Tuesday, September 7, 2021

Index Card RPG Master Edition!

 In recent months I have been gravitating toward more rules lite RPGs. Partially because of how hard it is to get new players to understand the complexities of RPGs, and partly because I have found them too limiting. Then I discovered RUNEHAMMER. I suggest you go check him out.


Hankerin has stepped away from the crunch talk of D&D to talk about the philosophy behind it all. It was all stuff I understood in the early days of the hobby but lost as new RPG systems wrote rules for everything under the sun.

The truth is, you don't need that many rules. Here's what you need - 

  • Who is the Character?
  • What is the Character good at?
  • How do we resolves tasks?
  • What happens when the heroes do something that makes the task harder or easier?
  • How long should the encounter last? (See my post about Hit Points are Timers)
RPG's are actually about time: Can you do X before Y? Can you defeat the Dragon before it defeats you?  Suspense is also about time as well, and ICRPG introduces the idea of TIMERS to put the pressure on. Now it's "Can you pick the lock before the Boulder smashes into the party". And fact that the timer is visible to all players? No, it isn't realistic but it does generate suspense! In the Story-verse, suspense is worth more than realism. In fact, anything cool is worth more than realism, right CSI? Zoom and enhance!

This blog is now going to extol ICRPG. It's a fantastic rules-lite system that has enough depth to play a campaign and enough freedom to do anything you want. ICRPG is a system of simple suggestions. Yes, you may have to do a little work to get ICRPG to do what you want but believe me when I say it will only be a little.

Stay tuned as I gush over ICRPG the way Kami-Kun gushes over her Senpai. I don't know what that means. My daughter said it would help me connect with a broader audience.

Hit Points are Timers

I've played a variety of RPGs over my lifetime. Many of them have substituted Wound levels for Hit Points, such as Savage Worlds and WEG's Stars Wars. As a system, I don't mind them and they seem more realistic than Hit Points. There is already a huge RPG philosophical debate over what Hit Points actually are. Are they a measure of health and blood loss? Are they a measure of luck and combat prowess?

My friends... they are TIMERS. That is all they have ever truly been. If a 4 heroes do X damage per round, my creature needs Y Hit points to survive long enough to do its cool abilities. If you want an encounter to last longer, give the villain more Hit Points. If the players change the timer speed by doing more damage in a round, BRAVO!

Well that's definitely an argument against Hit Points, right? If we know it's a meta-measurement, we should stick with the realistic Wound systems?

Not exactly. One of the things I've found with Wound systems is a lack of suspense. Often times a hero or villain can be taken down in one hit (realistic), but that eases tension imho. The player accepts the possibilities of their character being in one of three states: Fine, Wounded, or KO'd. If fine, keep attacking. If wounded, keep attacking. If KO'd, kick back and wait until you revive.

But with Hit Points, the results are more nuanced and random. You might be hit for a point of damage or you might be slammed leaving only one hit point. As a result, there is greater range of dread. Hit Points build suspense because it is a timer that can move a little or a lot, but still leave you alive long enough to worry how you'll be next round. You hope you might only take 1 Hit Point of Damage while you scurry for safety.

You know, the older I get, the more I realize that a game will always be abstract, never realistic. And that my players want "Movie-verse" reality, and that we are so well versed in that reality they we don't necessarily need complicated rules to emulate that. We can just use the Rule of Cool (That's cool so yeah, you can try it), and all be accepting of the ruling, and we remember that in an RPG, everyone is supposed to win.

Sunday, March 22, 2020

Coronavirus Craft Week 01 - Gamer Box

So I've been watching a lot of Adam Savage's One Day Builds, feeling the week long cabin fever setting in. So I decided to treat myself to a gamer box. My stepdaughter donated the box. It was one of these.

This is what I wanted it to hold:
Full set of Jumbo Koplow Dice
Dice rolling tray
Clay poker chip bennies
Generic villain tokens of medium, large, and huge sized.
Savage Worlds and D&D GM screens
A blank Paizo Flipmat
Pencils and wet erase pens
5 minis
2 decks of playing cards
Water spray bottle

So firstly, the box was well used and beat up, and all the dividers for the top tray were missing. So after I disassembled the box, I sanded it down to strip the previous stain and get rid of the dings. Then I chopped the bottom tray's dividers down to 1 1/2 inches high. I also cut and glued in some more dividers. I did the same with the top tray. The top tray should hold cards, bennies, dice, and the big section is the dice tray. So I can pull out just the top tray to use for most games. I made sure there was a long section in the bottom tray that would hold some pluck foam and have spaces for five of my character minis.



Next I added so,e rails into the lid as spacers, cut a board with a thumb hole to fit in the lid, and I will put magnets into the rails and board to create a pocket in the lid for the GMs screens (once Ace opens so I can get the right sized drill bit). Then I stained the wood with Kona, and lined it with green felt.





The white ribbon in the left tray is to help get the poker chips out.


And finally, I created a stencil with my  Cricut Maker and painted my name in gold letters.


Stay safe out there!


Monday, February 17, 2020

Musings on the New SWADE

Yup, I'm still pouring over the rules but I have noticed a couple of changes I will be making in my home game.

EXPERIENCE

I'm just going to leave the old experience points rules in. It's not that the idea of the GM deciding when heroes level is bad. It's fine, if you have a regular game or granting a new level after every game session.

I'm a gamer of the older variety so running a continual story is difficult as is getting player schedules to match up. So it's hard for me to remember how long it has been since the heroes leveled up. Did I decide they earned half a level last time, or was that the game before (4 weeks ago)? If only there were a way to have my players write down how close to the next level they are.

Oh...yeah.

WEALTH

I used to be really bugged about coming up with a wealth system that bypassed the bean-counting. Turns out, you don't need a system for everything. Common sense works better as an abstract.

No rolls. If it sounds like something your character's wealth could afford, you can buy it. If it's expensive or hard to get, then it's time for some role-play. Nothing is added to the game by telling a player "no, you can't rent a car". If they make a huge payment that pushes their finances, I will just rule that they are tapped out for the rest of the adventure.

CHASES

The new chase rules are remarkably like a cleaner version of the SWEX chase rules, but I don't like the second deck of cards. Instead, I'll print out a 1x10 grid for chases and a 8x8 grid for dogfights, like these:
I printed 4 of these for a game board.


 I use the action card suits dealt to indicate complications just like in SWEX. Other than that, I use the maneuvers from SWADE.

THE THINGS I LIKE

Skill Changes: I was iffy on these, even working out my own skill list. After a while, SWADE's list grey on me. My proposed changes didn't really outweigh the confusion I would have to suffer with new players who read the book but were unfamiliar to my house rules.

The New Statuses: This does streamline things.

The New Creature Size/Wounds chart: I like that larger creatures gain extra wounds, but I still think that beyond a certain size, a creature has natural heavy armor. Just as a swarm of mosquitoes can't sting a human to death (unless you count poison effects), pistols and rifles aren't going to do anything but annoy whales and dragons. So Huge or larger creatures in my games will have natural Heavy armor. Of course, called shots to the eyes and other vulnerable areas will bypass armor.

Wednesday, February 12, 2020

An Issue of Tone...


I've been silent for a while. Part of it is chaotic home life. Part of it is I am still developing Starpunk, now for SWADE. I'm having difficulty gauging how silly I want to make it (leading me to create the meme above.

I'm leaning somewhere between Star Wars Holiday Special and Lilo and Stitch. Honestly, the games usually end up like Stitch, but I have had a few players that want something more "serious". When I do, they still end up playing Stitch.

I'm mulling over publishing Starpunk. I'll need to scrub it. I began this setting using Daring Tales of the Space Lanes. I'll need to scrub out anything that plagiarizes his work.


Thursday, October 25, 2018

Savage Worlds Edition Wars?



The sneak peaks of Savage Worlds Adventure Edition have me cautiously enthused. But I drank the Kool-Aid and bought into the Kickstarter. I love Savage Worlds, but that doesn't mean I think it can do no wrong.

I am very under-excited about the skill changes. I have a homebrew skill list and I will likely continue to use it, but the problems I had with the Deluxe skill list are not fixed with the new one. It's just that Adventure Edition is now more of a departure from my list than Deluxe Edition.

I'm on the fence about dropping Charisma. Since it is now based on Edges and we haven't seen those yet, I will wait until I have my copy to review.

As for the new Suppressive Fire rules: Am I the only one that thought the old rule was fine? I think the new rule adds more unnecessary complication than before.

I do like the new Status rules as well as the flat 3 action limit. That, imho, has actually made the game more F!F!F!

And the new Chase rules? Hmmm. I was quite a bit confused on my read through. Granted, it's only a snippet of the rules and I plan on running it a few times just to see how it feels but my first impression is that it's just like the Explorer's Edition Chase rules although there is a layer of complication that seems unnecessary with the "chase center point".

I am definitely eager to read through the "Behind the Scenes" add-on to get a better understanding of why they did what they did. Hopefully it may change my mind.

But here's the thing. With my mindset right now, it is easier for me to mod Deluxe Edition with the new rules I know I like than it would be to mod Adventure Edition. There is enough of a shift in how Savage Worlds appears to play between the two that for the first time I feel like I have to pick a favorite. Is this the beginning of Savage Worlds Edition Wars.

For those who don't know what Edition Wars are:
When a new Edition of a game system comes out and if it radically changes the gameplay, the fanbase of that game will become sub-divided. A perfect Example of this is Dungeons and Dragons where you find groups that only play specific editions of the game. There are people who prefer the very first Basic Edition of D&D over any of the newer editions.

While that seems "meh, there's no badwrongfun in that", it does mean that the publisher is selling to a smaller market (the fans willing to buy into a new edition). D&D has a fanbase split between 6 different editions of the game and WOTC only continues to support the current version. They became acutely aware of the issue and did their best to design 5E to be appealing to all groups in an attempt to re-consolidate their market.

Well, here I am. I've just dumped Pathfinder Society because of the second Edition. Not that it's a bad game, it's just that I don't have the time or energy to learn yet another complicated d20 system. And more than a few of my Pathfinder friends are of a similar opinion (although mostly their decision is based on the financial cost of buying into a whole new Pathfinder system). And now I am wondering if I am about to become an Edition Grognard, saying things like "Pah, Savage Worlds Deluxe was the best version!"

Time will tell. I am trying to keep an open mind on this because Savage Worlds has trumped my tweaker-gene before. Here's hoping I'll continue to be the same Grognard I've always been.