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Below are the 20 most recent journal entries recorded in gamebane's LiveJournal:

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    Friday, January 18th, 2008
    11:42 am
    System for Dead Metal
    Come to a conflict in the game where something is in doubt. Set stakes for success and failure for the character.

    Characters get a basic Conflict die: d8

    Which they must roll against a difficult of 5 (equal to or above to succeed).

    Bonuses:
    Involves a Training: +1
    Involves a Specialty Skill: +2

    Player Succeeds: GM narrates
    Player Loses: Player narrates
    Player uses Sanity Die: Player narrates

    The Sanity Die.
    Each PC starts with their sanity die at d12. In any conflict, they can risk their sanity and add the d12 to their conflict die. If they pass, then all is good. If they should fail, their sanity die downgrades to the next possible type. At any point, player can sacrifice the sanity die and automatically succeed in any conflict and downgrade to next die type. When the sanity die goes below d4, the PC goes mad and is removed from the game. Let the player describe their exit!

    Modifications/Options
    The Conflict die given depends on the characters approach to a given conflict. GM decides which kind of die is given and how difficult the conflict is. Could be d4, d6, d8, d10. GM may give better die depending if PC describes thing well. Bonuses as above are still added.

    Bonus could be given based on Psychological profile of the character.
    eg Soldier type: Aggression +2, Subversive +0, Intellectual +0
    Thinker type: Intellectual +2, Subversive +1, Aggression +0
    Monday, August 6th, 2007
    11:21 am
    Mr Henry Blighte
    a journal entry for my character from Call of Cthulhu: Horror On The Orient Express.

    Read more... )
    Thursday, August 2nd, 2007
    2:46 pm
    Games I'm Thinking About
    Zombie Survival Horror
    Have been running an idea through my head lately. I've always been a bit of a fan of the zombie movie. I recently picked up some of the Walking Dead comic trades and they were rather good. The main point of these is the human element in the face of extinction. What does humanity turn into when the very dead rise up against them?

    I tend to look at a basic system first for a new game. All Flesh Must Be Eaten is the obvious choice. I haven't had much experience with the Classic Unisystem. The framework and detail for running such a campaign is already there. Lots of homework done. Leaves more time for thinking about the stories.

    Dread however would also be interesting. I've only used it for once off sessions at this stage. How to use it for a campaign would be something to think about. I think it could be done. It would certainly add more tension into the game with the system.

    So either one of these to use. What elements do I want to explore in the game?
    You want tension. You want humanity turning against itself. Warping in the face of the zombie apocalypse. The PCs are those trying to survive and in essence they are the remnants of humanity in the face of all this adversity.

    So, tension, humanity, horror, action are all good elements. The hard one to set up is relationships. It's an extension of humanity. What would be interesting to explore is the relationships between the PCs and the NPCs in the game. It's important to have these to be able to make use of horror and tension. The chance of losing or the loss of these is essential to those elements. It's what makes the Walking Dead worth reading.

    Matt and I came up with a rough idea for the game.

    The zombie apocalypse has hit the world. There are pockets of people trying to survive out there. The PCs are survivors who have just left their 'safe-town'. A place they holed up against the undead and held out for months. Something went wrong with their pocket of safety. It all went to hell. Now, they're travelling again. They're destitute and trying to scrounge for resources. They don't want to settle again, or at least not for long lest the horror that hit their last safety occur again. So they'll move from location to location trying to survive. They'll do odd jobs for people...so roaming nomads who'll do odd jobs for a bit of crust and shelter.
    They have experience against the undead. They've survived this far.
    There are enough pocket communities existing that some form of government is trying to establish itself again. This could be a thread that runs through the series.
    2:32 pm
    Thursday, March 22nd, 2007
    11:06 am
    Firefly: On the Drift - Episode 2.1
    Firefly 2.1

    We pick up immediately where we left off.
    Dempsy, in a suit is spinning uncontrollably. She realises that some shrapnel has punctured the suit. Things go hazy and then black......

    A few moments earlier...in the cockpit of the Nocturne, Dorian LeStrange panics as the ship hits atmosphere with a damaged screen. Heat haze appears. Daulton Caine gets out of his seat and heads out of the cockpit. Dorian makes to leave, but the door slams shut in his face. He can't open it.
    Through the circular glass panel he stares at Daulton.
    "I'm sorry Dorian. This can't go on." Daulton says and leaves.
    The door is jammed. The heat haze grows stronger. Dorian screams in rage.
    Daulton makes his way to the shuttle of the Nocturne. The shuttle flies out of the Nocturne as it descends into the atmosphere. Breathing hard, he looks to set a course away. A small panel to the side lights up. He maneuvers the ship and sees Dempsy spinning in space.

    Read more... )
    Tuesday, March 20th, 2007
    12:23 pm
    Red Player Handout: The Rules
    The rules summary using the Dread system.
    Read more... )
    12:21 pm
    Red Player Handout: The Needle
    This is the intro sheet to my Conquest game, Red.
    If anyone seeing this has some suggestions or editing I need doing, let me know.
    First time I've ran a game so strongly based on someone else's work (Red, a Doctor Who audio drama produced by Big Finish) and its been quite fun trying to adapt it.

    Read more... )
    Friday, March 9th, 2007
    12:52 pm
    Savage Worlds and thoughts on skills + attributes
    The Savage Worlds rules did something I thought was cool.
    They gave more relevance to all the attributes for combat situations. I really liked that idea. If I built my character in a non-combat way, some of my attributes would still apply to helping me out if I did get into combat.

    Agility - used to interrupt the actions of others if you have a held action.

    Smarts - i'm suddenly drawing a blank on this one...I was sure it was used for something....i'll check it up later...Test of Wills maybe?

    Spirit - used to remove Shaken condition (basically a stunned condition that frequently shows up).

    Strength - used for melee damage.

    Vigour - used to soak damage after suffering a wound or worse.

    Skills useful in combat:
    Melee - Hitting Stuff
    Shooting - Hitting Stuff
    Unarmed - Hitting Stuff
    Intimidate - Test of Wills
    Taunt - Test of Wills

    I really want to start looking at systems that apply a good set of mechanics to social rules as much as combat. It would be nice to see something like Savage Worlds where a set of attributes + skills can be applied back and forth to different situations but have different rules governing their use. Some combat, some social, some mental. But in the case of Savage Worlds, how would Agility 10 or Vigour 8 really affect a social situation?

    One idea for example is having the Shooting skill at 12 means you're a master or some such. Not only does that allow you to hit things better, but maybe it should give you a reputation bonus that could be used in social situations. The villains realise that the PCs have Mr Shooty on their side so when the PCs try to pressure the villains into doing something, there is a bonus from that reputation against them. Unhallowed had a nice idea that for each point you take in a particular skill you get either a specialisation (+1 bonuses to using that) or a stunt (special ability). Using that idea, buying a reputation stunt from that high a skill level could be interesting.
    9:31 am
    more thoughts: making combat more interesting?
    I just finished Dawn of War: Dark Crusade this morning and was thinking about that last mission I did. I won because I'd completed the main objective which I was only able to do after I made it easier on myself by completing a few of the secondary objectives, not all but just enough to complete the main goal.

    Looking at roleplaying and combats soemtimes your happy for the players to be kicking arse against the forces arrayed against them. Sometimes though I'd like something more. We could just go for the throat of the leader bad guy without having to worry about all his flunkies and it might all be over rather quickly.

    Read more... )
    Thursday, March 8th, 2007
    5:46 pm
    risks in games?
    We generally know that PCs are going to end up on top in any give game.
    Does this take out risk in some ways?

    What if you had a game the really put the risk back into the system. PCs have a chance of being removed from the game. But the player still has an equal share of the narrative power once that happens. Dread has a few good ideas that can be looked at here. So in Dread you have the Jenga tower. You pull blocks when there is something in doubt for a character. If you successfully pull out the block and place it on top you succeed in the task. If the tower falls over, you fail at the task and are removed from the game. Death is quite easily a result of this, but the game suggests other things, being called away to a loved one, falling into a coma and many others. In a campaign, the character is removed from the session and is then able to continue playing next session.

    Now what about if you had something similar in another game.
    Everyone enters into the game knowing they will have an equal share of narration, players and GM alike. Players attach themselves to characters. They have fun in the shared story through that character. There are stories to tell about them. So they're a bit precious and we don't want to lose them.

    You could have a system that puts more risk into the story telling + task completion process. I think this would add to tension in conflicts and excitement. If at some point the character fails drastically, they are removed from play for the session. We narrate in death for the character if the player is happy for that to occur and a new character is created up for next session. Or they've been kidnapped by enemies and will manage to escape for next session!

    But when this happpens and the character is removed, you don't want to destroy that players fun. If its near the end of a session, it might be fine to leave it, but if its pretty early on and a bit of a shock for the player - they'll still want in on the story. I guess you've risked the character by putting them in play but not destroyed your fun during the gamble when something went wrong.

    They could come across to the GMs side in a way. Play NPCs, help co-GM the game in some way. That could be fun. Or maybe a mechanic to influence the game and the other characters in another fashion. They still need narrative power. Maybe a similar mechanic to Primetime Adventures where other players can influence other conflicts than their own depending if they find it interesting and want to make it hard for the Director's side or the Player's side.
    2:56 pm
    Brutality Mechanic...thoughts....post in progress as brain continues to work
    So an idea I had at GenCon last year when I was thinking about Unhallowed Metropolis. One of the creators said something about "wanting the system to be more brutal" and after sheer exposure to the Indie stuff I was certain you can apply a workable mechanic to just about any concept you want in a roleplaying game.
    Read more... )
    11:44 am
    Firefly 2.1 and then some babbling
    I felt Firefly went really well in last night's session and in all the whole episode. We got the episode where everyone got back together and them wanting more intricate crew interaction next session. Looks like we addressed the higher Screen Presence characters nicely.
    I'll do a write up soon of the whole episode to post here and rpg.net Actual Play threads.
    There's one flaw that stands out to me though.
    Read more... )
    Thursday, March 1st, 2007
    11:29 am
    Necessary Evil
    Project 110001101

    ....calculating location of V'Sori home planet....

    ...more inputs required...input minimal...

    ...input...input...general detail of V'Sori biology...

    ...calculating....ten thousand planets identified...

    ...more input required...

    ...input...detailed V'Sori biology...gravity parameters...atmospheric parameters...

    ...calculating...five thousand planets identified...

    ...calculating...four thousand nine hundred and ninety nine planets identified...

    ...calculating....countdown to location....estimation...four thousand nine hundred and ninety nine days...

    ...more inputs required...input minimal...
    11:07 am
    necessary Evil
    Project 010111000

    …..data parameters defined……searching for data on Doctor Destruction…..….searching…..searching….data found…..

    ….Champion and Destruction were ultimate foes….

    ….Champion now deceased…….Destruction still at large….number one enemy of V’Sori Empire….

    …origin of Dr Destruction….error….error….searching….searching….

    …Destruction often fought modern day major super heroes…..examples including….Alpha Force, The Aquarian, Vulcan, The Hammer of Justice and Paragon….further links available…

    …world’s oldest supervillains include Hydra and Destruction….leading powers….have existed since the earliest days of the era known as the Silver Age….

    …location of Hydra unknown….believed to be in hiding….

    …Destruction is known to have a son….who teamed up with him as a villain in early days but more recently sided with the world’s heroes against the K’Tharen invasion….

    …son known as Master Mayhem…last known sighting moments before destruction of Star City’s heroes at Ground Zero when V’Sori betrayed Earth…

    …it is believed Mayhem was born to Ophilia, a villain and once a hero amongst the ranks of Alpha Force….

    …origin of Dr Destruction….error…error….searching…possible source of data from Hydra….searching…

    …location of Ophilia is unkown….last known sighting….near Great Lakes…..
    Tuesday, February 6th, 2007
    11:24 am
    Monday, February 5th, 2007
    12:15 pm
    Tuesday, January 30th, 2007
    9:20 am
    Secret Action Hour (post in progress)
    Had some more inspiration yesterday to continue developing ideas around this.

    My brain splash as it stands....

    Read more... )
    Monday, January 29th, 2007
    3:07 pm
    Red Blurb
    Arc is over. Brain is starting to purge the game for the time being. Starting to think about the next game already...
    Red
    Subject 7508 Most recent addition to the Needle. Subject voluntarily checked in and has now been chipped. Whitenoise has begun evaluation. Editing not required at this stage.

    Subject 4332 Under constant surveillance since redlining two days ago. Subject has undergone editing and remains passive undergoing medication. Analysis necessary to determine pattern behind synchronisation with the killer.

    Subject 5563 Trained as a human psychoanalyser and working in relationship with Whitenoise. Subject has begun inquiring into the existence of the Red Tape. This dangerous obsession must be curbed.

    Subject 1001 Suffering severe violent delusions after chip malfunction. Repairs have been made but subject now under surveillance due to wish to experience harm. This is in direct contravention of Whitenoise's programming.

    You are now entering the Needle.

    All subjects must be chipped.
    -------------------------------
    Wednesday, December 13th, 2006
    3:18 am
    Monday, November 20th, 2006
    3:43 am
    Star City Herald - Explosions Rock Beachhead
    --------------------------------------------------------------------------------
    Star City Herald 22nd September 2003
    --------------------------------------------------------------------------------
    Explosions Rock Beachhead

    Earlier today a series of violent explosions were seen originating in the closed community of Beachhead. The largest grouping of V’Sori and K’Tharen in Star City live in the region.

    Many of the explosions appear to have been in mid-air and it’s believed that a number of flying vehicles were destroyed in the carnage. At least six buildings were damaged during the attack and fire crews are still attempting to douse the blazing fires.

    SCTV reporters were in the area making a documentary at the time of the attack. They attempted to get onto the scene of the attacks, but were escorted out of Beachhead.

    Details are still coming in, but there was considerable activity from Security forces throughout the morning. The V’Sori Council have refused to comment on the event. Mayor Perez has not been available for questioning at this point. Security forces have been dispatched from the mainland and are due to arrive shortly.

    It’s believed that this may be the first of a series of strikes from the notorious Dr Destruction against the V’Sori in the city. It’s unsure if the attack was merely to damage V’Sori property or part of a more specific plan against the aliens.
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