Game Chef Entry: The Wicked World

Posted on : 20-05-2013 | By : Brian | In : Game Design, Role-Playing Games, Writing and Freelancing

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This is my Game Chef entry, for your perusal. It’s called The Wicked World, and it’s a game about angel PIs who hunt down demons and their minions. Feedback is welcome!

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The Wetwork Venn Diagram

Posted on : 22-04-2013 | By : Brian | In : Game Design, Role-Playing Games

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This is a thing I’ve been thinking about lately. It’s an evolution of the comfort zone mechanic that I came up with a little while ago, but altered to work with a cyberpunk corporate espionage game I’m working on called Wetwork.

Comfort Zone

The idea is that your character sheet is a Venn diagram. You write things inside each of the sections of the Venn diagram, and those things inform what you’re good at doing. There’s a lot of overlap and bleed between the different sections, which is what you’d expect from a Venn diagram.

Things inside the Venn diagram are your comfort zone; these are the things you’re good at, the things that make you a badass corporate operative. Stuff gets written outside of your comfort zone too, and these are the things that you can do, but you fail at least as often as you succeed.

You grow more when you call upon things outside your comfort zone, but you’re more likely to succeed when you stick to things inside your comfort zone. Throughout play, things move from section to section, and each section has its own implications. Trust, for example, is potentially very powerful when called upon, but it’s also dangerous to trust people because they can betray you to greater effect.

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Becoming: Quest Headers

Posted on : 19-04-2013 | By : Brian | In : Becoming, BecomingRPG, Game Design, Role-Playing Games

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Here are a few of the Quest headers for Becoming. These will give you a better idea of what the art’s like in the game, as well as a glimpse into what kind of content you’ll see.

Becoming - Sheep Amidst the Wolves

Becoming - The Long Road Home

Becoming - Rock Star

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Comfort Zone Mechanic

Posted on : 14-04-2013 | By : Brian | In : Game Design, Role-Playing Games

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Something I’ve been noodling with today.

Comfort Zone

The things inside the circle represent your comfort zone; the things outside of the circle are things that are outside of your comfort zone. In this case we’ve got a lawyer who’s been forced to do some less-than-legal things lately; maybe she’s on the run from the law after being falsely accused of something.

The idea is that, when you perform actions with the things inside your comfort zone, you’re likelihood of success is very high. Maybe you even auto-succeed; I’m not sure yet. However, the only way your character grows and gains new skills is by trying things outside her comfort zone, things she’ll more than likely fail at when she attempts them. You get a high chance of success or you get growth; you never get both.

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Becoming: Chapter Header Art

Posted on : 11-04-2013 | By : Brian | In : Becoming, News, Role-Playing Games

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I got some art from my artist, Christopher H. Barley, last night. Thought I’d share some of it with you fine folks. This is the chapter header for the first chapter in the book.

Becoming - Playing the Game lo-res

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Into the Blue

Posted on : 09-04-2013 | By : Brian | In : Game Design, Role-Playing Games, Writing and Freelancing

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So I have this idea for something I might want to make at some point. I’m going to assume for the sake of this post that you’re familiar with Wild Blue, my Fate Core setting. The idea I have in mind is a game I’m currently calling Into the Blue; it’s a game about what happens when the Powers first manifest.

So you have a few very powerful individuals, individuals who can shape the course of history, and a budding empire that doesn’t quite know what to do with them.

The mechanic that made me think of this is a tweak on a damage system: namely that the environment is what takes “damage”, not the characters. Damage is probably the wrong word, because it’s not limited to negative or violent effects. The Powers are potent individuals, individuals with the capacity to affect great change. The game represents this by allowing the Powers (and their enemies) to alter their environment, placing tags on the city, the army they’re fighting, the situation, the world; whatever makes sense. It’s not a fully fleshed-out idea yet, but it’s one that I think has potential.

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Becoming: Kickstarter Reward Tiers

Posted on : 22-03-2013 | By : Brian | In : Becoming, Game Design, News, Role-Playing Games

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The Becoming Kickstarter is fast approaching, and I thought I’d share the preliminary reward tiers with you. These aren’t final; the wording will change, the prices may chance, they’ll get names, and so forth. This should give you an idea of what to expect though. Also note that I haven’t figured out what exactly I mean by “tokens” yet, and I haven’t contacted Dragon Chow about the dice bag yet (surprise Lyndsay, you may have work coming your way!). Feedback is welcome!

$1: Pre-layout, pre-art PDF. Everyone gets this.
$10: Final PDF when it’s done. Everyone above this tier gets this.
$25: Physical book. Depending on the book’s actual price, this may change.
$35: Signed book. Same type deal.
$50: Retailer tier, 4 copies of the book. May have to fiddle with the price depending on our cost.
$50: Signed book, plus some tokens.
$100: SIgned book, tokens, Dragon Chow bag.
$300: Art commission of 3 black & white character/monster designs of your choice, drawn & inked, on 11×17 comic paper, plus the signed book. Limit 10.
$500: A commissioned color design of a character/monster of your choice, drawn & inked on 11×17 comic paper, plus the signed book. Limit 10.
$1000: A black & white illustration of whatever you want, inked, on 11×17 comic paper, plus the signed book, plus I’ll run a game for you on G+ or at GenCon (your choice). Limit 5
$2000: A painted scene or portrait, in acrylics, on 16×20 canvas, plus the signed book, plus I’ll design a custom Quest for you, which you’ll get in PDF (with art). Limit 2.

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Becoming: Kickstarter Reward Tiers

Posted on : 22-03-2013 | By : Brian | In : Becoming, Game Design, News, Role-Playing Games

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The Becoming Kickstarter is fast approaching, and I thought I’d share the preliminary reward tiers with you. These aren’t final; the wording will change, the prices may chance, they’ll get names, and so forth. This should give you an idea of what to expect though. Also note that I haven’t figured out what exactly I mean by “tokens” yet, and I haven’t contacted Dragon Chow about the dice bag yet (surprise Lyndsay, you may have work coming your way!). Feedback is welcome!

$1: Pre-layout, pre-art PDF. Everyone gets this.
$10: Final PDF when it’s done. Everyone above this tier gets this.
$25: Physical book. Depending on the book’s actual price, this may change.
$35: Signed book. Same type deal.
$50: Retailer tier, 4 copies of the book. May have to fiddle with the price depending on our cost.
$50: Signed book, plus some tokens.
$100: SIgned book, tokens, Dragon Chow bag.
$300: Art commission of 3 black & white character/monster designs of your choice, drawn & inked, on 11×17 comic paper, plus the signed book. Limit 10.
$500: A commissioned color design of a character/monster of your choice, drawn & inked on 11×17 comic paper, plus the signed book. Limit 10.
$1000: A black & white illustration of whatever you want, inked, on 11×17 comic paper, plus the signed book, plus I’ll run a game for you on G+ or at GenCon (your choice). Limit 5
$2000: A painted scene or portrait, in acrylics, on 16×20 canvas, plus the signed book, plus I’ll design a custom Quest for you, which you’ll get in PDF (with art). Limit 2.

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Becoming: An Update

Posted on : 14-03-2013 | By : Brian | In : Becoming, Game Design, News, Role-Playing Games, Writing and Freelancing

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I thought you all might be interested to know that I finished writing Becoming last night. The final chapter has been through one editing pass already, and I expect it to be text complete by the end of the weekend. I also put together a preliminary art budget, which means I have a good idea of what kind and how much art is going to be in the book. This all means a couple of things.

First, it means the Kickstarter is around the corner. Watch this space for more info on that; I’ll be shouting it from on high when the thing goes up.

Second, it means there are a couple of ducks I need to get in a row. I have someone in mind for layout, I just have to make sure he’s available. I also have this crazy notion that the book is going to be sandwiched by two pieces of short fiction, and I need to find someone to do that. After that, it’s all logistics.

So yeah, things are coming together. Buckle up.

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Dungeon World Compendium Class: The Gunslinger

Posted on : 26-02-2013 | By : Brian | In : Game Design, Role-Playing Games

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Yet another Dungeon World compendium class for your consumption. Enjoy.

The Gunslinger
When you learn the way of the gun, you can take Packing Irons, Gunslinger’s Tools, and Powder and Lead as a single advance the next time you level up. Alternately, if you’re a Fighter you can replace your starting class moves with those three moves and be a Gunslinger at level 1. Any moves that refer to your signature weapon also work with your gun or guns.

Packing Irons
You have a gun, or maybe guns. Your gun has loud, reach, near, and reload. Choose a form factor.

  • Longarm: add far and two-handed.
  • Big Damn Revolver: add close and forceful.
  • Matched Pair: add close, and you’ve got two of them.

Then, choose an upgrade.

  • Birdshot: When you’re at close or reach, +1 damage, forceful, and messy. When you’re at near, -1 ongoing to Volley. If you’ve got far, you don’t anymore.
  • Scope: When you take the time to aim at a distant opponent, +1d4 damage. If you don’t have far, add it.
  • Armor-Piercing: Your gun gets 2 piercing, but your ammo is always expensive to make.
  • Scary: Your gun always counts as leverage.

Finally, choose a look.

  • Gears and clockwork.
  • Eldritch machinery.
  • Sleek and well-made.
  • Old and well-worn.
  • Fancy and ornate.

Gunslinger’s Tools
You have a pouch of gunslingers’ tools (weight 1, 6 uses). When you spend time foraging for replacement supplies, roll +WIS. On a 10+, you get all your uses back. On a 7-9, you get 2 uses, but it takes you a while.

Powder and Lead
When you spend downtime making ammo for your gun, make a pouch of 3 ammo and roll +INT. On a 10+, all three. On a 7-9, choose 1.

  • It doesn’t cost you that much.
  • It doesn’t take a long time.
  • The ammo is well-made and reliable.

  • When you gain a level, treat all of the following moves as if they were class moves.

    Fan the Hammer
    When you fire away, trying to hit as many targets as you can, spend 1 ammo for each additional target and roll +DEX. On a 10+, deal your damage to each of them. On a 7-9, you can hit one target or hit all of them but choose one.

  • Spend even more ammo; the GM will tell you how much.
  • Get into a vulnerable position.
  • Fire wildly, hitting an ally or two as well.

Thousand-Yard Stare
When you fix someone with your cold, hard stare, roll +CHA. On a 10+, get both. On a 7-9, choose one.

  • They flinch or hesitate.
  • You learn something about them. The GM will tell you what.

Trick Shot
When you go for an improbable shot with an unusual effect, describe what you want to happen and roll +DEX. On a 10+, the GM tells you one thing you have to do to pull off the shot. On a 7-9, up to three things.

  • Spend some time lining up the shot.
  • Get into a vulnerable position.
  • Spend some ammo.
  • Sacrifice or endanger something important.

Fastest Gun in the West
Whenever there’s a question as to whether or not your gun is in your hand, it is.

Akimbo
When you’re wielding two guns at once and you deal damage, roll twice and take the higher result.

Line of Eld
When you speak the High Speech, take +1 forward to any move that involves convincing someone to do something.

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