Mad Brew Labs

Better Gaming by Design

Archive for June, 2010

Concerning Great Designers

Posted by Mad Brew On June - 21 - 2010

Not About the Designer

There was a recent conversation in my Twitter feed about “What makes a good RPG designer?” The question was posed by Stuart (@RobertsonGames). It made me think that while I have a laundry list of qualities that good designers should probably have, I don’t know if I choose game products simply based on the designer. My favorite roleplaying games were not singlehandedly created by a single individual.

Regardless who gets their name on the cover, game material is often the work of a dozen or more people. I can’t tell from looking at a supplement who came up with what idea or mechanic, so it’s nigh impossible for me to make connections between a designer and games I like.

From my understanding of how most of the industry works, when developing the core system, there are two levels to creating a game. You have the designer (the one(s) who get top billing) who set the stage and determine the general direction of the system. Then you have the developers who actually write the mechanics and bits that meet the specifications set forth by the designer.

You can think of a game system like a canvas, the designer comes in and does some rough sketches and perhaps lays down some broad strokes of paint and then the developers come in and fill in the details. A designer seems to have a lot in common with a project manager from a software development perspective.

Of course, once you have the words of a system worked out, there are still the illustrators, graphic designers, and editors that add the glitz and polish to a game. I highly doubt as many players would like D&D as much as they do if the rules were printed in a massive block of text and bound like research papers.

So for me, I don’t really think in terms of great designers, just great games.

Personal Bias

As a side note, Stuart’s question was actually initiated by this comment from Daniel Perez (@Highmoon):

“Some games are better served by getting to know the designer at least a bit, seeing what makes [the designer] tick that’s reflected in the RPG. Other games are better served by one knowing little or nothing about the designer, as this can influence adversely an otherwise great RPG.”

I have heard this sentiment before, and not just when referencing RPGs. Many people feel this way about illustrators, actors, directors, authors, etc. I think a related statement (of my own device), and one that presses more to the issue can be this:

“Some people are just giant fucking douchebags. Once you know how much of an asshole they are, it’s hard to appreciate anything they do, even if you would have otherwise enjoyed it.”

Some examples of the above, from my own personal experience/opinion, include: Tom Cruise (Scientologist nutjob), Todd McFarlane (comic-publishing hypocrite), and Apple (computing snobs).

It can work in the other direction too. You might actually enjoy something more once you’ve learned more about its creator. This direction is probably less common; in fact, I can only think of one example at the moment: a parent’s opinion of anything their children do (except my daughter really is good at everything).

Listening to: Agents of Obilivion – Agents of Oblivion – A Song that Crawls

Echelon Species (Part 1 of 3)

Posted by Mad Brew On June - 16 - 2010

This is part of the Echelon RPG Development series. Here are links to other articles of the series:

Species is another important element of character development. While Species may enhance Attributes and provide other benefits, each Species also gives characters a unique perspective of the world and have distinctive cultures. This culture should be mined for roleplaying opportunities and guidelines on how to have characters interact with each other and their environment. Of course, the details of that culture are entirely up to the Game Masters and the players.

Each Species description includes adjustments for Attributes, Favored Abilities, Languages, Size, Speed, and any Special Qualities associated with it. When adjusting Attributes and recording Favored Abilities, if any modifiers are listed inside parentheses (), then the player may choose to apply one or the other, but not both.

Languages

Languages listed in parentheses are bonus languages and may be purchased at Character Creation for 2 Experience each. After Character Creation, a character may learn any language he has had an opportunity to study by purchasing ranks in the Linguistics Advantage. The Game Master will determine whether or not there has been sufficient exposure or access to learn a particular language.

[Designer's Note: I plan on expanding the descriptions of each language later]

  • Abyssal
  • Angelic
  • Chrtka
  • Common
  • Deepen
  • Draconic
  • Fey
  • Gargon
  • Gnomish
  • Goblinite
  • Hobbit
  • Infernal
  • Lithos
  • Orkish
  • Primitus
  • Primordial
  • Serpentis
  • Sylvan
  • Talonese
  • Tauran
  • Titanspeak

Basic Species

Basic Species can be chosen at character creation without spending additional Experience. Some Species may not be appropriate for the particular adventure, story, or campaign that the Game Master is conducting, so choices still need to be approved by the GM.

Automaton

Automatons are constructs that have been given the spark of true life. Whether through accident or design, these golems have acquired real intelligence and even emotion, however subdued that emotion may be. Most automatons are unique and have no connection to one another, though rumors exist of gifted artificers and even entire factories that produce entire batches of intelligent constructs. Many automatons were manufactured to be guards, though a few have a talent for the same art that created them.

Attribute Bonus: +2 to any Body Attribute, -2 Spirit

Favored Abilities: (Artifice or Martial)

Languages: Common, Primitus, (Creator’s Language)

Size: 5 (Medium)

Speed: 20 ft.

Special Qualities:

Darkvision 30 ft.

Hardened Fist: Unarmed attacks deal 1d6 points of lethal damage.

Living Construct: Automatons are immune to effects with the Disease, Fear, Healing, Morale, Necrotic, Paralysis, Poison, Sleep, and Stun descriptors. Automatons are also immune to fatigue, exhaustion, nonlethal damage and do not need to sleep (but may rest and gain the appropriate benefits). Automatons receive a +4 bonus to Resolve against Powers with the Mind descriptor. Automatons regain Vitality with time as normal and may benefit from effects with the Repair descriptor.

Lowlight Vision.

Dwarf

Dwarves are as stubborn and unyielding as the stone they work in their mountain halls. The most talented blacksmiths and masons hail from this short but bulky race. Dwarves sport long beard that they decorate with intricate baubles forged by their master smiths. In fact, dwarves are born with beards, so if you ever see a dwarf without one, he is surely an outcast. Dwarves have nurtured a strong warrior class due to their preferred habitat, though they often take to the art of creation and have affinity for the powers of the Wylde.

Attribute Bonus: +1 Constitution, +1 Wisdom, -1 Dexterity

Favored Abilities: Martial, (Artifice or Wyldcraft)

Languages: Common, Lithos, (Gargon, Gnomish, Goblinite, Orkish, Sylvan, Titanspeak)

Size: 5 (Medium)

Speed: 20 ft.

Special Qualities:

Darkvision 60 ft.

Final Stand: [N/A] Cost: 10V; Action: Full Round; Range: Personal; Effect: As long as the dwarf chooses not to move, he becomes immune to effects which force movement (barring situation where the ground beneath his feet is actually modified). In addition, the dwarf does not fall unconscious upon reaching 0 Vitality. Upon reaching 0 Vitality, any additional injuries affects Vigor instead. Once a dwarf reaches 0 Vigor, he falls unconscious. Should the dwarf choose to move or fall unconscious, the effect ends.

Rocksteady: Dwarves gain a +2 Species bonus to Defense against made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Slow and Steady: While a dwarf moves slower than average for medium size races, he does not reduce his movement due to armor or heavy load. Terrain and magical effects still affect dwarves normally.

Weapon Familiarity: Dwarves are proficient with dwarven waraxes, dwarven urgoshes, throwing hammers, and warhammers.

Elementine

Elementines are scions of great elemental warlords that once inhabited the lands. While their command of the elemental forces of nature has winnowed through the ages, the elementines still possess strong affinities for their element. Many elementines are accomplished sorcerers while many more become druids or protectors of areas with strong ties to the elemental planes. Once the elementines controlled vast kingdoms, but now only small kingdoms and duchies exist. Elementine characters must choose an ancestry: Fireborn, Earthborn, Waterborn, or Windborn.

Attribute Bonus: +1 Spirit, (+1 Constitution, +1 Dexterity, +1 Strength, +1 Wisdom), -1 Intelligence

Favored Abilities: Leadership, (Sorcery or Wyldecraft)

Languages: Common, Primordial, (Gargon, Primitus, Sylvan)

Size: 5 (Medium)

Speed: 30 ft.

Special Qualities:

Charismatic: +2 to Social Skill Checks

Darkvision 30 ft.

Fireborn:

Burning Strength: +1 Strength.

Damage Abatement: DA 2/Fire.

Flameblast: [Fire] Cost: 5A; Action: Standard; Range: 10 ft.; Target: 1 opponent; Attack: Accuracy vs. Reflex; Hit: 1d4 + Apotheosis.

Earthborn:

Damage Abatement: DA 2/Bludgeoning.

Granite Fortitude: +1 Constitution.

Rockflesh: [Earth] Cost: 5V; Action: Move; Range: Personal; Effect: +2 DA/- for 5 Rounds, end effect as a Free Action.

Waterborn:

Damage Abatement: DA 2/Cold.

Deep Insight: +1 Wisdom.

Waterwalk: [Water] Cost: 5A; Action: Standard; Range: Personal; Effect: Treat non-magical water as a hard surface for 4 rounds, end effect as a Free Action.

Windborn:

Airy Agility: +1 Dexterity.

Damage Abatement: DA 2/Electricity.

Gaseous: [Air] Cost: 5A; Action: Standard; Range: Personal; Effect: Become Insubstantial for 2 rounds, end effect as a Free Action.

What Does It Mean?

You may be seeing some formatting, terminology, and numbers that make absolutely zero sense. That’s fine, because I have yet to explain what it all means. I wanted to post a teaser of what I have been working on, so come back next time for an in-depth explanation of a Species entry.

Listening to: Rob Zombie – Hellbilly Deluxe 2 – Virgin Witch

Echelon Archetypes

Posted by Mad Brew On June - 7 - 2010

This is part of the Echelon RPG Development series. Here are links to other articles of the series:

Archetypes are similar to classes, but unlike proper classes, they do not determine a character’s abilities. As such, Archetypes work a lot more like a template with the exception that a character may only have one Archetype associated with him. Echelon will make heavy use of templates later in order to apply characteristic sets to characters and monsters (i.e. demonic, vampiric, zombified, ghostly, etc.).

Archetypes help build character concepts, serving as the foundation of character development. While selection of an Archetype can make certain paths easier, it does not mean characters need to adhere to those paths. In fact, completely ignoring those paths can make for more interesting characters. Each Archetype confers bonuses to one or more Secondary Traits, access to Archetype Advantages, and provides a unique Archetype Power.

Adventurer

Adventurers are thrill seekers and tomb raiders who refuse to earn their living by traditional means. Many adventurers prey on the week, practically ransoming safety from villages in plight or extorting nobles to rescue relatives. However, there are some that do it just for fun or to be heroes.

Trait Bonus: +10 Bonus to Vigor

Bonus Advantage: Extra Favored Ability

Archetype Power: Fortune Favors the Bold

Once a day, before making the action roll, an Adventurer can use this power to gain a bonus on a single action roll equal to the character’s Apotheosis rank +2. Using this power is a Free Action.

Brute

Brutes are stronger than ordinary specimens of their Species. They tend to be excellent athletes and warriors, but more often than not, they become common thugs and miscreants. However, a few noble Brutes have leveraged their prowess to become pillars of the communities they protect.

Trait Bonus: +2 Bonus to Resilience

Bonus Advantage: Stout

Archetype Power: Blood in the Water

Once a day, before making the action roll, a Brute can use this power to gain a bonus to his Impact score for a single damage roll equal to the character’s Apotheosis rank +5. Using this power is a Free Action.

Devout

The Devout allow their faith to guide them in all things. Whether it is faith in a god, a cause, or themselves, the Devout use their faith to help them triumph in the face of impossibility.

Trait Bonus: +2 Bonus to Resolve

Bonus Advantage: Karma Sink

Archetype Power: Divine Intervention

Once per day, before the damage is rolled, a Devout may force an opponent to reroll any attack that the Devout was a target of. The result of the second roll is used to determine the success regardless if it is better or worse than the original. In the case of area effects, the new roll only applies against the Devout. Using this power is a Free Action.

Mentalist

Mentalist characters prefer brains over brawn in any confrontation. They use their superior intellect to discover opponents’ weaknesses and strategies and exploit them. Mentalists are found as often in the ranks of military officers as they are in arcane libraries.

Trait Bonus: +10 Bonus to Animus

Bonus Advantage: Metaphysics

Archetype Power: Vitiate Energy

Once per day, upon a successful attack which deals Vitality damage to an opponent, a Mentalist may instead choose to reduce either the target’s Temporary Animus or Temporary Vigor instead. This power must be invoked before damage is rolled and gains bonus damage equal to the Mentalist’s Apotheosis rank. Using this power is a Free Action.

Scoundrel

Scoundrels make their living on deception and misdirection. They are natural smugglers, thieves, and rogues but they be found in all sorts of professions. Whichever career they choose, they have a tendency to quick and elusive when in a pinch.

Trait Bonus: +2 Bonus to Reaction

Bonus Advantage: Quickened

Archetype Power: Elusive Step

Once per day, for a single Move Action, a Scoundrel can use this power to move 10 feet plus an additional 5 feet per Apotheosis rank without provoking attacks of opportunity and ignoring rough terrain. The Scoundrel may also move through spaces occupied by enemies but must end his movement in an unoccupied space. Using this power is a Free Action.

Survivor

Survivors are often the only living citizens of villages pillaged and slaughtered by raiders, or former soldiers left for dead on the battlefield, or perhaps once infected by plague or other diseases. Whatever their misfortunes, they have survived insurmountable odds and overcame events many would perish in.

Trait Bonus: +1 Bonus to all Defenses

Bonus Advantage: Not Dead Yet

Archetype Power: Second Wind

Once per day, a character may use this power to regain half his Vitality. A character cannot gain more than his Maximum Vitality by using this power. Using this power is a Free Action.

Future Development

I can see an opportunity to grow Archetypes in the future by providing a rank or tree system, but for now, I’d like to just stick with basic implementation so I can have more time to develop Abilities, a preview of which is coming next.

Listening to: Scum of the Earth – Sleaze Freak – Devilscum

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