Showing posts with label Magic World. Show all posts
Showing posts with label Magic World. 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.


Wednesday, April 2, 2014

Worldbuilding: 20 Questions to Ask Yourself When City-Building

So this April I'm going to be going insane prepping a Magic World game and, because I'm a crazy control freak, I'm going to make everything up from scratch. But it's been a while since I've sat down to do some worldbulding, so I'm a little rusty. I came up with these questions after about five minutes of thought, and they aren't in any particular order.
1. What’s special about it?
2. What’s the weather like?
3. Who rules/makes decisions?
4. Okay, who really rules/makes decisions?
5. What’s their chief export? How do most of its non-merchant citizens make money?
6. What’s crime like?
7. What’s the law like?
8. Who can you ask about in town that everyone has some kind of rumor about?
9. Does the place have any holidays?
10. What’s the population like?
11. Is there diversity?
12. How does the place get along with neighboring settlements?
13. Where is the closest tavern? What is it called?
14. How do most people enter the settlement?
15. Is there a marketplace? A market day?
16. What kind of recurring troubles does the settlement have?
17. What happens if a character is caught committing a petty crime?
18. What happens if a character commits a murder? What if he/she is caught?
19. How do people talk here?
20. What/Who do people who live here believe in, religiously, for the most part?
If you have any suggestions for more questions, feel free to post them in the comments!

Monday, March 31, 2014

March Madness OGBC: Day 31

"What out-of-print RPG would you most like to see back in publication? Why?"

 Because I don't want to pay $100 on a hardcover sourcebook for this game.
I've already done a semi-retrospective of this March Madness, and honestly I can't think of a sourcebook I'd really like to have back in 'publication,' because DriveThruRPG exists and they sell .pdfs of everything I can literally think of. I mean, Mouseguard goes for $20 bucks on their site. I think I just want a hard copy of the book because I like having them.
Zing, I know.
Regardless, I've had a really great time blogging this month about what I'm just realizing is a sore lack of a spanning gaming experience, and am looking forward to rectifying this for what will hopefully be a yearly 31-day challenge.
Next month, look forward to me possibly following through on at least campaign planning for Magic World and beginning conversions for Dark Tower Pendragon (Working title Arthur Eld: The Dark Tower).
Thanks for reading, I'm sure some of my posts were likely spastic and incoherent, but I appreciate all the input!
See you next month!

Thursday, March 27, 2014

BRP Releases Advanced Sorcery

And so BRP have released their Advanced Sorcery supplement for their Magic World sourcebook, my current bedside reading material.
I've auto-purchased this, and hope to receive it this coming Monday, which will coincide splendidly with the conclusion of my March Madness OSR blog posts. I'm sure you've all (all one of you) enjoyed reading my thoughts on the various dozen or so systems I have experience either playing or running, so perhaps this is an appropriate place to announce that my project for April will be creating a new original setting for running BRP Magic World with these new supplemental rules.
I'm very excited to see what new pieces of lore and sorcery I can discover by delving through this particular grimoire, and how that information will inform to my worldbuilding.
Time will tell.
(Oooh...time magic. That's an interesting concept.)

Monday, February 24, 2014

Understanding SIZ: Deconstructing BRP

"SIZ: The characteristic of Size represents the average of an Adventurer's height and weight. Can an Adventurer see over something, or squeeze through a small opening, or be seen in tall grass?"
- Magic World
"SIZ: Size determines your character's height, weight, and bulk. Normal factors like gluttony or rigid diet can increase or decrease you character's weight, and therefore affect their SIZ."
- Basic RolePlaying 2nd
"SIZ: The characteristic SIZ averages height and weight into one number. To see over something, to squeeze through a small opening, or even to judge whose head might be sticking up out of the grass, use Size."
- Call of Cthulhu 6th
I never thought about Size as an attribute before playing Call of Cthulhu. For other games, it is always determined by a range of heights and weights that you get to select from, occasionally rolling modifying dice to randomize your selection. However, in making a Dark Sun conversion for BRP, I've needed to go in-depth to consider how, exactly, SIZ should work as an attribute for variant races, while attempting to maintain balance.

Human:
Starting off with the most default of races, humans in BRP systems are described as having flat 3d6 rolls for most attributes, while having 2d6+6 rolls for their SIZ, generating values that run between 8 and 18, with a racial maximum of 21, according to Magic World. Judging from the SIZ charts included in BRP sourcebooks, that would give humans the range of 5', 80 lbs to 7' 6", 420 lbs (Magic World has a typo on pg. 13 for their SIZ chart). However, according to Call of Cthulhu and Magic World, we're supposed to take averages of each to determine size. Though seven and a half feet is pushing it pretty far for a human, it doesn't sound ridiculous, especially in a fantasy setting. We're expected to look at the human as a default value, but let's see how the other races stand up to this precedent.
Dwarf:
Dwarves generate a pretty short end of the stick, no pun intended, when rolling up in BRP. Their generation roll is a flat 2d6 (with the possibility to add 3 on top of that-gauging from the human's max height on top of dice rolls), giving them potential SIZ values of 2-15, meaning the smallest generated dwarf would be 13" tall and weigh 11 lbs, while the largest would be 6'4" tall and 300 lbs. (BRP Character SIZ Chart, pg. 26).
Working through the other character races also creates various discrepancies like this, especially with the Athasian Half-Giant, who is, according to the Monstrous Compendium II averages out to 10-12' tall and 1600 lbs. So, 144" and 1600 brings us way off the standard SIZ tables of BRP's Character SIZ chart, though extrapolating from where the chart leaves us off at roughly SIZ 73 height-wise and SIZ 365 for weight. This is obviously ridiculous in terms of balance, and doesn't take into consideration the declining ratio of heights and weights as one moves further and further up the SIZ charts.
Instead, let's look at the Giant entry for BRP. Giant SIZ is 24d6+48, averaging at 132; taking half that (Half-Giant, remember) brings us to 66, not far from the estimated 73 extrapolated from the SIZ chart. However, this still gives Half-Giant-sized characters a ridiculous advantage in combat encounters. But-according to the Creature index in BRP, giants are roughly 16 meters tall, twice the height of Athasian D&D giants, which max out at 25'. What does this mean? That we need to half the SIZ for Giants in our conversion to 66, quartering them for Half-Giants, bringing them to around SIZ 33, a much more forgiving number for player characters.
What does all this number crunching mean? Well, basically that random generation of SIZ might be good for a single-raced game, but for something multi-racial/species, you may want to invest in the concept of semi-static SIZ values, and modify them based on another dice roll, such as a damage bonus.
Funny that I've done just that with my working BRP conversion of Dark Sun, isn't it?