Tuesday, 19 August 2014

Latest changes

Change Log 19 Aug 14
  • Changed the Moving in Combat section of the Combat Chapter; new artwork, better explanation (read – simpler)
  • Defined the ranges more solidly; 5, 15, 50 and 50+ metres respectively.
  • Removed old warehouse line art Diagram for Movement, replaced with lush colour Diagram using tokens for VTT
  • Re-worked Critical Success mechanic; Crit Success is performed on a roll of a 4, as opposed to maximum die roll, and maximum amount of re-rolls possible reduced by 1 per die.
  • Critical Successes achieved with different die types now only apply to the lowest die rolled, not the highest; EG a d6 and d8 both rolling a Crit Success will only apply to the d6.
  • Modified the way First Aid and Healing works; this was more just a clean up of terms and clarifying that it requires a Primary Action to perform.
  • Minor grammatical fixes and typos
The biggest change this version is the Diagram for Movement, we thought that the colour image of the orcs and PC suited our needs better, and better illustrated what we we thinking about when we wrote the movement rules. Also, this version has now been Optimized and had Preflight checks completed and is ready for fast web view.

The Preview version of the Basic Rules Book is also ready for release, and will be uploaded to RPGNow shortly :)

Thursday, 17 July 2014

Character Generation Systems

Anyone who’s played multiple RPGs knows that Character Generation is first area that players and GMs alike need to get right. Each system, regardless of similarities with other systems, handles the process in a number of ways. Each way has merits and flaws, and end up tailoring to different play styles even if that is not their intent.

When I go through the Char Gen sections of a new game (or an old one I haven’t played before), I always notice certain things about them, and this post is an attempt to categorise or at least detail the various methods and where they tend to take me. You mileage may vary, of course, and that in no way reduces the value of your opinion on different games, but I hope that this post can help shed some light on the most important aspect of a game’s introduction to a new group.

Random Generation:

Systems that completely randomise character generation are fun to look at. They a usually filled with tables and charts full of data and story ideas for a character. We’re not talking about simply randomising ability scores, but the majority of the thing. Such an example is Traveller (and all it’s incarnations). You are given a few choices on where you’d like to roll, but then you must also roll to see if you are ALLOWED to roll in this section, if not your choices get even more limited.  This arbitrary way of generating a character has the benefit of assisting players coming up with the concept of their characters, but this concept must be tailored to the results of the rolls that you made previously.

This method tends to appeal more to the ‘simulationist’ player than the ‘story driven’ player, as you seldom end up with a character that you created from the ground up; the dice did that instead. It is one of the fairest systems, in concept, but has the potential to create truly unplayable characters, and is hard for a player to in end up with a character they look forward to playing. You wanted to play a dashing space pilot who’s handy with a blaster? Too bad, you got the ship’s cook who no one gets along with and has trouble with an old war wound. I say fair in concept, because it’s also possible to end up with characters on both ends of the spectrum; a really skilled and capable character who outshines a useless, flawed character with little in the way of capability despite that fact that both players had an equal opportunity to create either.

This kind of challenge can appeal to some players, however I’ve found that these game systems don’t tend to support play styles that focuses on roleplaying. What I mean by that is that there are seldom rewards for playing a character well, rather they award XP for defeating enemies or overcoming obstacles. This might not be the case with all systems that use this method, just that most of them that I’ve encountered do.

Hybrid Generation:

This system is one of the most common, and well known. You have random elements for some aspects of character generation, and ‘points’ to spend or selections to make that everyone gets the same amount of. Dungeons & Dragons is well known for this, although you can use a point generation systems completely if you so choose, early editions espoused random ability scores and a selection of classes, non-weapon proficiencies, feats and skills, depending on the version. Many of the OSR clones and d20 based games follow this method, but it’s not without its flaws as well. What is IS good for, is versatility. While it’s still possible to end up with a character that is no good at what they’re supposed to do, at least you are playing something that you wanted. You may be a space pilot who has a blaster, but you can’t fly for shit and couldn’t hit Jabba the Hutt’s arse if you were standing right next to him. But you still look good in Corellian Bloodstripes.

Where this system can go wrong is similar to the Random Generation method, but to a lesser extent. These kinds of games tend to support different roles in tactical situations, but a poorly rolled character who is meant to fill a role can’t do it effectively and the rest of the party will be left struggling because of that deficiency. Once again, this can be more of a roleplaying challenge that actually improves play for some groups, but these systems still seem to prefer rewarding encounter defeat and monster slaying as the source of character advancement, with a side note or two for good roleplaying.

This method is perhaps the most widely used system, simply due to it being able to appeal to most types of gamers.

Point Buy Generation:

This method is perhaps the fairest system of all. Everyone gets an equal number of ‘points’ or choices to make, and they build their characters from available options by spending these points. This method allows for the greatest weight to be placed on character concept, as in a player can have a solid idea about what kind of character they wish to play before any pencils touch the character sheet. Personally, I like this method the most as you can create nearly any type of character you want with a little imagination and a good understanding of what your choices mean. But therein lies the crux of this system; consequences of choice.
Too often I’ve seen players build a character they’re excited to play, but realise quickly they’ve built a ‘broken’ character that neither does what they hoped for, nor offers any realistic options for advancement that appeals to them. The players MUST have a good understanding about what their choices will mean for their characters, not only at generation, but during play and in the future. Many abilities or powers may rely on attributes, and if the intrinsic connection between them isn’t fully understood the end result is often a misunderstood character. On the other side of the coin, this system also allows the most advantages to Min-Max players, who can ‘work the system’ to their advantage. It is often hard enough creating a well-balanced character, but there is plenty of risk of abusing the system as well. This is especially the case for imbalanced game systems, which unfortunately many of the systems that use this method tend to be.

Some examples for this style are the World of Darkness series and Shadowrun.

Story-Driven Generation:

Similar to the Point Buy method, this style focuses more on the ‘character’ rather than the ‘statistics’ of the character. A character concept is usually required to start the process, and the rest of the choices usually become logical conclusions to this concept. Monte Cook’s Numenera is a solid example of this system. Sure, you get some points to build attributes, you pick some powers etc, but in the beginning almost all characters are fairly evenly powered in capability and skill level. More importantly there’s already a connection between the characters and the game world built into the generation process.

This system rarely appeals to players who enjoy tactical gaming, the simulationist, but is very appealing to players who enjoy roleplaying their characters as opposed to squashing enemies for XP. These systems tend to focus on story progression as a means for character advancement, and the capability of a character takes second stage.

The drawback of this system is that it’s more tailored to suite a certain style of play, rather than allowing for different styles as needed (or preferred). Starting characters may not be as specialised as some players like, and see relatively low powered characters to be mediocre at best. Players who see progress as gaining character levels instead of deepening of a plot may find this style of game to be uninteresting.

Archetype Generation:

I call this one Archetype Generation because it involves players simply selecting a pre-built character from a number of choices. This system is used for board games, one shot adventures or very ‘rules-lite’ games, where pretty much the only choice a player makes besides selecting a character is the toon’s name. This systems is very fast, gives the GM a solid idea about the capabilities of the characters, and means that relatively inexperienced players and GMs can get right into the game without spending half a day going over player’s options and builds. A GM can pre-generate characters using any of the other systems and present them to players as choices, rather than go through the full character generation process.

As mentioned, this system takes away the creative spark from the players. It can be difficult to ‘bond’ with a character that you did not envision, or spend hours pouring over tomes and rules books to generate. For one-shots, or board games, this is not so much a problem but if the game is meant to be played over prolonged periods of time this system can kill it faster than a red dragon.



This list is by no means exhaustive, and is in no way a definitive guide to character generation, but I hope it highlights for some how the different systems can support different play styles more effectively. 

Tuesday, 17 June 2014

Project SARPS entering next production phase!


Project SARPS is entering the next production phase, that of presentation and 'beautification'. We've gotten a new round of changes added, mostly to do with balancing and correcting of errors. Focus now is on getting the 'Preview' ready for release, and adding the final pages to the Campaign Setting being released with the full product.

As you can see from the logo above, we've gone back to the original name for SARPS: Ample.

We feel the name reflects the aspect of the system we like the most - that it's enough rules to run a full game; it's Ample. The main rule book is labelled Basic Rules Book, and is the core manual required to play the game, although future products may incorporate the Basic Rules Book into setting, are fans can. We're pretty happy with the logo, in fact I'm pretty chuffed, myself.

Anyway, enough patting myself on the back. Whats new? Read on, peeps:

Change Log
This version has some key changes, after some careful consideration and play testing. The most significant changes are in the Wealth System and Combat.

Wealth
  • A more detailed description of the system
  • A way to track purchases and have it affect the Wealth Advantage temporarily as players spend cash/gold
  • A fleshed out processes for raising and lowering the Advantage, giving GMs more insight into when players should have the Advantage improve or when it should decrease
  • Introducing Availability; players may also need to be able to locate an item, using the Region Advantage, in order to be able to purchase it
  • Availability is added to the number of successes required to Craft an item
  • Zero Cost items; how a player can purchase an item with a Cost of 0
  • Players can now make a Wealth Advantage check using a d4 if they have do not have any points in the Wealth Advantage

Combat
  • Active Defence has been changed to make it a little bit more balanced in the Attacker’s favour. Previously a Defender of mediocre skill and light armour could hold off several attackers at once with little or no threat of damage
  • Block and Dodge now add to the amount of Slides an Attacker receives, aside from Armour and Cover. They no longer provide Chokes like other opposed Skill checks
  • Taking into account the changes to defence, when an Attacker selects a target, the Defender first makes all Defence checks before the Attacker makes their attack roll. This is so the number of Slides the Attacker suffers is calculated beforehand.
  • Dual Wielding has been rewritten. An off-hand weapon makes separate attacks, as a Secondary Attack, using full Weapon Skill but suffering a Choke. Using the Block Defence while dual wielding also grants the Fast Trait. If only fighting a single foe, a dual wielding attacker can make a single attack roll and simply add +1 to damage
  • Executing an Exploit – this was added in the last version, but it’s been tweaked a little more. Using Skills, a character can outwit, out manoeuvre, or just play dirty and gain Bumps for their attacks. This can be done as part of an Attack (and hence Primary Action), or passed along to an ally as a Secondary Action. Exploits are very circumstantial actions that need to be narrated or at the very least explained to the GMs approval. Some actions, such as Burst Fire and Aiming (see below), expose a character long enough for other attackers to be able to attempt to Execute an Exploit against them
  • Added Aiming. By exposing yourself from cover for longer, you can negate the effects of cover on your target. This is a Tertiary Action that, as written above, allows others to take advantage of if they can and make Execute an Exploit Actions
  • Shields add 1 Slide to Armour, for all Attributes. This is a passive bonus.

General
  • Crafting difficulties increase by the Availability of an item
  • More ideas for modifying a game setting, such as Origins and Advantages, Equipment tweaks and simplification.
  • Advice on when to award Bumps to players
  • New Character Sheet, based on the mock up made for the Atlas City Almanac Game Setting for Ample. UPDATED – Character sheet reverted to previous version for now, software is playing silly buggers.
And that’s it for this version! There may be a few more minor tweaks I missed, but that’s
about the gist of it. New versions will be sent out shortly to all play test groups. Once again, if anyone is looking to play test a great new gaming system then send us an email or private message with your contact details and we’ll send you a copy!

Friday, 23 May 2014

SARPS Preview

Production has started on a free preview version of the Setting Agnostic Role Playing System. Using a stripped back version of the rules (if that were possible!) and simplified combat, we've nutted out an adventure idea with pre-generated characters to whet the preverbial whistle of interested parties. 

The setting takes place in a fairly standard fantasy world, with the players taking the role of a Warrior, an Assassin, a Priest and a Wizard who all have a personal vendetta in taking down several bad guys holed up in the fortress city of Cahr Mordain. With each character comes an objective, defeat their nemesis and the help the others defeat theirs. For each personal nemesis slain, a boost the Advantages of the characters enhances their abilities.

There is no advancement rules, but certain milestones in the adventure offer ways to increase the powers of the characters in order to simulate advancement, but true statistical advancement through the use of experience points is being saved for the full SARPS rules.

Offering well over a dozen monsters and NPCs, each with unique Advantages to showcase the flexibility of the Advantage system, there is plenty of stock material to pique the interest of the players and GM alike. Full colour maps of the dungeons, sewers and various hold outs of the nemeses for the characters fill out the content nicely.

The product is expected to be released as a free download, possibly with a built in code offering a discount on the full SARPS Basic Rules when it is released. Now, to finish the artwork....

Monday, 5 May 2014

Character Concepts

A playtester asked me the other day to clarify a few things regarding the Academics skill in SARPS. Specifically, they wanted to know how a character's fields of study can be reflected by a single 'knowledge' skill. This was a good question, as it had come up during play before. The character in mind had been built as a sort of chemist, turned drug king pin (someone watches too much tv :)) and they were arguing that as they had an Academics skill that was quite high, they should know about all sorts of sciency stuff. 

To a degree, this is correct, however the player was neglecting one of the most important parts of their character; the Concept.

A character's Concept is what guides the entire character generation process, but it doesn't stop there. The Concept provides a 'flavour' to a character that distinguishes it from other characters with similar skills. As the character in question had a Concept that specifically mentions they're a chemist with legal issues, I would say they know quite a bit of sciency stuff...Chemistry in particular. Other fields, while all part of 'Science' and therefore one could say 'Academics', are not mentioned in the character's Concept and there is no indication that they would know much beyond their indicated field. As a result, Academics checks may still be made to know things in fields other than chemistry, but the difficulties of such rolls would be greater than if it was a straight chemistry question.

This same idea can be applied to all of the Skills; Boxing can be flavoured to resemble kung fu, so long as the Concept points at a background in Eastern fighting styles. A track and field athelete would be very good at running and long jump and such things, but may find rock climbing to be out of their depth, conversely a character whose Concept specifically mentions an outdoorsy type explorer would be an experienced rock climber. 

It is this idea that makes 'rules lite' or old school gaming an effective system for many people. They don't need dozens of skills and perks to detail what a character can and can't do, they simply need a backstory. All the extra details tend to do is create a rigid set of limits that don't necessarily define a character, but simply point to what it can do in a set list of parameters. 

For example, get a piece of paper and try to write down all the skills you as a person may possess... try as you might, working out all these skills is going to take some time, and there's always something that you forgot you know how to do until the situation comes up. But if you instead list your background, activities that you like to do, you begin to see that each concept that makes you you also shows how well you can do certain things.

I have a background in the military, in particular electronics, so if I was to say that I know Academics that would be appropriate. The same cannot be said of the level of biology or philosophy I know. Sure, I may be intelligent and know how to learn things (at least I think I am), I can answer questions much more confidently if they're about electronics, especially if they're military electronics, than I can answer questions regarding Plato's Dialogues.

Monday, 21 April 2014

Happy Eostre's Day!

A bit late, but screw it, I ain't christian. Whatever you believe to be the origins and reasons for celebrating Easter, at least be safe and enjoy the 3 day week that we get here in Australia due to the near overlapping of Anzac Day.

Onto business!

Playtesting for SARPS is coming along nicely, gotten several good ideas and feedback that we've incorporated into the next version. Overall, we're happy with the general rules (with some minor tweaks as playtesting progresses), enough that we can start in earnest on the up coming companion setting 'Atlas City Almanac'.

The Almanac takes the SARPS Basic Rules and adds a skin to it, a cyberpunk-esque dystopian city of rampant crime and mutating nano-technology. Players have the choice of playing private law enforcement officers called Watchdog Operatives, or getting theirs on the other side of the law as a crime Crew. There's also plenty of adventures to be had in the Wilds, searching for valuable salvage and technology from before when a nano-Virus and the nuclear measures taken to stop the mutated hordes from spreading pretty much wiped out civilisation.

Playtesters looking for examples on what the system can do (and those looking to become playtesters) can email me directly, post in the comments or otherwise get in contact as the beta version will be available in about 2 weeks (less if I get motivated). All up it should be close to 100 pages of flavour and additional rules, new Archetypes and Advantages, full equipment lists and expanded Wealth system, adversaries and nano-tech powers. Plus a whole city waiting to be explored and plundered!

Tuesday, 8 April 2014

Change is Progress

After a rather successful week of playtesting, we've made the first round of major changes to Public Beta versions of SARPS. Received enough great feedback to start tweaking and modifying, finding things we wouldn't have found by ourselves (kind of the same as why you can't proof read your own work).

Change log is as follows:

Archetypes
  • Now all Archetypes receive 1 free Bump on their Skills, on top of +1 to each Skill at Generation. Without this, they were kind of meaningless.
Skills
  • Removed alternative references to Combat Skill as Combat Style. Clarified the Combat Skill base skill in descriptions
Combat
  • Removed requirement to 'Declare Actions' and removed the reference to it in the Order of Combat.
  • Highest Initiative simply acts first, and may delay their actions
  • Categorised Actions into Primary, Secondary and Tertiary Actions; Primary were main actions, Secondary remains the same, Tertiary are free actions.
  • All Primary and Secondary Actions produce Slides on subsequent actions, regardless of which type.
  • Added the Execute Exploit Action; previously the Bump/Slide economy was left a little vague, Exploits are ways to use a character's Skills in conjunction with an attack to grant a Bump. Exploit Actions can be opposed, and don't add a Slide to subsequent actions like regular actions do.
  • Shields allow for the Block Defence to be performed as if holding a weapon with the Fast trait.
  • Weapon Skills have their effects removed, these will now be added as Traits on individual weapons. Weapon Skill now simply act much as proficiencies, and detail which attribute is used with the weapons.
  • Burst Fire and Indirect Fire have had the penalty removed and changed to allowing anyone targeting them to Execute an Exploit with an Intelligence based Combat Skill check.
  • Mounted Combat allows the rider to move 1 Range Category as a Tertiary Action instead of a Secondary.
  • Unarmed Attacks work much like untrained attacks do.
  • Untrained attacks (always a tricky mechanic in an RPG system) now simply use the Combat Skill base skill and suffer a Choke.
  • First Aid is updated to match the previous change of damage per Wound. Now 3 successes on an Intelligence based Academics check is required to heal 1 Wound, and 1 per damage during combat.
Equipment
  • Updated the sample equipment list to include more traits since the weapon skills had them removed.
  • Added a few more entries because I could.
  • Tweaked Wealth success requirements for purchasing items. We're sill not 100% sold on the Wealth system and but may end up just leaving there for those that don't care for book keeping coins.
  • Added the Slow, Armour Piercing and Bump on Exploit traits; Slow provides an additional Slide on subsequent actions, Armour Piercing removes Slides on armour and Bump on Exploit provides a Bump...on...Exploits...yeah, thought we didn't have to explain that one.
Playtesters, expect the newest version in your inboxes soon, this time they're amended with a version number for reference, which is the date of the update in day/month/year format.

If you find any references in the rules that don't make sense, flag it as it's probably something we missed after we made the changes. Keep it coming in!