February 3, 2017
Here we are, part 3 of however many on resolution mechanics and I’m finally going to get into some nuts and bolts ideas I have for improving skills in the rewrite. The first thing we’ve got to look at is exactly how these rolls work. Right now you roll and you just have to hit a number – that’s it, once it’s hit you’re good. Any potential changes are added to the difficulty before the roll, and you can’t adjust your technique if you notice something’s not working.
So, to remind you our analogies are equipment, maneuvering, and abilities. And we’re looking at how to emulate resolution mechanics for skills which represent expending time and energy in crafting something, whether it’s a seductive song, a rousing speech, or a sturdy dagger. This goes for every skill, by the way. They’re all about crafting something if you think of “Craft” as an abstract, analogous concept.
So lets craft a better rule.
Tagged: DnD, dnd rewrite, dungeons and dragons, game, game design, game development, gaming, role playing design, role playing game, role playing game design, role playing games, role playing gaming, roleplaying design, roleplaying game, roleplaying game design, roleplaying games, roleplaying gaming, rpg, RPG design
January 30, 2017
So, last week we talked about Resolution Mechanics and it struck me I made a whole lot of statements using a whole lot of assumptions that I didn’t make clear. This post is about that.
So, first off, why do we need Resolution Mechanics? The short answer is to resolve disputes at the table in a way that’s fair to everyone, but that can be done any number of ways and doesn’t have to involve dice, or even game themeing at all. What Resolution Mechanics are really for is carrying the narrative forward in a way that is both within the game’s narrative style and allows the players a sense of chance and danger without actually upending their momentum.
In short, Resolution Mechanics provide the players the illusion that they lack control in just the right ways to provide an even stronger illusion that they might lose. Ideally, the players aren’t capable of losing due to sheer luck (partially because of dice statistics, partially because of rules) but they’re under constant fear that they could, in theory, lose to sheer luck.
So, what’s our narrative theme, etc, for Dungeons and Dragons?
January 28, 2017
So, we’ve done some of the ground work for our themeing. We’ve got our classes down, we’ve got a basic idea for our construction, and we know what “D&D” is. So, how does the game work?
The environment that D&D takes place in, a tabletop RPG with a focus on storytelling and tactical combat, there are three levels of resolution. Three tiers of granularity in how much we want to simulate the environment. Those three levels are the most simple kind of resolution (like a “strength check” for something coming up but not having a dedicated rule system), the skill resolution (like a “Diplomacy check” for something that has a rules system attached to it but it’s not very granular), and the Combat Resolution System. There’s a huge, wide gulf between type 2 and 3, while there’s barely any difference between type 1 and 2. I feel like we can do better than this.
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January 25, 2017
We’ve examined those who use their Strength to Fight. We’ve looked at those who use their Dexterity for Rogueish ends. We’ve seen what the Brawlers can deal with because of their powerful Constitutions. We’ve glanced into the magical worlds driven by the Arcanist’s Intelligence and harnessed by the Acolyte’s Wisdom.
But who tells the stories that we know these by? Who rallies the armies of the world and who keeps the team together? When you read about heroes who don’t fit into neat containers, heroes who seem to draw many skills from many different places, they all started out somewhere. They were, at first, simple apprentices to someone. A budding Fighter, Rogue, Arcanist, Brawler, or Acolyte. When they reached the point where they could dedicate themselves fully to their skills, though, their talents pulled them elsewhere. They formed their abilities based on the mystical pull they have with their persona, the strength and flexibility they have threaded through their being.
They’re now Journeymen, walking the world and learning what they can to do what they can.
Tagged: bard, bards, board game, board games, board gaming, charisma, DnD, dnd rewrite, dungeons and dragons, game, game design, games, gaming, role playing game, role playing game design, role playing games, roleplaying game, roleplaying game design, roleplaying games, rpg, rpgs
January 13, 2017
So, Divine magic.
That’s a…complicated bag of snakes. Kettle of worms. Can of hammers. Traditionally, for some reason, Divine magic was basically Arcane magic with the serial numbers filed off and some weird aftermarket spells like “Cure Wounds” and “Slow Poison”. So either wildly useful or strangely useless.
We’re gonna change it. Partly by sticking to the hard spell idea, but really digging into the thematic part of it. Instead, Spheres or Domains are going to be the most important thing to a Divine caster, and will inform how they act, how they cast, and how they see the world. Being a Divine caster should have some kind of obligation, since their devotion is what keeps their magic alive.
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January 11, 2017
The recently graduated student of the largest arcane university on the continent heading out to make their mark in their old school robes, staff and sling clutched tight in anticipation. The child who accidentally destroyed their house with a sudden burst of flame from their hands, outcast and seeking redemption. A price paid, an oath sworn, blood spilled, and vengeance sought; she left that home for the last time with his head above the door and her Master smiling from beyond. He never learned how, exactly, it made sense to him but just on the edge of the vision he could see the shapes and structures of sorcery…hopefully, on the road, he can learn more. She didn’t care for the books her father studied, nor for the raw power that her brother seemed to delve in, she instead loved her potions, her scrolls, her wands, her devices. They had never been very good at being clear on anything, and the fact that every time they tried to form a spell in their mind caused some part of them to change as well didn’t help matters at all.
These are all Arcanists. At this point they’re all young, they’re all unpracticed, and they’re all learning the ropes in most of the same ways. While they are diverse, and will diverge soon into their adventuring career, early on all Arcane specialists follow the same path – learning their first Engrams and forming their Arcane identity.
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September 14, 2016
The boxer carefully parried the first punch out of the way and sized up his opponent. Just when another jab came toward his face, he deftly stepped out of the way and followed up with a huge haymaker.
It was easy to dismiss her petite frame and blindness as weaknesses, but combined with her short staff and her training, even the dragon’s bite found only the dirt under her feet. Her stance was strong, her reflexes fast, and her hands moved like water.
His hits weren’t hard, at least at first. His movements weren’t fast, at least at first. He didn’t look strong, at least at first. His opponents were powerful, at least at first.
She knew the honor she was undertaking. She had gone out into the wilds and found a great dire bear and brought it down with only her hands, and a little bit of her head. She had been given the graven axes of her fathers, and their fathers. She could feel the rage welling up inside as she accepted the mantle of Berserker. Read the rest of this entry »