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 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.
Tagged: DnD, dnd rewrite, dungeons and dragons, game, game design, games, games design, gaming, role playing, role playing game, role playing game design, role playing games, role playing gaming, roleplaying, roleplaying design, roleplaying game, roleplaying game design, roleplaying games, roleplaying gaming, rpg, RPG design, tabletop game, tabletop game design, tabletop games
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.
Tagged: DnD, dungeons and dragons, game design, games, gaming, role playing, role playing game design, role playing games, role playing gaming, roleplaying, roleplaying design, roleplaying game, roleplaying game design, roleplaying games, roleplaying gaming, rpg, tabletop game design, tabletop games, tabletop gaming
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.
Tagged: DnD, dungeons and dragons, game, game design, gaming, role playing, role playing game, role playing game design, role playing gaming, roleplaying, roleplaying design, roleplaying game, roleplaying game design, roleplaying games, roleplaying gaming, rpg, tabletop design, tabletop game design, tabletop games, tabletop gaming
August 24, 2016
A samurai plucks arrows from her quiver and looses them toward an enemy before her, peppering the vicious ogre before dropping from her horse, drawing her sword, and moving in for the kill.
Fighting for his life, the gladiator bashes the first swarming goblin with his shield then throws the shield at the next. His sword cleaves a third goblin as he picks up one of their crude spears and uses it to old the mass back as he figures out his next move.
Plumes of smoke erupt from the guns of the small band of musketeers, picking off the flanks of the advancing force of armored knights. They keep in formation, shooting and falling back, until finally the knights number less than they and their swords leap into their hands for the final struggle.
All of these are fighters. Each and every one of them. They all stem from a single, pure ideal. A fantasy of the warrior who is an expert in all forms of warfare and combat. In Dungeons and Dragons, we call that warrior The Fighter.
June 8, 2016
I’m sure some of you out there, some of you who are friends and some of you who are not, are looking at the kind of person I am and wondering why games are so important to me. Not just a hobby I’m invested in, not just a cultural zeitgeist I count myself a part of, but something that I think represents and important philosophical and emotional technology to humanity. A very important element of culture that, I think, is currently being treated like no more than a toy. Games, I believe, are the cousin of narrative and storytelling that teach us empathy from the opposite direction. They inform our mechanisms for understanding empathy. Rules allow us to step into another person’s life and understand their motivations because the mechanisms tell us what we can and cannot do – that is, what decisions we would never make and which we would always make if we were the person we’re playing as.
To explain why in detail, come with me while I explore the very idea of what a game can be with you.