP3 & Windows Vista
  • Platform: Microsoft .NET 3.5 with SP1 (WPF & SQL Express)

If the program ever becomes desirable for Mac and Linux users, I am afraid they are out of luck.  At least until Mono catches up with all the features I am using from .NET 3.5.  Even then, I do not know if I would want to attempt the conversion, but I might be willing to open source the project so some other ambitious person can.

Goals

I have several goals in mind for this piece of software.  I want to be able to support more than one combat at a time, so this means making the data persistent.  This means I needed some method of storing said data, so I am going with MS SQL Server Express.  It packs a lot power and I can incorporate it into the app.

Eventually I want the program to be able to export and import encounters.  This will of course mean developing an XML schema, which will be cake once I finish the SQL Express schema.  However, I am designing the db with expansion in mind, since at some point I might want to create a suite of tools.  So I will need separate import/export files for characters, monsters, and spells.

I also want users to be able to add custom conditions and modifiers to the Combat Manager, which means I’ll need a tool that will allow end users to modify database entries.  And of course another XML format for portability and sharing.

Allow the creation of campaigns for which each combat is associated.  This will be more important if I happen to expand into a suite of tools.  Players, encounters, and other resources can all be associated with a campaign.

I want to develop a creature catalog that can store the basic info about monsters (attack, defense, initiative modifier, hit points, etc.).  This will mean providing an interface for to allow users to modify the tables concerning monsters.

The following is a breakdown of how I would like several operations to function:

Add Character

  • Select characters from the campaign library
  • Select monsters from the creature catalog
  • Allow groupings for simplified initiatives (like all monsters of a type)

Roll Initiative

  • Select init modifier from characters/monsters data
  • Generate a random number between 1-20 and then add init mod for each individual or group
  • Give an option to use highest or lowest init mod for groups
  • Arrange icons in init order and highlight first character/group

Track Rounds

  • Place each round in its own tab
  • Simplified descriptions are placed in action row
  • Hover over action row to read full details
  • New effects are place in a new row under the affect instance
  • Effects are highlighted with colors for easy reference
  • Previous turns are “grayed out”
  • Enter DM notes for each turn
  • A picture associated with the current turn is placed in upper right corner

New Round

  • If effect ends, a notification pops up on the beginning of the turn
  • If a save is needed, it prompts for a saving throw
  • If an ability recharges, a notification pops-up
  • Dead/Incapacitated subjects “sink” to the bottom of the display

Progress

I am admittedly not very far along on this project.  Below is a picture that shows how far along I am developing the database.  You can see by how I am setting the db up that it will allow for expansion (if not demand it).  I am also pretty new the db side of programming.  I usually like working with simple or medium complexity queries and then manipulate the data further within the app (which is bad practice!).

Data Model

Data Model

However, I think the initiated will see that this will require some complex queries with elegant joins that work with variables.  If I were to deploy this as a web app, I would certainly make use of DTS (SSIS), stored procedures, and views, which might be something I approach in the future.

If you take a look at the demo, you will see that I need to tweak how objects are resized.  I plan on allowing areas to have scrollbars in the event a user wants to make the window smaller than the design allows.

Future

I am pretty swamped with projects, for RPGs or otherwise, but this is definitely something I would like to see come to fruition (the more quality pieces in my software developing portfolio the better!).  However, I don’t have a timeline, as there are just too many factors at play.  Just keep checking back for more updates.

Oh, and I will be releasing the app free for personal use under some Creative Commons license that is yet to be specified.

Download Prototype

Listening to: Disarmonia Mundi - Mind Tricks - Resurrection Code

Vandrath the Golden Fist

Posted by Mad Brew On January - 12 - 2009

I have been able to get back at the table this year with my gaming group and there is an Age of Worms campaign being run that has been modified for the Eberron Setting using the beta Pathfinder rules.  I came into the game late, so I needed to make a 3rd level character.  WARNING: My group tends to be min/max crazy, so there will be thought put into how the mechanics of the character work.  You’ve been warned.

When I create a character, I usually like to start out with a broad concept and then start narrowing it down.  I do pay attention to mechanics, because I like to be effective at the table.  However, when I begin filling in feats and class information, I like working it into the concept.  Meaning, I explain why my character has these classes, skills, and feats.  It becomes part of his history.

So the mechanics feed from the concept which in turn feeds from the mechanics.  I think this makes a very cohesive character that not only hits with the crunch but also has interesting personality traits and a history to utilize for in-character interactions.

Concept

I want to play a character who is atoning for a mistake he made because his pride made him overconfident.  No big bad evil caused his misfortune.  The gods were not responsible.  It wasn’t Fate.  Only my character was accountable for the deed.  For his mistake, he has been exiled from his home.  For now, I’ll leave the exact details about this deed undefined.

After nearly dying from exposure as he wondered aimlessly through the wilds, he finds refuge.  In this place of refuge, my character becomes immersed in training to keep his mind of his mistake.  Soon he grows restless and seeks to atone for his mistake.  He atones for this terrible deed by traveling the world, bringing justice to the wicked and helping folk in need.

My character does not like striking from a distance, as he feels it is the coward’s path.  Honorable warriors meet their opponents face-to-face and allow them to defend themselves.  The closer, the better.  Which means my character likes to put fist to mouth.

This is a pretty broad concept (and perhaps cliché), but keeping it lose allows me to solidify the details later using mechanical inspiration.  This is where I begin choosing class(es), skills, and feats.  But first I’ll give my character a name, Vandrath.

Class

The monk class is an obvious choice for my character because of his preference for unarmed strikes.  This is good because I have never played a monk in 3.5 and it will hopefully prove interesting.  It also works because it allows me to use a monastery as the location where Vandrath took refuge and began training.

Being well versed in character optimization, I remember reading about a few builds that focus on increasing a monk’s unarmed damage.  Seeing how Age of Worms has a reputation in my group for being a meat grinder, dealing a lot of damage back may not be a bad idea.  There is also the fact that there is a lack of damage dealers (or strikers in 4e vernacular) in the adventuring party.  These builds often use psionic classes to provide enlargement effects, which brings me to the other class I want to use, the Psychic Warrior.

I love the idea of imbuing a martial artist style class with psionic powers, an über form of ki.  The best part of the campaign being located within Eberron is that several feats sourced from its supplements allow levels of a manifesting (psionic) class to stack with Monk levels for determining unarmed damage, flurry of blows, and armor class bonus.

This gives me some mechanics to use to go in and start adding details to Vandrath’s history:

Vandrath had a latent psionic ability, which he was only partially aware of.  He sometimes could just will things to happen, and that caused him to be overconfident.  His overconfidence in turn caused his misfortune.

Vandrath liked to play games of skill and chance and chance finally caught up with him when his powers failed to manifest.  Instead Vandrath ended up taking the life of his friend, and for it he was punished.  Vandrath was crucified (literally) for his crime of murder.  However, his fortunes changed when the upright timber snapped, allowing Vandrath to escape into the wilderness.

He managed to tear his hands free from the cross timber and nearly succumbed to an infection induced fever while he stumbled through the wild.  Chance instead decided to smile upon him when he happened across a monastery hidden in the hills.  The monks took him and nursed him back to health.

Once he was well, Vandrath joined the order and began training.  He found the physical and mental exertion allowed him to forget his past, for a while.  However, after a couple of years, Vandrath was stricken by the need for greater atonement, and so he ventured out to bring justice to the wicked.

Race

I had originally chosen Vandrath to be Kalishtar, because they are a naturally psionic race, and they are native to Eberron.   But once I revisited the beta Pathfinder core rule book, it was apparent that they were outgunned by the new races.  I tend to gravitate toward Humans anyways, which is the race I eventually settled upon (extra feat, no negative ability modifier, and extra skills or hit points!).

I find that I often have problems getting into character for other races.  I love Dwarves, Halflings, and even the occasional Half-Orc, but I think I can’t identify with more exotic races.  This may stem from the fact that I am obviously not a member of those races in real life and their outlooks are too alien to me.  Maybe in the future I will expand my RP horizons, but not today.

Humans are the most diverse of the races, so it also gives the freedom (without raising too many eyebrows) to put strange spins on local culture to help make my character stand out.  I am sure there are countless nameless villages on the outskirts of civilized Eberron where I can carve out interesting new traditions.

So using this idea, I weave further detail into Vandrath’s background:

The villagers of Sascerene pride themselves on their mastery of archery.  Some of the best archers in the Last War came from this small human dominant province of Adar that is along the border with Riedra.  Skill in archery is so ingrained within the culture that the most beloved of children’s pastimes is a form of archery, albeit using non-lethal arrows made from specially treated leather.

These arrows are rigid enough to fly for about two hundred feet, but soft enough to cause little harm on impact, at most creating small bruises.  The goal of the game is not to strike your opponent, but to see how close you can get to him without touching him.  The game is called Pyramid.

The basic game uses two arrays of ropes dyed various colors.  These ropes have been tied together forming a non-equilateral isosceles triangle with several lengths of rope parallel to the base (which is the side of unequal length.  Each array is placed at the feet of the players with the base furthest away and perpendicular to the player’s line of site.

The object of the game is to score more points than your opponent.  You score points by landing your projectiles within the rope array at your opponent’s feet.  The closer to the opponent you get, the more points that are awarded.  To land all of your projectiles in the section of the rope array closest to your opponent is a perfect game.  Ties are broken by continuing the game until someone scores better.

Growing up, Vandrath was considered an exceptional player of Pyramid.  In truth he was really only an average shot with a bow, but he soon learned he could use his force of will to direct arrows.  Vandrath’s ego and pride soon led to despair while he was competing a game of Pyramid with his best friend, Koreth.

The two friends had tied for three consecutive rounds of Pyramid when Vandrath bet he could shoot an apple from off the top of Koreth’s head from a distance of five hundred feet.  Koreth quickly agreed, thinking that a feat like that was the stuff of legend and could never be accomplished by a fellow teenager with Pyramid arrows.

Vandrath paced five hundred feet out turned and drew back.  What went unnoticed was the fact that Vandrath has nocked a real arrow, as he knew it would fly farther than the ones they used for the game.  Vandrath released the arrow and began will it towards the apple.

While concentrating on the arrow, Vandrath was stung by one of the large and irritable bees that are common to the area, breaking his concentration.  Just as he tried to reach back out with his mind, his concentration was interrupted again by screams.

He opened his eyes to find his arrow embedded in the chest of his friend, Koreth.  Koreth slumped to the ground grasping the shaft that protruded from his body.  Then he fell to his side and bled his life onto the ground.

The town placed him under arrest and the council of elders deemed it a murderous act since Vandrath had chosen to incorporate a true arrow into the game.  His life was forfeit and he would be crucified at dusk.  His family turned their backs on him after such a dreadful act.

After Vandrath was nailed to the timbers and they were raised into place, Koreth’s father visited him.  He brought with him an armful of solid gold arrows.  When he spoke to Vandrath he said, “These are all the awards my son earned over the last twelve years.  I have tied them together and I am going to let their weight bear down upon you.  I am sure Koreth would not have asked this fate for you, but perhaps the additional weight will quicken your death and prevent too much suffering.”

With these words he placed the weight of the golden arrows around the neck of Vandrath, but the additional weight did not bring a quick death.  Instead, it probably saved Vandrath’s life, as that night the timber snapped and allowed him to flee into the wild.

Abilities

When it came to assigning scores to Vandrath’s abilities, the DM had given everyone a free 18 and asked us to randomly roll the other five.  I prefer point buy, because I think it is the fairest method (I hate thinking the entire future of the character could be skewed because a few bad rolls at the start).

I ended up with these results: 18, 16, 14, 12, and 7. Not too bad really, my character nets two 18s, but I have that awful 7 to deal with.  I figure Vandrath will be a gruff, no-nonsense character after his horrible mistake and monastic training, but the same circumstances gives him strength and wisdom.

The final ability score array I have assigned to Vandrath is the following: Strength 18, Dexterity 16, Constitution 14, Intelligence 12, Wisdom 20 (18 +2 for being Human), and Charisma 7.  I think the low Charisma will also play a part in his physical description that I’ll write up I have purchased equipment.

Feats

Humans receive an extra feat and proficiency in one martial weapon at first level.  I want Vandrath’s Human weapons training to reflect some things from his history, so I will pick the Composite Longbow.  My vision of a bad-ass pugilist includes wearing some metal girded gloves, so I want to use the extra feat to pick up an Exotic Weapon Proficiency in Heavy Gauntlets.

Heavy is a special attribute applied to weapons made from magically hardened gold or platinum and can be found in the Magic of Faerun supplement for the Forgotten Realms Campaign setting.  Attacking with a gauntlet counts as an unarmed strike.  And the Heavy attribute increases a weapon’s damage category by one.  The drawback is it confers a negative modifier on attacks unless you have exotic weapon proficiency with the heavy weapon.

For the normal first level feat, I take Unorthodox Furry in Heavy Gauntlets from Dragon Compendium Volume I which will allow Vandrath to treat a heavy gauntlet as a Monk weapon for purposes of using the Flurry of Blows class ability.  I also pick Monastic Training with Psychic Warrior from the Eberron Campaign Setting book which allows a character to freely multiclass between Monk and a single manifesting class.

At second level, I pick Combat Reflexes for the Monk feat and at third I pick up a level in Psychic Warrior and choose Two-Weapon Fighting for its bonus feat.  For the character level three feat, I choose Tashalatora from the Secrets of Sarlona supplement for the Eberron Campaign Setting.

Tashalatora is the linchpin for Vandrath as it allows the levels from the manifesting class chosen for the Monastic Training feat to stack with Monk levels for purposes of determining unarmed damage, flurry of blows, and AC bonus.  It is also a bonus because it allows me to detail which monastery Vandrath stumbled upon.

Since beginning to write this character build, Vandrath has gained a level.  For the second level Psychic Warrior feat I chose Practiced Manifester from the Complete Psionic supplement to bring Vandrath’s manifester level up to his hit dice.

With eyes blurry from pain and fever, Vandrath stumbled upon a monastery hidden in the hills.  He collapsed in the fields the monks cultivated just outside the walls and was discovered in the morning with they went came to fields to work the ground.

Vandrath has unknowingly found Tashalatora, the monastery famous for merging the path of the focused mind with the path of the sharpened body.  The monks tended to his wounds and soon Vandrath was healthy enough to leave.

The monks sensing his turmoil offered to teach him the ways of Tashalatora.  Vandrath accepted, hoping to bury his guilt and shame in hard work and toil.  Here the monks taught him to hone his mind and meld its power with his body.

After a few years of training, Vandrath had a vision in which his friend, Koreth visited him and asked that he take up a quest to scour the land of evil and injustice, and that through this quest he would be forgiven.  In the vision he said to seek out the Silver Flame and to become its Golden Fist.

Vandrath spoke with elders about his vision who instructed him that before he go forth into the world that he should seek out their blacksmith and he would equip him with the weapon of his choice.  Taking the vision to heart, Vandrath took the golden arrows that had once belonged to Koreth and had spared his life to the blacksmith.

He instructed the blacksmith to forge a set of gauntlets sheathed and banded in the gold.  The blacksmith hammered for two weeks before he presented Vandrath with a pair of fine golden gauntlets, the finest work the smith had ever done.

Skills

I really do not assign Abilities, Skills, and Feats in any particular order, I usually find the feats I need and make sure that any required Ability scores and skill ranks are met, and then I beginning back-filling everything else.

To make the conversion to Pathfinder, I did reduce any skill requirements by three.  I also rolled Concentration into Psicraft, which I guess I could have substituted for Spellcraft, but I was not for sure how the DM was treating Psionics (totally different than magic or otherwise).

After I ensured all my requisite skills were taken care of, I just placed skills where I thought it was appropriate for a Monk.  This included Acrobatics, Climb, Escape Artist, and Perception.  Note that on the included character sheet, there are ranks in Heal.  This is an error in the sheet’s calculation of synergy skills.

Equipment

Using the 3,000 gold a third level character receives, I bought Masterwork Heavy Gauntlets (which took more than half of the allotted money) and spent the rest on Bracers of Armor +1 and a backpack with standard equipment.  Note that the character sheet also includes additional items gained from adventuring.

Before Vandrath set out on his quest, the monastery presented him with a gift, a pair of magic leather bracers said to help protect its wearer from harm.  Vandrath graciously accepted them by strapping them on and then shouldered his pack of equipment as he took the first step of a long walk.

Description

Vandrath stands in at five feet and eight inches, but is stocky frame has him weighing in at just shy of two hundred pounds.  He has close cropped blond hair, a bear of the same length and very light blue eyes.  He often wears nothing but a well oiled pair of leather bracers, brown buckskin breeches, sandals, and his pack.  When traveling in inclement weather, Vandrath often wears a thick gray cotton cloak.

Vandrath has earned a dark tan from long days toiling in the fields around the monastery, but the sun has failed to darken areas on his wrists and ankles.  These white scars are constant companions that remind Vandrath of the terrible deed in his past.

When ready for combat, Vandrath dons a pair of heavy gauntlets bedecked with thick gold bans and studs.  These gauntlets are noticeably heavier than items of this type normally are.  These unusual weapons have earned him the nickname of The Golden Fist.

Character Sheet: Vandrath the Golden Fist

Listening to: Trivium – Ascendancy – Pull Harder on the Strings of Your Martyr

RPP-100: Defining Game

Posted by Mad Brew On January - 7 - 2009
Black King (c) Michael Maggs

Black King (c) Michael Maggs

Roleplaying Philosophy Series:

Last time, we covered the tendency of some roleplayers to disparage the choices of others and why elitists should be strung up by their nipples, or some similar form of punishment.  In these next sections, I want to define some terms and elements found in roleplaying games.  I think that before you can really discuss and quantify a topic, that topic must be explicitly defined.  Without a clear definition the audience will not know which context to place the discussion in.

These definitions are merely theory and are not meant to be the absolute final word on the definition of any given term.  I am open to suggestions and willing to engage in civil debate about any proposal I make.

Current Definitions of Game

The problems with trying to define elements within the roleplaying universe are that 1) the elements comprising said universe are very fluid and can change over time and 2) no official regulatory body has come to the front to research, define, and standardize anything so therefore 3) no one can agree on anything.

The term, roleplaying game, indicates that it classification, type, or genre of a game.  So before moving forward with a definition of a roleplaying game, it would benefit us to first define what a game is.  Merriam-Webster has several definitions, but only one of them truly appeals to me:

Main Entry: game
Pronunciation: \’gām\
Function: noun
Etymology: Middle English, from Old English gamen; akin to Old High German gaman amusement
Date: before 12th century

1 a (1): activity engaged in for diversion or amusement: PLAY

Dictionary.com offers fifteen definitions for the noun, game, but number three seems most compelling:

game [geym]
noun, adjective, gamer, gamest, verb, gamed, gaming.
-noun

3. A competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.

Origin: bef. 1000; ME gamen, OE gaman; c. OHG gaman glee

The Webster definition is too loose for an accurate definition of a game.  I sometimes sleep as a diversion, or watch movies, or read books, but these activities are not games.  Dictionary.com proposes a definition that is more in line with my views of what a game is, but I think there is still room for improvement.

In 1994, Greg Costikyan wrote an excellent article for issue #2 the British Roleplaying Journal, Interactive Fantasy.  His article, “I Have No Words & I Must Design,” probably contains the most coherent definition of a game.  It still has flaws, which the author identified.   Costikyan even encourages others to build upon his work.  This is exactly what I am going to do.

What a Game is NOT

A game is a form of play, as we play games.  We could also define play as entertainment.  When attempting to define an object, it can sometimes prove useful to define what the object is not.  So what are some forms of entertainment that are not games?

Stories

Stories are a narrative of events conveyed through words and images.  Stories are static because we cannot interact with the story.  Stories are also linear, they go from the same beginning to the same end with the same choices being made every time we read or watch them.  Games are separate from stories because games are dynamic and demand active participation.

Examples of stories: novels, movies, plays, reenactments.

Toys

A toy offers interesting behaviors or properties which may be explored.  A toy may be used as a tool within a game, but the game is not intrinsic to the toy.  A toy may provide feedback and can be interactive, but there are no inherent goals built into the toy.  Games are separate from toys because a game has goals.

Examples of toys: dice, football, miniatures, SimCity.

Puzzles

A puzzle offers a logic structure, or rules, that can be solved with the assistance of clues.  Puzzles can often be found in games.  A puzzle has a goal, to be solved, but does not offer any interactive opposition.  Games are separate from puzzles because they have opponents.

Examples of puzzles: crosswords, Rubik’s cube, jigsaws, cryptograms.

What a Game Has

By defining what a game is not, I was able to extrapolate what makes a game distinct from its brethren in the realm of entertainment.  A game is dynamic and has goals and opposition.  This definition is a step in the right direction, but is still not complete.

I could use this definition to describe war or robbing a bank, which may be approached by its participants as games, but clearly are not (though that could be debated on another blog).  The key separation between a war game and a true war is that the game is a form of play, and thus artificial.  So games provide artificial conflict.  However, I feel we need more requisite elements as well as clarify current elements to accurately define what a game is.

Active Participation

Many forms of traditional entertainment accommodate a passive audience.  While there is an amount of internal interpretation and introspection on the part of the audience, the entertainment is clearly created by others and the audience is reduced to merely receiving.  A game requires input by the participants.

Dynamics

The input provided by participants changes the state of the game.  When the game state changes, the participants are given feedback which helps them react and respond to the game.  Thus the game becomes dynamic, or interactive.

Goals

A game must have one or more objectives or goals.  Without goals, the game becomes a meaningless activity with no direction; it is merely a toy to experience.  Participants will quickly lose interest and there will be no replay value.  Goals are the only way to maintain interest in a game.

Opposition

A game requires participants to struggle towards their goals.  The opposition, or the origin of this struggle, can be provided by real people or artificially.  Without obstacles to impede the path to achieve the goals provided in the game, there is no sense of accomplishment.  Competition between participants is a common method to implement opposition.  The key to opposition in a game is that it must react to participant input.

Rules

A game must be structured, possessing rules to provide resolution for actions.  The rules are the glue that holds the other elements together, providing a framework of acceptable actions and measures to resolve conflicts from opposition so that participants may reach their goals.  The rules also provide the information necessary for players to participate in the game.

Mad Brew’s Definition

So after this query into what a game is, I have formulated my own definition of what a game is.  A game is a dynamic form of play, structured by rules, where players participate to overcome opposition in order to achieve a goal.

This definition is not watertight and could probably use some good word-smithing to hammer it into something that is more eloquent and able to stand the test of time.  I do believe that I have presented a very good foundation of what a game is.

The  next chapter in the Roleplaying Philosophy series will actually tackle the definition of what an RPG is, which I am sure will not gain any sort of consensus at all.

Listening to: Mastodon – Leviathan – Iron Tusk

Fierce Advice from a Kobold on Magic Item Design

Posted by Mad Brew On January - 6 - 2009
The Kobold Guide to Game Design, Vol. II

Kobold Guide to Game Design, Vol. II

Open Call has closed for the 2009 RPG Superstarcontest hosted by Paizo. I am sure that many contestants are beginning to question the quality of their entries and probably wish they had a look at Kobold Quarterly‘s [Open Design] The Kobold Guide to Game Design, Volume II: How to Pitch, Playtest, & Publish before they submitted their magic items.

I happened to have the opportunity to review a chapter from The Kobold Guide to Game Design, Volume II and was very interested to see what one of the RPG Superstar judges had to say about the design of a magic item.  The chapter I was able to get a sneak peak at was entitled “How NOT to Design a Magic Item.”

I want to give a brief overview of the book before I leak some of the nuggets of magic item design wisdom.  The Kobold Guide to Game Design, Volume II: How to Pitch, Playtest, & Publish is a 96 page the sequel to the first volume that compiled “advice from Wolfgang Baur, Ed Greenwood, and Nicolas Logue on how to think about different genres, how to improve your game as a DM, how to make a setting come alive, and how to use design compression to strengthen your work. ” [1]

Volume two is authored by Wolfgang Baur and Nicolas Logue and promises to help game designers in the areas of freelance, playtesting, and publishing.  Its table of contents lists the following chapters (some of which have also been reviewed by the RPG blogosphere):

  • Fortunate Accidents
  • Lessons from Playtest
  • Talent Won’t Save You
  • Design Guidelines: Playtesting
  • The Infinite Onion: Creating Play Depth
  • Promises, Promises: The Art of the Pitch
  • Challenge and Response
  • The Mystery of Mysteries
  • The Magic Bullet for Publication
  • Maps, Monsters, and Bottom-Up Design
  • How NOT to Design a Magic Item
  • Design That  Matters

The chapter is fairly short, weighing in at a mere five pages, but the advice is sound and points out some things that a burgeoning designer may not take into consideration.  The chapter is written from the perspective of designing a competitive item for any contest, whether its for the RPG Superstar, design tests for industry jobs, or submissions to magazines.

The chapter starts out with the easiest way to destroy your chances, not meeting the format.  When narrowing the field of entries, the easiest method is trashing all the ones that don’t comply to the format.  It could be the greatest item ever created, but no one will know because the judges simply skipped it because of formatting.  Format includes the system guidelines, spelling, and grammar.

I do not want to give away all the advice, but the other topics covered include boring item, spells in a can, swiss army knives, breaking class abilities, the gozo factor, the numbers game, and flavor.  If you plan on doing freelance work, or you plan on winning next year’s RPG Superstar contest, I suggest you consider picking up The Kobold Guide to Game Design, Volume II: How to Pitch, Playtest, & Publish.

Want to read more about The Kobold Guide to Game Design, Volume II? Read on…

[1] Kobold Quarterly Announcement

Listening to: Rammstein - Herzeleid – Weisses Fleisch

CthulhuTech: The Game That Almost Wasn't

Posted by Mad Brew On January - 2 - 2009
CthulhuTech by WildFire

CthulhuTech by WildFire

It is no secret that the Labs is a fan of Lovecraftian Horror.  What is probably less known in these parts is my extreme dislike of anime.  While there are a few gems out there that I like from the genre, for the most part anime offends my senses.  So I am surprised I actually liked the setting for the new CthulhuTech game by Wildfire.  The setting is a mash-up of the classic eldritch horror of Cthulhu and the giant robot mecha of Japanese animation.

Setting

CthulhuTech launches you more than half a century (2085) into the future where the once hidden threats of ancient evil have now been thrust upon humanity.  The earth is embroiled in a war against the crustacean-insects from Pluto, the Migou, the hordes of alien monsters and cannibals of the Rapine Storm, and the more familiar secret societies that are in service to the Old Ones.

Much of Earth has fallen to these terrifying aliens, but the humans and the Nazzadi (an alien engineered race) meet them on the battlefield with giant robots and arcanotech.  Even the aliens have mecha.

The setting pretty much leaves the door wide open on what kind of game you want to play with it.  The obvious choices of Mecha vs. Monster and traditional “defeat the evil” adventures are there.  But you could also play a game based upon political intrigue within the New Earth Government, investigative games trying to root out the conspiracy perpetrated by the Esoteric Order of Dagon, or even spy/espionage games using the evil Chrysalis Corporation and the guyver-esque symbiotic Tagers.

What is really nice is that the CthulhuTech core book provides two ready-to-run stories.  So you have everything you need but dice to begin playing in one sourcebook.

Mechanics

CthulhuTech uses the Framewerk system for its mechanics.  Framewerk is a cinematic storytelling system that is very reminiscent of White Wolf’s Storyteller system.  It utilizes d10s, dice pools, and a wounding system (though it actually includes hit points too).  The system includes an automatic success mechanic, which potentially reduces the amount of tests that need to be rolled.

Of particular interest is how Framewerk allows players to determine the results of a roll.  You first determine the base, which is the score of the attribute associated with the test.  Then you roll a number of dice equal to the rank of the associated skill.  Then to determine the total you add your base to the highest result of the dice pool roll.

The trick is that Framewerk adds a little Poker to the mix.  You may either add the highest single die roll, or you may add the sum of the highest set of multiples, or you may instead add the sum of a straight.  For example, if you rolled five dice and the results were 10, 8, 8, 7, 6, you could take the 10, take 16 (8+8), or take 21 (8+7+6) and add that score to your base.  If anything could cause confusion or burn time during play, it would be this part of the mechanic, but only until you got used to it.

Another feature that sets Framewerk apart is that you must declare the number of actions your character wants to take during his turn.  A character, if able, can take up to three actions in a turn.  If multiple actions are taken, a Test Penalty of -2 (for two actions) or -4 (for three actions) is applied to the character’s rolls.

Overall, the mechanics look pretty easy, once you get used to the Poker method of determining the result of a dice pool.

Survivor

This game almost didn’t see the light of day.  CthulhuTech was basically dumped  so work could be completed on a licensed property by the first publisher that was lined up to take it on, Eos Press.  Then the company, Osseum Entertainment picked it up, only to have the company close shop.  Then various team had other obligations, such as military deployment.

Finally a business deal was developed with Mongoose Publishing and the book finally went to press, though there were some significant printer issues.  Today there are two additional supplements.  Dark Passions, which details the minor cults of the setting, adds some cult magic, and provides two stories.  The there is Vade Mecum which expands the setting and provides new races, professions, rules, introduces para-psychics, and brings new mecha, tagers, and equipment to the game.  Vade Mecum also provides two more stories.

CthulhuTech recently switched publishers again, this time to Catalyst Game Labs.  But it looks like support won’t end there either as four more books are on their way.

Want to learn more about CthulhuTech? Read on…

Drop by BattleCorps to pick up your copy today!

Listening to: Soilwork - Steelbath Suicide – Skin After Skin

The Labs: It's Alive!

Posted by Mad Brew On January - 1 - 2009
RPG Blog Carnival

RPG Blog Carnival

“The brain you stole, Fritz. Think of it. The brain of a dead man waiting to live again in a body I made with my own hands! ” Dr. Henry Frankenstein, Frankenstein [1931]

When I made my first post on this blog 158 days ago, on July 26th 2008 at 17:41 EST, I really didn’t have a clue about what I was getting myself into.  I was really only aware of a few RPG blogs at the time, UncleBear, ChattyDM, and Crtical-Hits, and had no idea that there were so many more or think that the RPG Blogosphere would explode like it has.

The Labs began as a design diary for two projects of mine, a custom d20 point-buy/rank-based system called Echelon, and an original steampunk-horror setting called The Dead Wastes.  Then I joined this fledgling network known as the RPG Bloggers Network and the blog began to evolve (and the network has grown tremendously).

It changed so much that I decided to move from free hosting to paid hosting so I could have greater control over the design.  Mad Brew Labs still has a small footprint in the RPG Blogosphere, but I see my traffic numbers grow every month.

Resolutions

So now I have this lumbering creation of mine and a need to focus its energies on some actual goals for 2009.  We can call them resolutions in the spirit of the New Year.

  • COLLABORATE & NETWORK (the keystone of the future of the RPG Blogosphere
  • Update this machine to WordPress 2.7
  • Improve the theme (mostly the comment area)
  • Play 5 new systems (including starting an Alpha Omega game)
  • PDF some of my content (Tidings of Thule, Mad Menagerie, etc.)
  • Finish Echelon (though I lost all my work…)
  • Expand upon The Dead Wastes
  • Add 12 new creature to the Mad Menagerie
  • Merge my love of programming with my love of roleplaying
  • Get more table time

Predictions

I figured I also might make some predictions for 2009.  Some of them are obvious, but I figured I would go out on a limb and give at least ONE crazy prediction.  Am I claiming that I am a prophet and all this will unfold, hell no!  But its fun to speculate:

  • Due to the economy, the industry will see cutbacks, closings, & new business models
  • In spite (or because?) of the economy, there will be more exceptional resources
  • The RPG Blogosphere will continue to evolve, and make a big impact
  • DDI still won’t be finished by GenCon
  • Someone else will make a product that does what DDI was supposed to do, but better
  • The GSL will still suck
  • Paizo will own a significant market share, just below WotC and possibly better than White Wolf
  • 4.x D&D will be the last edition published under Hasbro (some event will catalyze this)

RPG Blogosphere

I mentioned that the RPG Blogosphere would continue evolving and make a big impact.  The online community is on the verge of greatness, and I know I’m not the only one who feels this way.  I cannot quite put my finger on exactly what is going to happen, but I think we will see more of these:

  • Greater collaboration between bloggers
  • More collaboration with the industry
  • Attract more of those forum lurkers
  • THE go to place for the best content/resources
  • We will go through a smelting as the fittest solidify their dominions

Where do you see the RPG blogosphere or industry going?  What would you like to see?

Listening to: Spineshank - Height of Callousness- Play God

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