Showing posts with label Basic Fantasy Heroes. Show all posts
Showing posts with label Basic Fantasy Heroes. Show all posts
Tuesday, September 29, 2015
Schweig’s Project List, Oct. 2015
In preparing to attend Nuke-Con Oct. 2-4 in Omaha, NE, I’m assembling a host of materials: signs for my numerous events, adventure components (scenario, character sheets, tent cards, handouts), rulebooks, compact miniature wargaming bits (tanks, terrain, reference cards). I managed to order two portrait-oriented Lion Flip-N-Tell Display Book-N-Easels to compliment the stand-up landscape portfolio I’ve had for years. These work really well as double-sided sign holders, with the portfolio format allowing me to easily change signs as needed. They also fold flat for easy packing and transport.
Nuke-Con provides me with a guest table where I can hang out and chat with con-goers when I’m not running games. I’ll have two of these portfolios set up on the guest table with information about my con schedule and products, while the third serves at my gaming tables to identify the event and display any in-game reference materials.
In trying to devise interesting information for signage to inspire guest-table conversation I thought I’d offer a brief outline of some of the projects on my immediate “to do” list. I regret many of these have languished for years, set aside when real-life jobs consumed my energy and then when my full-time parental duties took over my life; but with the Little Guy in kindergarten full time now, I have a little more time to focus on developing and completing game projects for publication.
Tuesday, December 31, 2013
Looking Back, Looking Forward
Wisdom comes from examining and reflecting on one’s experiences with an eye toward learning from them. The turn of the New Year offers a milestone at which many people stop to reflect on where they’ve been the past year and where they’d like to go in the coming one. Some set their expectations high with those pesky annual and often-forgotten “resolutions.” Others examine where they’ve gone right or wrong in the past year and resolve to be more mindful of such opportunities to improve themselves in the coming months.
The New Year’s holiday offers a chance for me to reflect on my professional game activities over the past 12 months with an eye toward evaluating my strengths and weaknesses, finding my inspiration, and re-focusing my efforts
Achievements in 2013
Looking back over the past year I see my accomplishments range across a number of activities, few of which one measures in quantitative terms: publishing and promoting gaming product, communicating with the vast gamer community, and connecting with key individuals for both playtesting and networking. Some endeavors have had particular significance for me:
Blogging: Over the course of 2013 I wrote 52 blog entries on adventure gaming and game design. Yes, everyone seems to blog these days and many argue it’s going out of vogue; but blogging fulfills two goals for me. It enables me to communicate with gamers on both general subjects in the hobby gaming field at Hobby Games Recce and on specific issues of game design here at the Game Design Journal. Blogging also requires me to maintain discipline, both to produce relevant, polished editorial content in more than 750 words each week, and to do so on a schedule (every Tuesday morning at alternating blogs). I’m not always successful in the “relevant” and “polished” categories, but the exercise keeps my writing skills active.
Online Playtesting: I sent several projects through various stages of playtesting using online contacts and access through Google Docs (or whatever they’re calling it these days). I viewed this as an offshoot of my activities to increase my online interaction with the gaming community. Early in the year I sent various iterations of my fantasy roleplaying game engine using some innovative dice mechanics (the Oracle System,about which I’ve written before). When inspiration hit me to create a customizable random dungeon generation system, my playtesters rose to the challenge and helped me refine my vision for the product. As with any playtesting effort, some participants offered vague suggestions and impressions (if any at all), but more than I expected provided constructive criticism, fresh ideas, and positive encouragement. I am fortunate to have cultivated a small group of intelligent and loyal playtesters during 2013, an asset I intend to continue using throughout the new year.
Pay What You Want: In 2013 DriveThruRPG.com and its affiliated websites offered publishers the option of pricing products as “pay-what-you-want,” giving customers the option of downloading product for whatever price they wanted, even “free.” The trend quickly gained popularity among publishers for a variety of reasons. I chose to convert all my previously free downloads -- mostly short scenarios supporting my Pulp Egypt and Heroes of Rura-Tonga supplements -- to “free/pay what you want” in an effort to raise some extra revenue from generous donors. (I examined the pay-what-you-want issue and my views of it as a “tip jar” in an earlier journal entry.) The change provided some additional revenue each month; subsequently released free product has fallen under the pay-what-you-want price rationale.
Themed Dungeon Generator:An unexpected project evolved from playtesting the fantasy roleplaying game rules under development. In seeking to self-test the character and combat systems I turned to the venerable random dungeon generation tables of the Advanced Dungeons & Dragons Dungeon Masters Guide (with my own modified monster encounter table keyed to my own game). After finding that experience haphazard and thematically meaningless, I set about creating my own one-page, fillable PDF form to customize my own randomized-yet-themed solo dungeon experience. It suited my needs; with some polishing and quick online playtesting it released to the public through my DriveThruRPG.com e-storefront. It was one of several small game design diversions in which I indulged and the only one to yield saleable product. I generally don’t like releasing small supplements with low price points, but this one sold rather well and made what seemed like sidetracked efforts pay off. (You can read about my solo dungeon delves and the rationale behind Schweig’sThemed Dungeon Generator in past blog posts.)
Goals for 2014
I think I set a positive course for 2013, so many of those trends I intend to continue in the new year; however, many new directions and challenges remain:
Project Completion: I’d like to complete and bring to publication two projects that underwent significant development and playtesting last year: my introductory tank wargaming rules for a younger audience called Panzer Kids; and a fantasy roleplaying game using the Oracle System’s innovative dice mechanic for a basic gaming experience similar to old school renaissance retro-clones, tentatively titled Basic Fantasy Heroes. (I’m also allowing myself to go off on a few other diversion to develop a small abstract board game inspired by some interesting game elements and a quick battle game using 54mm plastic soldier miniatures, which I’ve mentioned before on this blog; I intend both for eventual publication in PDF form, quite possibly for free.) I fully subscribe to the philosophy that “We will sell no wine game before its time.,” which, regrettably, means projects take their time to reach publication, but they meet my personal quality standards on several levels.
Convention Scene: I’m hoping to return to the regional convention scene this year, partly to playtest, demonstrate, and promote my game projects, but also to enjoy myself, mingle with gamers, try new games, and enjoy old ones with new friends. Unlike my previous convention experiences years ago where I attended as a gaming guest running games, speaking on panels, and hosting a dealers table, I’m taking a more relaxed approach, especially in these times of fewer and smaller conventions, tighter finances, and fewer invitations to gaming guests. I have plans to visit a few conventions I’ve attended before, as well as leads on a few others, both well-established and relatively new, I’d like to try.
Continued Blogging: I sometimes debate whether it’s worth my time to continue writing two blogs, one each week, especially when I’m light on relevant topics, have little time and focus to write, or simply don’t feel as enthusiastic about my subject as I should. Part of my blogging satisfaction comes from a need to create meaningful content, but another comes from the interaction I enjoy in sharing these views on the adventure gaming hobby and game design issues. On occasion these missives and discussions inspire me in new directions. I’m looking forward to generating more discussions through blog topics that interest me and the gaming community at large.
E-Publishing: I need to re-focus some efforts to promote my e-publishing endeavors more effectively, beyond actually producing and releasing product (a challenge given my limited time, focus, and energy). I learned during 2013 to use social networking, blogs, word of mouth, and the Griffon Publishing Studio website to promote my activities and publications and intend to continue those practices. But I need to spend time to more effectively market my materials using the publisher tools offered by DriveThruRPG.com and its affiliated sites -- particularly the “featured product” messages -- to boost sales. I also need to start seriously looking to make several of my PDF products available through that website's print-on-demand program.
My reflections on where I’ve been and where I’m going with my game-design endeavors serves as both a kind of “annual report” of the past year and an outline of some tasks that lay ahead. In reviewing last year’s “New Year’s” post I’m relatively satisfied that I’ve at least confronted the challenges I set for myself in 2013; I’m looking forward to moving into 2014 with renewed purpose and some solid goals to achieve.
As always, I encourage constructive feedback and civilized discussion. Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.
Tuesday, September 24, 2013
Thoughts on the Random Dungeon
I’m returning to my Oracle System-driven roleplaying game design for Basic Fantasy Heroes as an occasional break from work on the miniature wargame rules for Panzer Kids. The rules went through several rounds of playtesting earlier this year, with solid input and good insights on fine-tuning the system and improving the presentation. But aside from running a few test encounters myself to see how combat worked out within the overall Oracle System, I’d not have a chance to run a small band of heroes through a scenario. So I turned to a solitaire alternative using a random dungeon system to generate an adventure in which I, as player, truly could not anticipate what the characters would face from one room to the next. Beyond offering a taste of the Basic Fantasy Heroes game system mechanics in an actual play setting (albeit solitaire), the experience helped me come to some conclusions about what I expect in random dungeon solo play.
Rationale
I wanted to adhere to certain conditions in undertaking this foray into solitaire random dungeon adventuring, primarily to provide a realistic experience using the character and combat rules I’d developed in a fully unexpected setting. To this end I created three beginning characters using my Basic Fantasy Heroes rules: a priest, elf, and dwarf, each with their own specialties that would affect gameplay (primarily combat).
My main concern was generating a dungeon layout with interesting results for solo gameplay. I’m no expert on the various options available today for solitaire dungeon generation. Giving in to my nostalgia, I initially turned to the original material created on this subject, the Gygaxian system in “Appendix A. Random Dungeon Generation” of the Advanced Dungeons & Dragons Dungeon Masters Guide.
To vary my approach I also polled some folks on Google+. Several offered good suggestions on alternate, more recently developed random dungeon generation systems available. Thanks to John Fiore, host extraordinaire of the Solo Nexus blog, I picked up the No Budget No Frills Pencil and Paper Dungeon Generator, Ver. 3.0 by John Yorio over at the Tabletop Diversions blog. (Though I’m also interested in eventually picking up the geomorph Dungeon Dice Clayton Rider suggested.) The discussion also covered TSR’s Cardmaster Adventure Design Deck, which I own but declined to use in this particular exercise.
In both cases I decided to create my own first-level dungeon monster encounter table based on the low-level creatures I’d devised for Basic Fantasy Heroes -- not all the creatures I’ve developed have corollaries in the AD&D Dungeon Masters Guide monster tables, and I didn’t want to outright translate that game directly to mine -- but they still ran the range from bandits and goblins to giant centipedes and slime. The presence of traps in both dungeon generation rules revealed to me that I’d not considered rules for traps in Basic Fantasy Heroes; so I quickly drafted some functional notes on how certain iconic traps worked within the Oracle System framework with an eye to developing them more fully later.
I intended to try two strategies in recording my solo dungeon-delving experience: creating an annotated map (somewhat of a necessity in these exercises) and writing an in-character chronicle describing events, encounters, and reactions (an idea John Fiore has featured over at Solo Nexus, though he recommends not writing in a player character’s voice). Experience with both random dungeon generating systems showed the map an obvious requirement and the primary focus of the game. In the course of rolling, mapping, and handling combat encounters, however, I regret the adventure diary chronicle fell by the wayside; I liked the character narrator, but it seemed a strain to catalog encounters in an engaging style, even in the most general sense (though I was quite happy with my introduction).
The Gygaxian Labyrinth
At first glance the byzantine tables in the Dungeon Masters Guide appendix seemed to lead one down the path to revealing a dungeon with all the complexities one expects: traps, monsters, treasure, secret doors. Slightly weighted tables favored some results over others, but not by much. The system seemed more attuned to taking into account every possibility within the dungeon layout and offering an unbiased result, giving almost every option the same chance of occurrence.
Amid all the twisting corridors and intersections my intrepid heroes came upon seven rooms, four empty ones and three containing monsters. For the solitaire play -- and in chronicling the adventure writing as one of the heroes -- empty rooms proved extremely boring. I found myself wishing I had some means of determining any descriptive features about the chambers just to liven things up and give some clue about their past use and the dungeon’s origins. Despite the tables for traps and treasure, the heroes didn’t encounter any. The random monsters they confronted had no theme to them other than “Level 1” and, typical for this kind of exercise, there seemed no rationale for them being there other than excuses I created for the adventure diary chronicle: obviously bandits were probably looting the dungeon like the heroes and the cave mantids made a nest in one of the chambers, but why kobolds were hiding behind an illusionary wall in one room is beyond me.
What also occurred to me as I tired of this exercise was the lack of any meaningful conclusion. My heroes simply reached a point where they’d had enough and back-tracked their way to the dungeon entrance. Assuming they returned to the nearest town to tend their wounds and cash in their treasure, they had little compelling reason to return to their subterranean explorations other than the promise of haphazard carnage and loot.
No-Frills Simplicity
The no-frills dungeon generator promised a far more simplified method than the Gygaxian model: roll 1d12 and consult the table. The 12 possible results included an even distribution for various corridor types and three kinds of rooms, those with monsters, traps, and the infamous ones with nothing at all. Asterisked notes included intuitive methods for determining corridor length, chamber size, and the number of doors in a room (though I modified these from 1d10 rolls to 1d6 rolls). .
My heroes began their delve and started exploring the catacombs with far more ease than navigating the numerous Gygaxian dungeon-generation tables. The results seemed more interesting, too; of four rooms they discovered, two held monsters and two traps…no empty rooms in this dungeon. That’s as far as they got because the presence of more traps wore down the party. Traps appear in locations (rooms or corridors) one time in six, with monsters appearing one time in twelve. The dungeon also remained void of any kind of thematic rationale aside from the fact that the bandits were probably looting the place, too, and the giant centipedes had nested in another chamber.
Between the two random dungeon generation systems, though, I liked the no-frills one over the more complex and time-consuming Gygaxian method. The no-frills system benefitted from both brevity and a better presentation, with each result illustrated by a mini-map geomorph depicting the dungeon feature. But it highlighted the need for separate tables for corridors and rooms as well as the variability of having even slightly weighted tables. Both systems -- one possibly the first in the adventure gaming hobby, the other a recent refinement -- left me feeling somewhat unsatisfied. Yes, they both certainly challenged me as a player to use character resources and specialties to overcome adversaries and survive traps, but they lacked even the most basic contextual story elements.
Themed & Skewed
Although I actually achieved my original mission of playtesting the rules and characters in the context of a solitaire random dungeon crawl, I can’t help but consider how to craft a more fulfilling solitaire play experience in a relatively random dungeon. I think adding both a basic theme and some skewed (or escalating) results might help add more intriguing narrative elements to elevate the experience beyond a completely random hack-and-slash delve. I’m envisioning a quick setting paragraph to put the dungeon entrance and its theme in context, followed by tables to generate corridors and chambers (favoring some results over others). I’d include a monster encounter table customized to the theme (vermin, goblins, magical creatures, etc.) incorporating an escalating mechanic to push future rolls up the spectrum toward a “boss” monster. It’s something I’ll think about as a possible solitaire random dungeon generation system when I next feel the need to explore some new game design territory.
My ultimate lesson learned concerns the nature of random dungeon generation as discovered by the necessity of gradually revealed solo play. Dungeon delves -- while the primal form of adventuring in the hobby -- remain a limited form, more so in the random dungeon generation style used for solitaire play. More involved campaign play, balancing wilderness, town, and dungeon encounters, offers more possibilities for a richer solitaire experience and hence more interesting narrative possibilities for chronicles recording adventures.
Next time I need a break and feel the need to test my Basic Fantasy Heroes rules in a more varied narrative setting, I’ll grab my sets of Rory’s Story Cubes (regular and Voyages) and send my characters through the paces of John Fiore’s The 9Qs Solo RPG Engine.
As always, I encourage constructive feedback and civilized discussion. Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.
Tuesday, June 18, 2013
The Mechanics of Spell Scrolls
As a break from developing the bestiary for Basic Fantasy Heroes I’ve occasionally diverted to dabbling with magic item concepts for the treasure section. While much of this emulates the category conventions found in Basic Dungeons & Dragonsin terms of weapons and armor with bonuses, I’m rethinking the concept of spell scrolls as exclusively the province of wizards and priests (and as an extension, the use of enchanted wands and staves). Do I continue what seems the standard practice of limiting magical scroll use to spell/canticle users (wizards and priests), or do I provide some ability for non-spellcasters to use them on a more limited basis? My general instinct leans more toward the inclusive than the exclusive, offering the non-spellcasting classes of fighter, thief, elf, dwarf, and halfling a rather risky opportunity to use a scroll discovered as part of a typical adventure’s treasure.
Spell scrolls in Basic D&D enable a magic-user, elf, or cleric to cast a spell once before the writing fades from the parchment; characters who can’t normally cast spells cannot use spell scrolls (though they can pawn, trade, or otherwise use them as a commodity). In Basic Fantasy Heroes non-spellcasters can try casting a spell from a scroll once per day, but must roll a number of successes equal to the spell’s “tier” or level (usually one for basic spells, two for mid-level spells, and three for higher ones); failure results in the spell backfiring in some detrimental way and the destruction of the scroll…to include any other spells inscribed upon the parchment. This gives non-spellcasters the chance to use spell scrolls at their own peril. Is it open to abuse? Certainly. But it offers heroes a choice if their party doesn’t contain spellcasters. It also opens the debate whether to use a scroll spell to save themselves when it might backfire, harming the group and destroying the scroll.
Of course spellcasters may cast a spell from a scroll but can only do so as their only spell use that day, regardless of how many spells their hero dice level normally allow; when they do so the writing does not fade, so they can use the spell again if they dare. The spell backfires (destroying the scroll) if they’ve cast any other spell earlier that day or if they fail to roll any successes in the casting attempt. They may also use the text to learn the spell as a specialty when they level up (when they’d normally choose another spell specialty as part of character advancement). Finding a scroll with a particular spell they wish to learn could form the basis for a leveling-up adventure and a premise for gaining that specialty.
A similar mechanic could function for other treasures enchanted with spell effects usually reserved for wizards and priests, including wands, staves, amulets, or anything else with limited “charges.” I’m debating whether to set a fixed number of charges for such items or simply have them run out under certain conditions; for instance, should a hero use them and fail to roll any successes in the attempt.
I’m hoping to find time to explore some of the game mechanics under development on my own using some modified random dungeon generation, and we’ll see if the typically reckless dwarf I like to play gets into trouble trying to cast spells from any scrolls discovered….
As always, I encourage construction feedback and civilized discussion. Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.
Tuesday, May 21, 2013
Monster Descriptions of Yore
I’ve decided -- against my better judgment or business sense -- to move forward on developing the Basic Fantasy Heroesroleplaying game; it uses the original Oracle System for combat and task resolution to offer some retro-clone-style medieval fantasy action with a suitability for new players. Adequately developed drafts for character creation, combat, and some short adventures have already made the rounds with playtesters. The obligatory bestiary section remains among the few chapters yet unwritten, so I’m diving into it with a few monster descriptions and stats each day to maintain my enthusiasm for the project, explore possibilities within the game engine, and develop useful text for a final product.
Many monster entries, particularly those for humanoids, focus less on describing a creature’s physical qualities, behavior, and preferred habitat and concentrate instead on rules: explaining special combat abilities, noting aversions to light and ability to see in darkness, percentage chance to wield various weapons, and outlining the percentages of group and lair composition. Paragraphs like this one seemed ubiquitous in humanoid descriptions:
For every 40 kobolds encountered there will be a leader and two guards who are equal to goblins, each having 4 hit points, armor class 6, and doing 1-6 points of damage. If 200 or more kobolds are encountered in their lair there will be the following additional creatures there: 5-20 guards (as bodyguards above), females equal to 50% of the total number, young equal to 10% of the total number, and 30-300 eggs. There will always be a chief and his bodyguard in the kobold lair. It is also probable (65%) that there will be from 2-5 wild boars (70%) or 1-4 giant weasels (30%) in a kobold lair; the animals will serve as guards.
This level of statistical detail seems offered in the same spirit as the random dungeon instructions included in the Dungeon Masters Guide appendices, which enable gamemasters to generate random dungeon layouts and populate them with the proper level of monsters, traps, treasure. This more rules-oriented text leaves little room for descriptive “flavor” text to provide a context for adventuring. The actual “description” portion of monster entries delves into sometimes tedious extreme visual detail, such as the one the Monster Manual offered for goblins:
Description: Goblins range from yellow through dull orange to brick red in skin color. Their eyes are reddish to lemon yellow. They dress in dark leather gear, and their garments tend toward dull, soiled-looking colors (brown drab, dirty gray, stained maroon). Goblins reach the age of 50 years or so.
I realize AD&D emerged from a wargaming tradition and thus attribute the attention paid to color details to that heritage where painting miniatures the correct uniform color remained a point of pride to many.
I suppose the lack of colorful description at this time (the “Golden Age of Roleplaying,” or the early 1980s) seems normal, with brief descriptions focusing more on a creature’s role in terms of game rules than in what some might call “flavor text” or “lore.” The lack of non-game-mechanic detail enabled a host of magazine authors to expound on their own vision of particular creatures in the numerous, popular “Ecology of…” articles in Dragon Magazine.
I’m often amazed re-reading old game books and finding my expectations of contented nostalgia fall short in the face of what, by today’s game publication standards, is somewhat less-than-polished quality. Perhaps designers and gamers became wrapped up in the exciting novelty of the new hobby and paid less attention to sketchy rules, inconsistent grammar, passive voice, and a near-ubiquitous use of the future tense in rulebooks and adventure modules describing any potential situation (something that still creeps into today’s game writing by “professionals” and “amateurs” alike). Such elements help define games of that era and serve as a milestone by which we can compare the nuances and quality that characterize today’s roleplaying entertainments. What the first AD&D and D&D products create is nothing less than what publishers produce today, just something of a different flavor and play style.
Perhaps my observations about original D&D’s monster descriptions in a way reflect my own personal preference and strength for narrative and setting over rules. In my own brief monster descriptions I focus on physical description, environment, and motivations, all broad guidelines for use in the game, while the actual monster statistics serve to describe it in the context of the game rules. I’m seeking to provide the briefest of descriptions to put the creature in a familiar context within the game, then give the relatively simple stats and specialties so they work within the rules framework. I hope to give players the basic setting context and rules framework for monsters to let them use them as they see fit in their own games; in its own way original D&D does this by presenting monsters with a different set of tools.
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