I predict that it will be around christmass when I will finish my final polish this this GURPS lite doc I've made. Right now its pretty much fixed, there are some stuff I would like to polish (improve the idea density and clarity).
The purpose of this GURPS lite is so that GMs can give these handouts to their players for a specific game. The one I'm working on is medieval, and I plan to put a Random Character Generation Version with Career Path system (like in traveller) after I fix this up. I will also add a flow chart.
If I have the energy I'll make a modern version of this, set in 2013. I plan to shrink the no. of hand to hand weapons and put the guns common here in the Philippines. Again, this is a doc file, and it is recommended that the GMs customize this for their own game. The idea is that 40 pages is all the rules the players are only going to need.
I admit I got really inspired by Happy Jack's RPG podcast to run again. I am listing to it while I am doing editing work. I cant really listen to discussion while writing.
Of course, no art... this is a GM's tool that is meant for fair use to convince people to try GURPS out. Office Aps are so powerful now, I'm layouting with Libreoffice.
Wednesday, November 28, 2012
Monday, November 26, 2012
Organized some text: GURPS Lite setting specific
I tried to reconstruct my GURPS lite that was specific to Low Tech. I've hit a milestone where I finished organizing the text, simply arranging the text from its copy/pasted form. Next is that I proceed to format it. I plan to integrate the Traveller career path system as part of it and some random advantages and disadvantages that are setting specific.
Basically a modular template to make my GURPS more digestible for newbies. Keeping everything in 30 pages. Knowing how my endurance works, I may do this after Christmas LoL!
If you want it, email me. I think this falls under fair use. I just can't "publish" it in public.
Basically a modular template to make my GURPS more digestible for newbies. Keeping everything in 30 pages. Knowing how my endurance works, I may do this after Christmas LoL!
If you want it, email me. I think this falls under fair use. I just can't "publish" it in public.
Sunday, November 25, 2012
Some Rules for Open RPG: System Effect of Difficulty and Modifiers
Here are some rules notes:
Technical Rules regarding Penalties and Modifiers.
Since ORPGS is a Target Number based system, there is a more specific definition of how penalties and modifiers work. Basically all circumstances that affect how hard or easy an action is affects the Target Number aka Difficulty. Something easier has a lower difficulty, while something harder makes the difficulty greater.
While, the only factor that affects Roll modifiers are the Specifics Employed. This is where the system shows its focus to specifics and creativity; when the action is more specific, taking advantages of narrow specialties and maximizing the details gained from good questions, imagination and visualization nets a modifier to the success.
A GM can dispense +1 for good and well thought out ideas, when a player does his due-dilligence. Ideas that are unique and impressive can be a +2, while Ideas that make a game memorable can be +3.
Disadvantages and Advantages are worth no points.
There are some metrics though, like the hours cost in conditioning or training for an advantage. Since I'll be making tables that allow for various "traits" to be rolled, these are inherent and needs money, equipment, training/conditioning/therapy to overcome, keep under control or minimized.
Enduring Conditions.
Certain "Advantages/Disadvantages" are merely extensions of the Basic Ability Scores. Some conditions are in play given certain duration, prerequisites or circumstances.
As there are many negative conditions, there are many positive conditions. Unfortunately, these conditions have a cost (a Lifestyle cost). There are "maintenance/lifestyle" cost for each character. 30.5 days a month x 24 hours, the character determines how they spend this. These positive conditions have a cost, typically in 30, 60 hours, 90, 120, 180 and 240 hours a month.
Note that typically characters can only juggle so much training while trying to be productive and self-sufficient. Skills require maintenance, and its up to the GM and the players to determine which skills are maintained by certain activities.
Some Conditions negate disadvantageous traits.
Focus of the Game.
The focus of my GMing and System Building is Problem Solving. Characters try to solve problems and get better and better asking questions/gathering information, creating solutions, going-through the scientific method or problem solving process, and improvising when implementing plans. The system hopes to create a mental framework to view the world, in an easy to follow mechanics that cultivate scientific/problem solving thinking.
Story telling and Socializing is not secondary, its built in if the system is entertaining its target audience - people who like solving problems in a social environment. The narrative/story telling part is built into the exercise because good problem solving mindset tends to have a built in narrative to track sources and timeline of information.
Technical Rules regarding Penalties and Modifiers.
Since ORPGS is a Target Number based system, there is a more specific definition of how penalties and modifiers work. Basically all circumstances that affect how hard or easy an action is affects the Target Number aka Difficulty. Something easier has a lower difficulty, while something harder makes the difficulty greater.
ex. readying a weapon, that needs a minor assistance of the second hand forced to be done one handed - the action is requires a roll against difficulty 10 to be achieved in quick action.
While, the only factor that affects Roll modifiers are the Specifics Employed. This is where the system shows its focus to specifics and creativity; when the action is more specific, taking advantages of narrow specialties and maximizing the details gained from good questions, imagination and visualization nets a modifier to the success.
ex. The same act in the previous example, but the character has in his/her background specific training or familiarty with this method (part of character detailing), and the player points out that the back-slung scabbard has been specially prepared to allow for a better one handed draw despite the length of the weapon.When a player makes careful and specific note of little details like this, the character gets a small bonus, +1 to +2, in the task rolls. These bonuses can become permanent, part of the character's rich detail and the players careful preparation. Not all creative and observant specifics are permanent, many are one time - taking advantage of the circumstance.
A GM can dispense +1 for good and well thought out ideas, when a player does his due-dilligence. Ideas that are unique and impressive can be a +2, while Ideas that make a game memorable can be +3.
Disadvantages and Advantages are worth no points.
There are some metrics though, like the hours cost in conditioning or training for an advantage. Since I'll be making tables that allow for various "traits" to be rolled, these are inherent and needs money, equipment, training/conditioning/therapy to overcome, keep under control or minimized.
Enduring Conditions.
Certain "Advantages/Disadvantages" are merely extensions of the Basic Ability Scores. Some conditions are in play given certain duration, prerequisites or circumstances.
Ex.I've pretty much discussed this in the Card as tools of organization; conditions being something that may or may not be "in-effect".
All the negative physical effects like Wounded or Exhausted are conditions, they are in play until the character gets a chance to heal, be treated, and/or rest.
As there are many negative conditions, there are many positive conditions. Unfortunately, these conditions have a cost (a Lifestyle cost). There are "maintenance/lifestyle" cost for each character. 30.5 days a month x 24 hours, the character determines how they spend this. These positive conditions have a cost, typically in 30, 60 hours, 90, 120, 180 and 240 hours a month.
Ex. Strength Training of 30 hours gives a +1 bonus to Strength, 60 hours is +1 STR and +1 Con, 120 hours +2 Str and +1 Con. Beyond 120 hours, no more bonus. There is a Dex version, replacing Str with Dex. Only Endurance Training has +1 Con 30hours, +2 Con 60 hours, +3 Con for 120 hours.Many what would be "advantages" require lifestyle cost. Adventuring, especially the kind that draws on the Training, allows the character to ignore the maintenance for a few months. I haven't finalized ho those rules work (about a check in the start of the second month where the character will notice that there is some decline in his abilities unless they make up the hours).
Note that typically characters can only juggle so much training while trying to be productive and self-sufficient. Skills require maintenance, and its up to the GM and the players to determine which skills are maintained by certain activities.
Some Conditions negate disadvantageous traits.
Focus of the Game.
The focus of my GMing and System Building is Problem Solving. Characters try to solve problems and get better and better asking questions/gathering information, creating solutions, going-through the scientific method or problem solving process, and improvising when implementing plans. The system hopes to create a mental framework to view the world, in an easy to follow mechanics that cultivate scientific/problem solving thinking.
Story telling and Socializing is not secondary, its built in if the system is entertaining its target audience - people who like solving problems in a social environment. The narrative/story telling part is built into the exercise because good problem solving mindset tends to have a built in narrative to track sources and timeline of information.
Friday, November 23, 2012
Sorry for no update
My 21 month son is sick, so since I'm the one with flexible time I'm the one taking him to the doctor. :(
I'm at 15th Episode of Season 01 of Happy Jack's RPG podcast.
I'm at 15th Episode of Season 01 of Happy Jack's RPG podcast.
Saturday, November 17, 2012
Philippine Cartography 1320-1899 by Carlos Quirino
Philippine Cartography by Carlos Quirino First Edition in 1959, 2nd Edition in 1963, and this edition is 2010.
History books are my Campaign Setting Books.
This would make a great basis for my 1860 historical game.
Cards as an Organization Mnemonic
Using Cards
The cards are meant to
concentrate and prepare details that are relevant. In a Top Heavy
game like GURPS, Open RPGS, HERO, Chunkier version of DnD and other Games breaking down information in the cards acts as mnemonic that
allows the player and GM better access to information and
constructive problem solving. The information is not limited to be
displayed in an 8x11 space, all the space behind the GM's screen
becomes a plot organizes for before and during the game.
- Modes.
- Load-Out.
- Special Actions
- Conditions
What you will need
These are 3” x 5” cards or ISO standard of A7.
There are bigger Index cards and un-rulered index cards (being blank
sheets). Whats nice about them is that they card-stock and are
already pre-cut for your arrangement behind the GM screen.
You will also need a
printer and computer, if you want to be modular with your
information. Ideally a Doc Template for the cards, as well as good
Doc notes of everything you are keeping track.
Modes
These
are cards that describe the current status and attention the
character is doing. It allows the GM and Player to automatically
check regarding instances the Mode is relevant. If we were to go a
bit about psychology, its a set of expectations the Character has.
Ex.
Scouting
Mode – the character is focused in looking for threats and
moving more quickly than his main party.
Hiking Mode – the character is more focused in optimal
movement to energy reserve performance in trekking. The economy of
his attention is focused on pacing, looking for best footpaths,
hydration and the time.
Detect Lies or Credibility Detection Mode – the character is
using this skill to vett a target person, to make an assessment of
their credibility or the consistency. Anytime the target character is
conversed with, the character keeps note of personality traits.
Diplomacy mode – trying to please and keep a civil
discussion. (reminds me of the Techniques in TTC's Effective
Communciation). The character is concentrating in controlling many
intrapersonal, interpersonal, and diplomatically strategic points.
Such a character would be very civil, polite, and keenly on the pulse
of the social situation.
In
these modes, the character is more predisposed to notice or react
quickly to a specific set of expectations. The GM enforces economy of
attention, and points out trade offs the players may or may not
realize. When players or character try to do more than one thing at a
time, the GM will note the diminished effectivity of their
performance in their skills and passive abilities. It is in these redistrubtion players and the GM have risks and strategic objectives to consider.
Load-Out
Character
Load-outs when prepared allow the players to more accurately deal
with the logistical challenges of the encounter. A character can have
their combat load, their marching load, or their large, uncarriable, possessions as separate cards with their own notes and details.
Typical
are a Civilian Load, what the character carries in non-combat or
adventuring situations; Combat Load or variations of combat load
(light, heavy, etc...); their uncarriable possessions like their
mount, car, house, secret cache, etc...
Conditions
Conditions are a list of
details that can be in effect on the character. These are the various
status the character can be in: Wounded, Exhausted, Critically
Wounded, various kinds of emotional states (Angry, Berserk,
Demoralized), special psychological conditions that can kick in
(Panic Attack, General Seizure, Etc.).
Special Actions
These
are maneuvers detail heavy techniques, spells, special abilities, and
prepared combination of actions. Information in the card will include
costs in actions, resources, and mechanics, and the trade-offs and consequences.
Card Tools to facilitate Narrative Combat
Narrative combat or high cycle rate events and activities (cycle rate: going through all the characters, cycling, many times) can be better adjudicated through Cards tools. The cards merely break down actions and reactions/opportunities. Having the cards help tracking the trade-offs of the character, in their condition AND in the battle field.My problem with narrative combat, is that I don't have the mnemonic device of a tactical layout. Instead I have to keep track of actions and activities. Taking away the simplicity of looking at spatial relations when looking at figs; cards can help by providing a spatial relationship between actions and events. One of the advantages of figs is that, they easily relay information on the status and circumstance based on just a glance.
Example of Usage
Lay out where everyone is
in respect to everyone else. The GM assigns values to every side: the
GM's side can 12'o'clock or primary threat, the other sides as
flanks. Players and the GM can determine how many layers will they
stack against primary threat zone and against the flank zones. The GM
can then place visible threats outside his Screen to oppose what the
players have in each zone. Proximity and Card Position can show
ranges and overlapping envelopes of access. You can use figs as
paper weights (LOL).
Ex.
Instead of Frontal Force you have one card with notes on visible no.
Additional notes below the card. Flanking forces is just a card,
unless the GM breaks out an autonomous/small force to do something
else. Any prepared manuver is its own card.
Next is the GM assigns
strategic points within the terrain (If any; i'll make a table to roll for
various terrains) which he can use and draw into the zones. These
zones are a Zero-Sum game; so its exploited by one or the other
force.
The basic rule here is
when elements add up, and the situation is becoming complex I should
simplify and the break things down to elements up to 3. I re-abstact
them back to 3 elements at most to keep things simple and manageable.
The cards clarify the objective, while I adlibe/improvise what is
happening without losing sight of the element's objective.
Its like Hyrdation – you
do it because your conditioned to do it on circumstances that “feel”
appropraite. When your confused, like when you are thirsty, its too late; do it as it gets harder to track things. Like when “I feel this is getting more complicated
– simplify and re-arrange elements back to back the primary”.
Open RPG Skill draft
Stealth
Intelligence or Wisdom
You are skilled in obscuring your
position and presence. You still make noise but you are highly aware
of what noises carry and what blends into the background. You can be
seen, if the person knows where to look for you. You are able to see
what route makes the least noise, maximizes a concealment and
improves security to your destination. You are able to optimize the
use concealment, and are very self aware what may be easily exposed
of your person. You also know how to blend your visual wake with the
movement noise in the background. The better you are, the more
natural, consistent and reflexive your actions become.
Mode. Characters who use stealth
mode, increase the difficulty to be detected by their skill modifier.
Wednesday, November 14, 2012
Character Descriptors part 1 (hopefully a series to come)
this is RPGs, and it was always bothering me how perception and notcing things work. Various systems have various takes, and in RL experience sometimes the rules fall short in explaining how somethings work out. I also got the TTC "How we percieve; Human perception" also the congition lectures like Philosophy of the Mind.
All that theory, helped guide me in trying to apply it in my sport, airsoft. I noticed how narrow the mental process of observing can be. its all about brain plasticity again, and how shifting observation gears is actually using various forms of Int. Unfortunately this is a mental process, and having the ability to Meta-think when to pull out or change gears comes from practice and conditioning more than active intelligence. One can say that its hard wired and you can only learn it OR you won the genetic lottery. So in an effort to learn and exercise, I will try to do it more habitually.
Skin Blemishes, non-prominent (easily hidden) vs
Personal appearance flaws, and how they make up/compensate for it.
Able to Laugh on command, sounds very sincere.
Wears clothes a size smaller or larger than would be a "good fit"
Needs to have more airtime in a conversation
Uses sources to back up facts presented, but from ambigous sources
leans towards using technical or academic use of the terms/vocabulary instead of common usage.
Cheap, Robust/Good, or Fashionable Shoes.
Jewelry Worn: almost practical, no common theme, trendy (common trend) vs fashionable (more cutting edge), expensive, classic/timeless, status symbol, obscure, eclectic but has a very artsy or historical or political symbolism, impractical.
Made up/Make up
Manicured/ Nail Polished; last upkeep or maintenance of polish - applicable the style descriptors
Many gadgets/devices (techie load out vs plains persons load out).
Eye Focus Patterns (should be its own long list of descriptors; e.g. focuses in status in a group, in details, disciplined, curious, etc).
Styles - (same as jewlery) but add various forms of practicality. There are those who have socially practical style focus (markers of status, calling cards, logos.) while there are those who have walking, survival/outdoors, handtohand combat, etc... practicalities.
All that theory, helped guide me in trying to apply it in my sport, airsoft. I noticed how narrow the mental process of observing can be. its all about brain plasticity again, and how shifting observation gears is actually using various forms of Int. Unfortunately this is a mental process, and having the ability to Meta-think when to pull out or change gears comes from practice and conditioning more than active intelligence. One can say that its hard wired and you can only learn it OR you won the genetic lottery. So in an effort to learn and exercise, I will try to do it more habitually.
Skin Blemishes, non-prominent (easily hidden) vs
Personal appearance flaws, and how they make up/compensate for it.
Able to Laugh on command, sounds very sincere.
Wears clothes a size smaller or larger than would be a "good fit"
Needs to have more airtime in a conversation
Uses sources to back up facts presented, but from ambigous sources
leans towards using technical or academic use of the terms/vocabulary instead of common usage.
Cheap, Robust/Good, or Fashionable Shoes.
Jewelry Worn: almost practical, no common theme, trendy (common trend) vs fashionable (more cutting edge), expensive, classic/timeless, status symbol, obscure, eclectic but has a very artsy or historical or political symbolism, impractical.
Made up/Make up
Manicured/ Nail Polished; last upkeep or maintenance of polish - applicable the style descriptors
Many gadgets/devices (techie load out vs plains persons load out).
Eye Focus Patterns (should be its own long list of descriptors; e.g. focuses in status in a group, in details, disciplined, curious, etc).
Styles - (same as jewlery) but add various forms of practicality. There are those who have socially practical style focus (markers of status, calling cards, logos.) while there are those who have walking, survival/outdoors, handtohand combat, etc... practicalities.
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