Showing posts with label Homebrew. Show all posts
Showing posts with label Homebrew. Show all posts

Monday, April 13, 2015

BRP/Magic World: Sword Art Online



Well, my girlfriend and I just finished the second season of Sword Art Online, and it got me thinking about running a tabletop RPG reminiscent of this game, either in name or some sort of expy-version thereof, but with my most recent forays into the RPG scene being basically from the aspect of Iron Kingdoms, I wanted to dredge up the mechanics of Basic Roleplaying again, seeing as how I've invested a serious amount of my sourcebook income into Chaosium's line of rpgs.

I'm also writing this as a sort of mental exercise for myself, both to increase my postings on my blog, and to keep myself from spending money uselessly signing up for a MMO somewhere and not really enjoying my time playing it, and thus wasting creative energy.

Regardless, I really like the concept of bringing in the actual source as intact as possible because, to reiterate the plot in as spoiler-free a manner as possible, in SAO, when you kill another player character, their actual player suffers a significant electrical jolt to their brain, causing immediate death. This sidesteps one of the standard player mentalities of 'kill everything in sight' by imposing a moral quandary into the more bloodthirsty aspects of the tabletop RPG hobby. Essentially, Player Killers are literally player killers, as their in-game homicides are actual, real-world homicides.

Somewhat breaking from the original source material, however, is the aspect of multiple MMO universes portrayed somewhat later in the anime, and I do quite like the idea of players switching between 'games' occasionally, keeping their attributes but losing their skills, equipage, and money. This does, however, mean that there probably needs to be some sort of leveling system for statistics as well as skills, which is somewhat of a break from the standard Chaosium formula.

But I think I can mitigate that though a hybridization of the Call of Cthulhu 7th edition ruleset with the standard Magic World ruleset, basically running the game where statistics are listed as a derivative of 100, then half that, then 1/5 of that to give a core number that can be used to generate stats. Adding a skill checkbox next to statistic's d100 number means that they can be increased using the standard BRP character advancement rules, but also ensures that characters can't get ridiculously overpowered without more home-brewing. We'll talk more about advancement later.


I think what I like best about BRP is that I can create a list of skills to just put on a character sheet and have players assign starting numbers to them, while keeping the d100 ruleset together. This will probably necessitate looking a number of gamefaqs pages and SAO wikias trying to find a unified list of non-combat skills, but I also think I should probably keep some of the standard BRP/MW skills intact, as the translations for some of the SAO skills in the PSP games are what might be seen as pedestrian. I suppose if I were to keep them it might add to the authenticity and aesthetics of the final system itself, but for now I think utilizing more descriptive and enlightening language creates a more approachable hybrid for rpg veterans and converts from the games/anime. Of course, I'm talking about this as if it's going to be the next big thing, and in all likelihood it'll just become a google document sitting on my drive until I delete my account in x number of years.

What really might require some more intense thought in creating the system is the implementation of Sword Skills from the source material. There are some great write-ups regarding this on the wikias for the various games, and I'll probably trudge through those when I'm less caffeinated and more able to focus on a single stream of consciousness, but from what I'm gathering currently there are regular Sword Skills, which are kind of like special techniques, and Original Sword skills, which are more complex forms of chained Sword Skills, created by individual users (at least in the handheld versions of the game). These I'm thinking can be introduced through the use of Power Points from the BRP system, where x skills cost x power points, and PPs regenerate either through the use of items or over time. Of course the recovery through items basically means that currency and economics needs to play a part of the game world itself, thus necessitating another blog post and me looking through the BRP yellow book for rules on Power Points themselves. Where I start getting into trouble, in my own mind, is when I begin thinking about creating rules for players to create their own Sword Skills and original sword skills, mechanically assigning power points to various effects a Sword Skill may grant.


And, of course, one can't talk about Sword Skills without discussing the combat system of the game (and source material) itself. The big mechanic, aside from Sword Skills (I refuse to abbreviate those words) is the Switch mechanic, where one player parries an enemy attack, allowing a second player to 'switch' in and perform an unopposed attack. This sort of emphasizes team-play, which is cool in concept, I'm just curious about its execution in-game. Off-hand, I'm thinking of hybridizing Pendragon mechanics alongside BRP mechanics, essentially creating a situation where players need to split their skill (I need to look at the BRP rules regarding multiple actions in combat, those may be more forgiving) to engage multiple enemies, and therefore Switching would only really happen in the case of one-on-one combats, probably against bosses.

Again, this can be further mitigated by bosses who can perform multiple attacks in a single round, thereby possibly negating the switch mechanic.

Standard combat would, of course, become more Pendragonny, where players and their opponents would compete with their rolls to see who is the more effective combatant, and that would determine who would roll damage, akin to the Call of Cthulhu 7e ruleset.

The biggest break from the source I'm seeing, however, is that hit points become much more of an issue. With BRP rules, even using the Combine, not Average mechanics, means that players will have fewer hit points than usual. I think this might be where armor comes in and starts saving the day, allowing what I'm thinking will be a standard reduction in damage due to an ARM figure, a la Pendragon or IKRPG. Boss monsters, on the other hand, I'm debating on, perhaps they'll have insane amounts of hit points, or they'll have a set lower number, and each time it disappears the boss goes into Yellow or Red mode, resetting their hit points and changing their tactics, as per the anime.


In any case, there's quite a lot to think about here, and I'm really just stoked I was able to pound out a blog post regarding a fantastic anime and the game system I'll probably never create based on it. But hey, if I do, i'll probably run something with it, just for the funsies.

Thanks for reading.


Monday, January 26, 2015

Itemized Expenses in RPGs


We've all suffered from under the thumb of GMs who have made us account for every copper spent, every arrow shot, every ration consumed (every half-elf prostitute back-alley murdered, GTA-style), and I'm sure a lot of people are exhausted of the concept of all-consuming accounting when what players most want to do at the table is have their characters shoot arrows into shady fantasy hookers while making it rain and eating the D&D equivalent of filet mignon and then seamlessly move on to ever more glorious acts of simulated sociopathy.

As a player, I tend to agree with the above. As much as I treasure Chargen, I feel that when I sit at a table in front of a GM, the only time I should have to break out the calculator app on my phone is during new character generation or, very occasionally, after a milestone level up is achieved. Having to deal with the minutiae of everyday expenses is tedious enough in the real world, and on those few occasions I actually have the bravery to look at an itemized credit card account statement I feel like the child that is eternally decomposing inside my now-adult psyche just sloughed off another layer of ability to feel pure, unadulterated joy.

That said- and it may come as a surprise to people- but there are players out there that might seek to take advantage of the fact that very few tables tend to enforce even the barest sense of bookkeeping at the table. They purchase expensive weapons in low-money campaigns and fire hails of bullets cast from silvered plutonium. Their materiel expenses per-round can rival a city's yearly operating costs, and they get away with it, too, either in the name of narrative or because we, as GMs, just don't really care to call them on it.

Whether or not this constitutes a problem to you depends on the type of GM you are, and there are all types out there.

Lately, I've become more of a stickler GM. I've begun to sweat the small things, and I've started calling out situations in games where established rules would make some player actions impossible, according to the mechanics of the game.

I'm not saying this to start some kind of discussion over whether or not games are meant to be run RAW (rules as written) or RAI (rules as interpreted). I'm pretty sure those are the proper acronyms...

Actually, quite the opposite. I'm thinking of attempting to figure out a way to ease the burden of bookkeeping so that a middle-ground can be reached. I am reminded of the Pendragon system- possibly due to the fact that I am playing in a weekly Pendragon game- where every year, an accounting phase occurs, called the Winter Phase. It is organized, there are sheets, and charts, and everything else needed to accommodate this potentially-tedious game phase. I am thinking of pirating that line of thinking for my own purposes; definitely not to the extent of the manner that Pendragon does, though.

Rather, what comes to mind is the creation of a sort of itemized expense sheet. Form-fillable, consisting of the monthly cost of room and board, equipment upkeep (included ammunition expenses), and miscellaneous expenses (too many potential draws on income to list here, but also good ways for players to inform as to what they end up doing in their downtime).

This would also be an appropriate location to put in miscellaneous income, for those characters that might have professional skills, in order to offset the drain their expenses come from. This would create a final tally, whereby players know exactly how much surplus money they have each month for carousing, or splurging on equipment; it also means that if their expenses result in a deficit, it shows how much reward/loot money from in-game plot quests they actually accrue.

This would create a simple form that would only need to be updated in the event of a significant character upgrade (in either equipage or status), but would also give the player some sense of bargaining in systems where they were unfamiliar with the value of their currency.

For example, in the IKRPG, an average room in an inn costs 1gc for the night, and each meal at that inn costs 1gc. This may seem high or low or inconsequential (depending on how one is doling out monetary rewards in-game), but it informs that a player living at this level would expect to be paying 120gc for room and board each month in an average living situation. Now, imagine that player's GM were to offer them a job that would take them more than two weeks to conceivably accomplish, but only pay them, say 150gc for it. That might seem like a decent offer, until one realizes that 150gc is to be split between a party of four players.

Suddenly players actually know what their time is worth, GMs know what kind of rewards are actually appropriate towards their players' party, and as such they know what kind of jobs, and the danger associated with those jobs, is likely to be on offer to them.

Just some food for thought. Appropriately enough, I'll be broaching this topic to my IKRPG players hopefully this week, and perhaps we'll see how they take it.


Thursday, March 20, 2014

March Madness OGBC: Day 20

"Which setting have you enjoyed most? Why?"
I'm vaguely curious as to whether or not my own settings can count toward my favorites. Not really curious enough to care though, because I had a hell of a good time running Dino BRP (The campaign was actually called "The Wrong Side of Everything".)
Why was it a lot of fun? Well, I tend to describe the setting as a recipe of:
1 part Serenity
1 part Jurassic Park (The Lost World, specifically)
1 part Fallout
On post-apocalyptic Earth, increased solar radiation and a new strain of influenza has resulted in the nigh-extinction of all domesticated animals. However, thanks to InGen genetically engineering fucking dinosaurs for some reason, we don't have to subsist on soy products, because apparently these 'abominations' are doing just fine in this new heat.
Of course, at least 50% of them are carriers of the dreaded new antiviral-resistant influenza, but people have to eat, and that is where Dinosaur Poachers come in.
My campaign was set in the idyllic Mexican post-apoc slum of Tetanus Falls, and my fantastic friends played a good portion of the crew of the Stork: gritty entrepreneurs set on striking it rich (or dying trying). Adventures ranged from dino hunts, to rescue missions, to contagion containment, to infiltrating underwater research bases, to a high-falutin' gambling finale on a frickin crashing airship.
Having to WorldGen the entirety of the setting wasn't so bad, it allowed me to create new diseases, alter weapons, and create a host of characters and locations my players would hear about, but never see.
Well, at least they won't see until I convert the setting to Savage Worlds because fuck that system would be perfect with this setting.