Wednesday, July 11, 2012
After two video blogs, it looks like I'm stopping for the time being. I'm about to move, and adding to that my laptop--the computer with the camera has died a horrid death.
I may start it back up once all the chaos is over and I can pick up a new camera, or a new computer with a camera.
I'll be here though posting as I can.
Saturday, June 16, 2012
Video Blog
Here is my first (and possibly only) video blog. I've had a few hiccups with getting it to work right, and edit it. (As in edit it at all, the software is rather clunky.)
So here is Video Blog
Thursday, February 09, 2012
[Hearts & Souls] Stress, Stress, and More Stress
I've been covering Stress, in Hearts & Souls. Primarily, its a counter-resource. Something you earn that is primarily negative to the hero, but creates interesting fallout for the player. I've started writing the guidelines for what levels do what in rough relation to another, how thresholds work, and more.
One place where Stress differs from 1E is the ability to use Monologues to burn it in a more positive way. You can ignore it and keep going so long as you push towards a goal tied to one of you Stress Triggers that relates to people or your Drive. I think it will work quite well, but I need to find an elegant way to describe it and make it simple enough without adding more "system." Not, that a little more system to the game is bad, just trying to maintain the rough complexity I had before but teach others to run it the way it runs when I do it. Explaining rules is always the harder part of game writing.
My novel has been flowing a bit as well. Not as quickly as I'd like, but I'm trying to watch for problems I ran into before. Yet this blog is more about game stuff so I won't bring the novel up a lot. I think its developing a tighter and more complex tapestry of events than before, less "rushing towards the end," in this case.
I've almost got all of the heroes and villains for the two core teams done. (The Lone Star Sentinels, vs the Irregulars.) I've got a tiny bit more for them to have done and can then move on to the important super villains.
I've been hunting for a cover artist, but affording one is the big deal. Not sure I can afford the artist of the quality I want and style I like. I will keep working on it.
One place where Stress differs from 1E is the ability to use Monologues to burn it in a more positive way. You can ignore it and keep going so long as you push towards a goal tied to one of you Stress Triggers that relates to people or your Drive. I think it will work quite well, but I need to find an elegant way to describe it and make it simple enough without adding more "system." Not, that a little more system to the game is bad, just trying to maintain the rough complexity I had before but teach others to run it the way it runs when I do it. Explaining rules is always the harder part of game writing.
My novel has been flowing a bit as well. Not as quickly as I'd like, but I'm trying to watch for problems I ran into before. Yet this blog is more about game stuff so I won't bring the novel up a lot. I think its developing a tighter and more complex tapestry of events than before, less "rushing towards the end," in this case.
I've almost got all of the heroes and villains for the two core teams done. (The Lone Star Sentinels, vs the Irregulars.) I've got a tiny bit more for them to have done and can then move on to the important super villains.
I've been hunting for a cover artist, but affording one is the big deal. Not sure I can afford the artist of the quality I want and style I like. I will keep working on it.
Saturday, January 14, 2012
[Hearts & Souls] Banter, Blather, and Monologues
More things are changing in second edition than I intended. You ever start to write something and realize what you are writing is just missing something? You are almost there with what you want to have in a game but not quite yet? Pretty much that's where I was with Hearts & Souls1E. It is the game I wanted. It is not the game I can write now.
The ideas are there, but now I'm expounding and explaining them. Showing, how they work, and why they work.
Banter in this case becomes what used to be monologues. It is still fundamentally the same. Adding in of course mocking/taunting of ones enemies. Self pep talks and thought bubbles. You can re-roll the dice to get a result using Banter, it still needs to tie back to the character's drive, but it is subtler, less staid way of using it. More open.
Monologues, become the long, detailed pep-talks and self-pushing you see when a hero is really straining. Pushing themselves as hard and as much as possible. This now works a bit differently now. While Banter gives the old re-rolls, new Monologues give the hero the ability to stall stress becoming fallout. Oh the fallout still comes, but NOT until their current action is finished. They may fall after the fact, but they can hold it off just a little longer. Of course this works like original villain monologues. Of course they still get this as usual. Banter for them, will need to be worked out, but I suspect it lets them simply apply another "roll" for their side. Even though they are not rolling per-se.
In addition to these things, I'm adding details on how "attributes" aka capabilities work. Not limiting them, but giving more details on how they CAN be used. Strength can absorb physical (melee) attacks. Thus Wonder Woman can take a hit pretty well, so long as its physical punch, kick, etc. If its a high energy effect (arrows and bullets kinetic energy counts) she relies on blocking this with her bracelets. Spider-Man can take a single punch, but repeated punches overwhelm him, and he is going to try and get out of the way from everything. For he doesn't have armor. These things are important considerations for a superhero game and I left them to just be open and unclear. I'm not making new rules, simply defining ways the old ones can be used, better, more efficiently, and making options clear.
The ideas are there, but now I'm expounding and explaining them. Showing, how they work, and why they work.
Banter in this case becomes what used to be monologues. It is still fundamentally the same. Adding in of course mocking/taunting of ones enemies. Self pep talks and thought bubbles. You can re-roll the dice to get a result using Banter, it still needs to tie back to the character's drive, but it is subtler, less staid way of using it. More open.
Monologues, become the long, detailed pep-talks and self-pushing you see when a hero is really straining. Pushing themselves as hard and as much as possible. This now works a bit differently now. While Banter gives the old re-rolls, new Monologues give the hero the ability to stall stress becoming fallout. Oh the fallout still comes, but NOT until their current action is finished. They may fall after the fact, but they can hold it off just a little longer. Of course this works like original villain monologues. Of course they still get this as usual. Banter for them, will need to be worked out, but I suspect it lets them simply apply another "roll" for their side. Even though they are not rolling per-se.
In addition to these things, I'm adding details on how "attributes" aka capabilities work. Not limiting them, but giving more details on how they CAN be used. Strength can absorb physical (melee) attacks. Thus Wonder Woman can take a hit pretty well, so long as its physical punch, kick, etc. If its a high energy effect (arrows and bullets kinetic energy counts) she relies on blocking this with her bracelets. Spider-Man can take a single punch, but repeated punches overwhelm him, and he is going to try and get out of the way from everything. For he doesn't have armor. These things are important considerations for a superhero game and I left them to just be open and unclear. I'm not making new rules, simply defining ways the old ones can be used, better, more efficiently, and making options clear.
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