I've finally decided what direction to take with DD. It's nature will be slightly different, but that's the nature of creation. Follow the creations nature, don't force it.
Now, I've just got to sit down and write it. I tried hammering at it a bit yesterday, but kept getting stuck on the same bit of text. I know its where it should go, I just have to have the direction clear enough to give it a shove.
The fundamental aspect of the game is to create a playable template from two elements: Race and Profession. When combined they give you a set of numbers that makes a playable character in brief. Yet that "playable" aspect is just the start of character creation. Each of those numbers has to come from somewhere within the Delver's past. It doesn't spring from nothing. Each number generates an equal number of aspect-like traits. Things which describe the why elements of the number.
A Body of 3, would mean 3 background traits that describe that value. It could be High gravity chitinous arthropod species from Exogeus, Winner of the Three Moons Hurling Competition, and Awarded Archive Games Biathlon Gold Medal Three Years running. The nature of the Body 3 explained in detail. Where it comes from even if it is "free" at character generation from race and profession.
The issue right now is coming up with some samples that are complete enough to work for the game, without being too complete.
Tuesday, October 19, 2010
Thursday, September 16, 2010
Derelict Delvers: Changing Gears.
I've thought about it a long time, there are two directions I can go with DD. One is to continue to do the D&D with numbers filed off thing. I don't think that benefits anyone--why not play D&D and rename things?
The other is to go a bit sideways. Keeping it old school, but by way of MSH, Talislanta, and Tunnels & Trolls. Twisting these ideas together gets this character sheet. It needs some work, some vetting, and some hammering.

I'd like to simplify it more. The goal is to combine Race/Species stat profiles (Body/Mind/Senses) with Profession Stats (Fisticuffs, Arms, Knowledge, etc.) That creates a basic profile--two insectoid soldiers will look the same at that point. Plus be easy to put together. A few tweaks (aspects that describe the species variations in short) and a bit of personal tailoring, and tada! Complete character sans gear in a matter of minutes.
However, my goal is to make the game as basic pulp SF/space opera as possible. With a retro 50's feel, bubble space helmets, and rayguns--but still keep a solid grounding of science within a certain framework. After all really advanced science goes into those suits with their bubble helmets, and beam guns with their fins.
The mechanic will be 2d10+Stat+Misc Mods+Gear vs D# (Possibly modified by opposing Stat+Mods+Gear) The average difficulty is 10 with the D# modified to determine difficulty. The "misc mods" are never things like weather or positioning, just stuff like that guy is a super fast reptiloid so he has "Speed +2 aspect" as above in creating race stat lines. Inherant items to a monster or npc.
Example roll: Insectoid Soldier shoots reptiloid enemy who is as above fast.
The soldier takes Arms (2) + Laser Rifle (+2)+2d10 vs D#10+Reptiloids Dodge (2) +Speedy (+2) and he has a shield (+1) he whips that shield up and move to deflect the shot. Soldier buzzing angrily shoots get 13 vs his 15. It is with five of the D# required so she clips him (partial success) the edge of the shield catches the beam but the rifle still slashes past and singes him for half damage.
If she had got an 16 she'd have a Solid Success and do full damage for that rifle. If she'd had Arms (3) and rolled a 20 (total 25) she'd perform a critical on him (10 over the TN) She'd kill him (or maim him, her choice. ) Outright.
The other is to go a bit sideways. Keeping it old school, but by way of MSH, Talislanta, and Tunnels & Trolls. Twisting these ideas together gets this character sheet. It needs some work, some vetting, and some hammering.

I'd like to simplify it more. The goal is to combine Race/Species stat profiles (Body/Mind/Senses) with Profession Stats (Fisticuffs, Arms, Knowledge, etc.) That creates a basic profile--two insectoid soldiers will look the same at that point. Plus be easy to put together. A few tweaks (aspects that describe the species variations in short) and a bit of personal tailoring, and tada! Complete character sans gear in a matter of minutes.
However, my goal is to make the game as basic pulp SF/space opera as possible. With a retro 50's feel, bubble space helmets, and rayguns--but still keep a solid grounding of science within a certain framework. After all really advanced science goes into those suits with their bubble helmets, and beam guns with their fins.
The mechanic will be 2d10+Stat+Misc Mods+Gear vs D# (Possibly modified by opposing Stat+Mods+Gear) The average difficulty is 10 with the D# modified to determine difficulty. The "misc mods" are never things like weather or positioning, just stuff like that guy is a super fast reptiloid so he has "Speed +2 aspect" as above in creating race stat lines. Inherant items to a monster or npc.
Example roll: Insectoid Soldier shoots reptiloid enemy who is as above fast.
The soldier takes Arms (2) + Laser Rifle (+2)+2d10 vs D#10+Reptiloids Dodge (2) +Speedy (+2) and he has a shield (+1) he whips that shield up and move to deflect the shot. Soldier buzzing angrily shoots get 13 vs his 15. It is with five of the D# required so she clips him (partial success) the edge of the shield catches the beam but the rifle still slashes past and singes him for half damage.
If she had got an 16 she'd have a Solid Success and do full damage for that rifle. If she'd had Arms (3) and rolled a 20 (total 25) she'd perform a critical on him (10 over the TN) She'd kill him (or maim him, her choice. ) Outright.
Tuesday, September 07, 2010
Mechanic Contemplation
I was trying essentially to get the MSH 3 shades of success handled in a ch artless manner. It is worth noting that this is quite similar to Talislanta (which also uses a chart.)
I'm wondering if I should just break the game down at this point:
Roll 2d10, 10+ Minor Success, 15+ Major Sucess, 20+ Critical Success.
That's a simple chart, and easy to remember, so to run the game chart-free. Of course mechanically speaking the rolls are modified by Stat+Skill+Gear and is opposed by Stat+Skill+Gear
Example: I'm playing a 3rd Level Soldier with an Heavy Weapons Skill of 2. He has a Dexterity of +1 and is using a wonderful and accurate Beam Rifle, that has a +1 due to its elegant and accurate design. He roll 2d10+2+1+1, or 2d10+4. He gets a total of 16. Ordinarily a Major Success. However he's shooting a foe with a +2 Dex, and a Defense Skill of +1. This +3 is subtracted from the total to get a mere 13 or Minor Success. (This does half damage.)
This gives me the same functionality as MSH, and Talislanta. Sans charts. Plus its simple enough to work.
How does that sound?
As well as that. I've been thinking of making the Derelict Delvers Heroism Points work on a sort of swinging scale. I'm not sure how to do it yet. The idea is perhaps that the more danger they face. The more heroism points they earn to do wild and crazy things. Perhaps making the Denizens of a derelict scale. A 1 Scale is equal to the PC's, meaning they earn 1 HP when they confront them, and 1 when they take damage. Every failed die roll also earns them 1 HP (or perhaps heroism dice?) A Threat 3 Enemy scales significantly higher than the PC's and puts the entire group in danger of being TPK. SO confronting it gets them 3 HP per action against it/failed roll/etc.
Bonus points if someone can help me make this work on 2d6 (Admittedly I like percentile for Sci Fi games. I don't know why.)
I'm wondering if I should just break the game down at this point:
Roll 2d10, 10+ Minor Success, 15+ Major Sucess, 20+ Critical Success.
That's a simple chart, and easy to remember, so to run the game chart-free. Of course mechanically speaking the rolls are modified by Stat+Skill+Gear and is opposed by Stat+Skill+Gear
Example: I'm playing a 3rd Level Soldier with an Heavy Weapons Skill of 2. He has a Dexterity of +1 and is using a wonderful and accurate Beam Rifle, that has a +1 due to its elegant and accurate design. He roll 2d10+2+1+1, or 2d10+4. He gets a total of 16. Ordinarily a Major Success. However he's shooting a foe with a +2 Dex, and a Defense Skill of +1. This +3 is subtracted from the total to get a mere 13 or Minor Success. (This does half damage.)
This gives me the same functionality as MSH, and Talislanta. Sans charts. Plus its simple enough to work.
How does that sound?
As well as that. I've been thinking of making the Derelict Delvers Heroism Points work on a sort of swinging scale. I'm not sure how to do it yet. The idea is perhaps that the more danger they face. The more heroism points they earn to do wild and crazy things. Perhaps making the Denizens of a derelict scale. A 1 Scale is equal to the PC's, meaning they earn 1 HP when they confront them, and 1 when they take damage. Every failed die roll also earns them 1 HP (or perhaps heroism dice?) A Threat 3 Enemy scales significantly higher than the PC's and puts the entire group in danger of being TPK. SO confronting it gets them 3 HP per action against it/failed roll/etc.
Bonus points if someone can help me make this work on 2d6 (Admittedly I like percentile for Sci Fi games. I don't know why.)
Thursday, September 02, 2010
Odd Mechanic
So I was trying to come up with a table free version of the old TSR Marvel Superheroes RPG, the one which used the color coded universal table.
I didn't come up with one but while I was playing around with ideas I did come up with a strange mechanic, I'd like to hear some feedback on.
The basic idea is 1d100+stat vs vs difficulty number (50 is standard) and one must meet or exceed it. On its face it seems simple. However stats can be -30 to +30 with 0 as average and in increments of 10, and this only determines success or failure.
The ones die determines success magnitude/grades of success. So if you roll 72 vs 50 you succeed and get 2 grades of success. If you get 79 that's 9 grades. Skill push grades of success up. So
if someone has a stat of 20 and a skill of 5, they only have to roll a 30 for an average test, and get at least 5 grades on every successful roll.
I didn't come up with one but while I was playing around with ideas I did come up with a strange mechanic, I'd like to hear some feedback on.
The basic idea is 1d100+stat vs vs difficulty number (50 is standard) and one must meet or exceed it. On its face it seems simple. However stats can be -30 to +30 with 0 as average and in increments of 10, and this only determines success or failure.
The ones die determines success magnitude/grades of success. So if you roll 72 vs 50 you succeed and get 2 grades of success. If you get 79 that's 9 grades. Skill push grades of success up. So
if someone has a stat of 20 and a skill of 5, they only have to roll a 30 for an average test, and get at least 5 grades on every successful roll.
Tuesday, August 10, 2010
[High Valor and Mourngyre]
Mourngyre is a setting I've had for play for a great number of years, a few adventures here or there, and a longer campaign all written out, but with no play group entirely suitable. Part of it is that the setting is more modern than classical fantasy--it is set in a gothic fantasy/horror world. I've been thinking of it as an alternate setting for High Valor's "Feat" system, despite the fact I didn't really intend to name the system it just happened accidentally.
I've gathered a few trusted people together who know my aims, and I think could work out as suggesting directions for the game to go. I am trying not to walk onto the same stage as Ravenloft (since there is a nodding similarity thanks to Dracula, Frankenstein, and other similar literature.)
Instead I want to create a world that is dark, but not stark, one wrapped in shadows and fog, where even good intentions can turn foul, and trap someone into monstrous acts. (Like in some ways the original and actual Vlad Tepes.) Who is a hero to his nation--yet walked a very dark path to get there. (I don't want to step into the place where I'm condoning or condemning him. What he did was probably appropriate for his time, and his losses.) I do want to make sure that part of the stories Mourngyre explores is the path to hell being paved with good intentions.
Yet at the same time, I want to make heroism as something that can still fight back in the dark.
High Valor is still not in print. Thanks to the the fixes I need and the person needing to do them going of to Gen Con.
I'm working on a deal to get softcovers as well once I get the fixes and have them carried somewhere so gaming stores can get them.
Other than that, I'm still working on Tribes of Mother Night, and working on other things to get done. Just kind of writer's blocked at the moment. I think its the fact I've not got to game much lately. Unlike some my game writing is reduced when I'm not playing as much.
I've gathered a few trusted people together who know my aims, and I think could work out as suggesting directions for the game to go. I am trying not to walk onto the same stage as Ravenloft (since there is a nodding similarity thanks to Dracula, Frankenstein, and other similar literature.)
Instead I want to create a world that is dark, but not stark, one wrapped in shadows and fog, where even good intentions can turn foul, and trap someone into monstrous acts. (Like in some ways the original and actual Vlad Tepes.) Who is a hero to his nation--yet walked a very dark path to get there. (I don't want to step into the place where I'm condoning or condemning him. What he did was probably appropriate for his time, and his losses.) I do want to make sure that part of the stories Mourngyre explores is the path to hell being paved with good intentions.
Yet at the same time, I want to make heroism as something that can still fight back in the dark.
High Valor is still not in print. Thanks to the the fixes I need and the person needing to do them going of to Gen Con.
I'm working on a deal to get softcovers as well once I get the fixes and have them carried somewhere so gaming stores can get them.
Other than that, I'm still working on Tribes of Mother Night, and working on other things to get done. Just kind of writer's blocked at the moment. I think its the fact I've not got to game much lately. Unlike some my game writing is reduced when I'm not playing as much.
Wednesday, July 07, 2010
[High Valor] Coming (Really) Soon.
After a very long wait, I've recieved the print file layout of my FRPG High Valor. It's being sent off to be printed, and soon enough I'll have a protoype book in my grubby little hands.
I'm still waiting on the e-file for download as currently the for print file is huge, and not printer friendly for at home printing, wish me luck on seeing it soon enough! The print book will retil for 35.00USD, and the PDF for 12.95. I Hate charging to much for things, so I'm hoping those will be solid price points for them, without being too high for poor game writer's like myself
The game itself doesn't do anything wild and crazy--but it does do dark age versions of vanilla tropes quite well, in my opinion. The setting is on the cusp of crossing from the dark ages to the middle ages, spears and mail defend the land from terrors that still haunt the forests between small villages. Even greater evils gather beyond the Free Kingdoms to wage war against mankind. It gives a lot of stuff to do, and thats something important to fantasy games--not just "go kill things and take their stuff.." but to fight, show your courage, and maybe even die in glory for your people and your world.
I'm still waiting on the e-file for download as currently the for print file is huge, and not printer friendly for at home printing, wish me luck on seeing it soon enough! The print book will retil for 35.00USD, and the PDF for 12.95. I Hate charging to much for things, so I'm hoping those will be solid price points for them, without being too high for poor game writer's like myself
The game itself doesn't do anything wild and crazy--but it does do dark age versions of vanilla tropes quite well, in my opinion. The setting is on the cusp of crossing from the dark ages to the middle ages, spears and mail defend the land from terrors that still haunt the forests between small villages. Even greater evils gather beyond the Free Kingdoms to wage war against mankind. It gives a lot of stuff to do, and thats something important to fantasy games--not just "go kill things and take their stuff.." but to fight, show your courage, and maybe even die in glory for your people and your world.
Monday, June 28, 2010
Hearts & Souls 2E: Presenting The Flea!

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A rough prototype of the the Hearts & Souls 2E PC Sheet, set up for one of our smallest, but not least, iconic heroes.
I appreciate any feedback and suggestions. I've tried moving some elements around but it results in to much crowding and complexity back to back.
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