Today is Free RPG Day! In celebration of this fact, I’m going to go ahead a point you toward my Free Stuff page, on which there are four free games that you can download. They’re all Creative Commons too, so you can do shit with them according to their licenses. There’s a game about jury duty, a game about post-apocalyptic parkour runners, a game about a time-travelling 80s hair metal band, and a game about angel PIs who hunt down demons on Earth. Enjoy, spread the love, and leave feedback!
Posted on : 06-12-2013 | By : Brian | In : Becoming, News, Role-Playing Games
Posted on : 06-10-2013 | By : Brian | In : News, Role-Playing Games, TheDemolishedOnes
Posted on : 05-20-2013 | By : Brian | In : Game Design, Role-Playing Games, Writing and Freelancing
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.
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.
Posted on : 04-19-2013 | By : Brian | In : Becoming, BecomingRPG, Game Design, Role-Playing Games
Something I’ve been noodling with today.
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.
Posted on : 04-11-2013 | By : Brian | In : Becoming, News, Role-Playing Games
Posted on : 04-09-2013 | By : Brian | In : Game Design, Role-Playing Games, Writing and Freelancing
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.