Blog Archived

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After almost 12 years of having this blog I’m going to archive and mothball it, which means no new posts will be coming.

Dinosaur Cowboys is a complete, fun, balanced, and varied game that I’m happy with. I’ve had such joy from the project and all the campaigns and games I’ve played, models I’ve painted, people I’ve talked with, and dinosaur toys I’ve collected.

Look to my new game design blog for any future news and other projects: https://horizongamesblog.wordpress.com/

Thanks to everyone for reading and enjoying my game over the years!

Looking ahead to v2.7

incremental-changeDinosaur Cowboys v2.6 is amazing. I’m super happy with the rules, which is why I haven’t felt the need to touch them for over a year and a half. And I know I’ve been saying it for 5 years (since v1.0), but I’m almost done tweaking the rules. I mean at some point I have to be. And I’m very tempted, like a 50/50 split, on whether I should even do a v2.7. But I have accrued a minor list of changes. No timeline for this, and like I said I’m still on fence on whether it’s even worth doing.

Savage Allegiance: The biggest one (and impetus for a possible release) is around balancing the Savage Allegiance, which if you “zero them” back to Bandit status (of having no stat changes) they actually GIVE you +2 IP. So you could recruit and entire posses of Savages, zero them to normal, and get +10 IP. Like I said, minor…but also very annoying to have. I’m a bit miffed with myself for even missing it this long. Dusters technically have the reverse problem (of resulting in -2 IP to zero), but that’s mostly due to Hitpoints costing 6 IP to increase but only giving 4 IP to reduce.

The fix for Savages is simply to change Speed to cost 10 IP to go from 4″ to 5″, instead of 12 IP. This has the side benefit of bonus movement being cheaper and easier to attain. I always want entities to move further. Heck it’s one of the main reasons the base number of squares someone could go in Life of a Dinosaur Cowboy RPG was a generous EIGHT!

Otherwise a few style tweaks to the rulebook, a bunch of trait adjustments and trivial rewords, and maybe a few new weapons or features. Here’s my entire list:

Other Changes
– Add an image to the footer
— Small dinos, jungle grass (similar to Saloon), cactus in the corner, maybe image wrapping page number, etc.
– Add some “Rain” features?
– Add some alternative weapon names for famous mountain men, like the Jeremiah Blaster or whatever
– “Turtle” trait needs to say “apply Stopped to self _next Activation_” in the same way “Rush” does
– “Try Again” should say “re-roll an entire set of attacks”, as should “Lucky”. Maybe “Attack Roll” to be consistent with things like Hail of Shots?
– Whirlwind should specify Close attack affects all adjacent enemies, since otherwise it sounds like a free/bonus attack. Maybe should be Attack – Whirlwind?
– Shake it Off should be applicable to nearby ally as well. Maybe be 2/all instead of 1/2 negative effects? Also rename to “Shake it Off!” (exclamation mark for shout)
– Attack – Forceful should be buffed to +4″/+6″
– Attack – Punishment should just be +2/+4 damage (lowercase too), not specifically saying _weapon Damage_
– Attack – Headshot should say (instead of 12+) in brackets
– Eagle Eye should be +4″/+6″. Should technically be an Attack – Eagle Eye?
– Rush and Turtle should say “but apply” instead of “and apply”
– Add second tier Racer for +2/+4?
– Add an Attack – Quick Shot that gives a free attack at -4/-2 Dam (min 0)?

Saloon Updates
Of course there are also a few Saloon bugs I’ve run into, or improvements I want to try:
BUG – Selling weapons still show up in inventory?
BUG – Dino selling is not saved to the URL or reloaded at all
IMP – Allow dinosaurs to “buy” Trample and Gore beast attacks
IMP – Add an option to select Variant Rules to apply to a PDF?
IMP – Generate QR codes for The Saloon links?
IMP – Make a mobile version of The Saloon pages?

Project status, aka what have I done for 8 months?

my-posts
Been a while? Yes, it surely has! Last post was about 8 months ago. What have I been doing since then? Where are all the projects I was so excited about? How can time fly this fast? In summary to every question you might ever have: I wrote and extensively played 2 RPGs, I combined all my rules into 1 blog, and was repeatably interrupted and distracted by general life stuff.

Overview

house-of-the-dying-sunHorizon Games Blog Consolidation – Done – This is related to my new project Fickle RPG (mentioned below). Long time readers or the especially observant might notice a new logo and link in the right sidebar. Well I was about to create yet another WordPress blog for my Fickle RPG rules when I realized I would have over half a dozen blogs if I did. That’s ridiculous.

So instead I painstakingly consolidated ALL my projects, rules, and ideas into one place: Horizon Games. Seriously that was quite an effort, but I’m happy with the result.

I collected content from all my childhood games, brainstormed projects, and rules in progress and put them onto Horizon Games. I covered Life of a Dinosaur Cowboy and Dinosaur Cowboys there as well. So for any non-DC related news or updates check out that blog instead. In other words if posts and content are dead here look at Horizon Games as I might be working heavily on another game at the time.

Bad News

Life of a Dinosaur Cowboy RPG – Cancelled – Perhaps “postponed indefinitely” would be more accurate. I still like a lot of ideas in this game, but two issues are holding me back:

  1. Playtesting: Nearly impossible to solo playtest 4-5 unique PCs plus enemies. A large component of the DC RPG was the idea of turn collaboration and that’s also lost in a solo test.
  2. Too Many Mechanics: From the neat D&D Next style advantage/disadvantage, to Echo Death style skill/power lists instead of classes, to allocated damage dice pool, to shared action points/orders per turn, to codified non-combat solutions, DC RPG has a TON of unique game mechanics thrown in. And I say thrown in very specifically, as I more or less dumped every single cool mechanic I had thought of or seen in the past while into this game. Which results in a mechanically overwhelming game, and one that is arguably doing a lot to achieve very little.

What I instead am doing is splitting a lot of the neat mechanics out into separate games, namely Echo Death and Fickle RPG.

Skies and Slums Expansion – Postponed – This is basically my “catch all” for future Dinosaur Cowboys development. I’m pretty tired and fatigued with tweaking the core rules, which I’ve mentioned before (basically the past 2-3 years have been “this is the last version”). If I ever DO get the urge to add or tweak a bunch to this game, it’ll be under the guise of the Skies and Slums expansion.

So until I DO get that urge, I’m going to postpone this expansion. I could add a whole bunch of new features, allegiances, weapons, dinosaurs, etc. But I want to do so only if I’m excited with the idea, and involved with the project. Which right now I’m not. My focus is elsewhere.

Mixed News

Dinosaur Cowboys v2.7 – Soonish – Although I just said I don’t want to tweak these rules much longer, I actually admittedly have a few minor changes and balance updates I need to do. They are so incredibly minor that I could realistically call it version 2.60001. Also because the changes are so small I’m not hugely motivated to do them.

Regardless I’ll cover the specifics in a post very soon, and look for the release a bit after.

Good News

Dinosaur Cowboys Battle Report – I want to sit down and play DC again very soon, mainly to use a childhood jet airplane model (specifically a swing wing F-14 Tomcat) as a center piece for posses to fight over. I also want to do my “Civil War” style game with the same posse on both sides.

So with luck I’ll get my table setup, wrangle a player, and get a battle report going before the new year.

fickle-logoFickle RPG – Released – What is Fickle RPG? Well if you paid close attention to the DC RPG mechanics, you might remember the concept of “fickle” vs “flat” allocation for a damage dice pool. Great mechanic! But as mentioned above pretty much tacked on to a cumbersome, overburdened RPG.

So instead I split that mechanic out, polished it, and made a (get ready for buzzwords) light cooperative narrative RPG with interesting and choice-drive mechanical resolution ready for any genre/theme. That game is Fickle RPG

Quite a history behind the game. You might remember a year or so ago I made a post about game design, and asked the critical question “what if there was a tabletop game where combat resolution was as involved, interesting, and full of meaningful and unique decisions as the movement phase?” I think Fickle RPG answers that by having an interesting resolution system full of choice.

I had the basics bouncing around my head for quite a few months. Meanwhile I was playing a Star Wars RPG called Age of Rebellion (Fantasy Flight Games) which my friend was running. But they needed to take a hiatus. So my weekly gaming night was free. On a whim I asked the other players if they wanted to playtest a light RPG I had been working on. The interest was there…the rules weren’t. As in I hadn’t actually sat down and written the rules. So having scheduled a session for a game that didn’t exist, I hastily wrote the rules, and we played.

This initial session of Fickle RPG went really well and gave me hope that I was onto something. So I ended up running the game many more times in the past ~3 months, for around a dozen different people, between 4-5 campaign threads. Some of the players hadn’t even touched a game more complex than Settlers of Catan.

So anyway if you take one thing away from this blog post, it’s that Fickle RPG has been my focus for over half the time since my last post.

Party of Light – Played – Somewhat related to Fickle RPG, I also made another light RPG called Party of Light. The intent was to play a one-off session with my family and nieces. So the core concept is to teach roleplaying basics, different dice, etc. to kids. I’ve since played this game 4 times (so far!) and it’s been great at achieving all those goals. My nieces have had a lot of fun with it, and the game is still engaging enough for adults. Win-win all around.

If that sounds interesting be sure to read more about Party of Light. Notice how handy that Horizon Games blog is already?

Other News

Besides that what have I been doing? Preparing for my wife to give birth to our second kid. That’s been a pretty central focus. I’ve switched office locations with my work, which added a lot of commute. I’ve been running a lot of Fickle RPG nights with friends. I’ve been playing a ton of computer games like Heroes of the Storm, Vermintide, and Zombasite. I failed miserably at writing Nanowrimo this month. All in all plenty of non-Dinosaur Cowboys stuff. :)

I’d probably write more here, but I literally just finished describing my new rules on Horizon Games, so I’m tired of repeating the same text.

Announcement #2: “Skies and Slums” Expansion

HelicarrierI’m happy to announce plans for a Dinosaur Cowboys skirmish expansion called Skies and Slums. I first considered this idea last year in March, but I’ve decided to make it public now. When I was a kid designing games I used to make expansions that included a bunch of outlandish rules or crazy stuff that changed the game. Skies and Slums won’t be quite as drastic but there will be some neat new mechanics and ideas introduced.

First of all some off-the-cuff fluff to set the mood:
The year is 2291. Dusters and Neotechnoists are still in a stalemate, with people switching sides fairly evenly, and no real land grabs or differences there. However new slums and shanty towns have organically sprawled outside around The Wall. Most of the occupants are desperate outsiders who want to get back in to New Hope and the safety of the Neotechnoist allegiance. Others are born and raised outside The Wall and make a pilgrimage for their chance to go inside. These Slum Dwellers are resilient but poor.
But the biggest change are the Ascendants. Once the scientists, politicians, and other important officials of the world they escaped Eruption Day by taking to the skies in solar powered Sky Barges. These massive ships are like floating cities capable of sustaining a population for years. As society collapsed below they retained advanced knowledge and studies. However as new generations were born aboard the Sky Barges the knowledge was slowly lost and became a misunderstood magic. The most notable are the solar panels of the Sky Barges, which slowly began to fail in the year 2290. As this happened dozens of Sky Barges drifted to the ground. The Ascendants have managed to train Flappers for combat, as the skittish dinosaurs see the sky people as kindred spirits. From the ruins of the Sky Barges the Ascendants emerge in their Exosuits, nervous of bacteria and germs and with weak immune systems from generations in an enclosed environment.
As the communities outside The Wall become wealthier and want more entertainment travelling circuses have popped up across the country. These shows are staffed by roving performers of the Nomad allegiance.
From the ashen wastelands of the north that was once Canada comes the Ashlander allegiance. Rugged individuals have been surviving under the cloud of ash and dust from Eruption Day. Although unaccustomed to large cities and tending to seclusion and secrecy, the Ashlanders have started to spread further south in search of food and supplies. They tend to be extremely brave except for a strong fear of capture and closeness.
And finally an oversea presence has finally landed on North American shores. Hailing from the ruins of Europe the Crusader allegiance braved the rough seas to pay respects to the focal point of dinosaur activity.

Time-to-Fly_alexandreev
From http://alexandreev.deviantart.com/art/Time-to-fly-163578668

So what does all this mean in game terms? Well first of all the timeline will be moved forward 6 years to 2291, whereas the core game is set in 2285.
The expansion will add 5 new Allegiances:

New Allegiances

  • Ascendants: +1 Defense, +4 Bravery Target Number. Wearing Exosuits to protect from ground viruses and bacteria makes the Ascendants durable, but years aboard the safe Sky Barges has made them cowardly. Or maybe they don’t have stat mods and instead get a risk-reward movement mechanic via jumpjets/jump packs?
  • Slum Dweller: Grit mechanic (like a saving throw), first weapon costs $50 more. These poor scrappers are resilient from a tough life. Grit will work like some kind of shield/saving throw where incoming damage can be negated.
  • Ashlander: -3 Bravery Target Number, cannot attack in melee. Brave for almost every situation except having someone near them. Alternatively so skittish and good at hiding that if attacked at 5″+ treat that attack as 5″ further (so 6″ is really 11″, 14″ is really 19″, while 3″ is just 3″), but then have to take a Bravery Test every single time they take damage, regardless of the amount.
  • Nomad: Roll 1D12 at the start of each encounter, check table to see which statistic is temporarily changed. There is around a 60% chance a statistic is improved but a 40% chance it’s worse. Nomads are unreliable, flighty people who tend to shine unexpectedly.
  • Crusader: Follows laws and codes. Such as no ranged weapons, won’t exercise a Snap Attack, won’t attack an enemy in the back, but are nigh indestructible due to fanaticism and devotion.

UPDATE: I think I’ll call rename the Ashlanders to “Uplanders” instead (yes, you can thank the Chevy van in front of me for the inspiration). This avoids multiple Allegiances started with the same letter, or sounding similar.

Obviously the stats and ideas are in the brainstorming phase. I really like Ascendant, Nomad, and Slum Dweller and think they bring something neat to the table. I’m not as sure on Ashlanders and Crusaders. I do want to include at least 4 new Allegiances in the expansion though to mirror the original amount.
I did consider the “Sky Warden” allegiance that is the military/police/tough guy branch of the Ascendants, as compared to the scientific/nerdy branch. Sky Wardens could even be robots or androids that were built before Eruption Day and have just been maintained since.

I also somewhat wanna rename the basic “Bandit” allegiance to “Cowboy”, which would be a bit of annoying find-and-replace in documents and The Saloon.

Tiny-CompyNew Dinosaurs (including Flappers)
In addition to the Allegiances the Flapper dinosaur type will be hireable now. I’m thinking if your Leader is Ascendant or the majority of members or something. I think of the Flapper as a mobility dinosaurs with incredibly far movement and the ability to launch into the sky (taking them off the table) and land at a later turn.
There would be a slew of other new dinosaurs, but more focused on specialization and unique niches. For example a tiny type (can’t even be mounted) that is super fast and has a single strong attack, almost like a “missile” that is launched across the field. Sort of like the Compsognathus from Dino D-Day. I’d like another type that is faster/easier to mount. Also maybe going wild and having some ranged dinosaurs.

New Weapons, Features, Traits, Objectives
I want to add some oddball weapons, stuff like The Tombstone that functions in a neat way. Maybe an Airstrike that can be called in from Sky Barge drones or something. Or single use or dangerous-to-use jumppacks / jumpjets from Ascendants.
I could see Allegiance specific weapons too, just technology and abilities that are unique to each group, to further distinguish them beyond stats.

There would be lots of new Features as well. Having some that are Allegiance specific (especially around Sky Barges and slums and travelling wagons) would be cool. Obviously some new Traits too, again with an Allegiance specific leaning. I could see some weapon specific Traits too, like expert/specialization/training named stuff around a class or type of weapon. Maybe a new Objective or two if I can brainstorm them up.

Drugs-and-StimsDrugs and Stimulants
I’m thinking of having drugs/stimulants available for purchase, sort of like a mix of existing Healing items and Active Traits. They could even do Hitpoint damage for some good effect. I could imagine the Ascendants having totally different social standards from their isolation, where recreational drug use is just part of life. Almost like Plasmids in Bioshock. Similarly some new Healing items could be cool, since the Ascendants do have somewhat advanced technology in comparison to the ground.

Similarly the Slum Dwellers might add poisons and toxins to the mix, that have debuff or negative effects when applied to enemies.

Conclusion and Timeline
I have no idea when this expansion will be done. But I figured the current v2.6 of the rules is great, stable, and with no glaring issues. So any further changes or tweaks I want to do should be moved to a separate project. Also if I’m under the umbrella of an expansion I can add in wild, possibly gamebreaking stuff, or rules that change the tone or feel of the game. For example having new Allegiances that have a bunch of custom differences beyond just stat modifications. Or dinosaurs that you don’t even mount, or can shoot/spit projectiles.

Either way I wanted to share, because like I said I’ve been sitting on this for a while, and it’s pretty exciting. Not as exciting as tomorrow’s announcement though…stay tuned…

Original Brainstorm List
In case you want to read my original brainstorm notes, or in case I need to reference them when I start work on the expansion, well, here they are…
Read the rest of this entry »

Game Design: Randomness in tabletop vs video games

I’ve been ruminating on a few game design thoughts for a bit, as I tend to do when I haven’t tweaked Dinosaur Cowboys in a while. Those creative energies have to go somewhere! Then I realized I had a few topics I wanted to talk about, so I figured I’d make some posts covering each.

Randomness and the Purpose of Dice
The topic of pure determinism vs random elements is endless and has been discussed on forums since the first boardgame (I’m sure of it). Basically there are two main camps:

mmm-dice– Deterministic: Minimal or no random elements allowed, if the player chooses to “execute XYZ” it succeeds as expected. There are no percent to-hit or miss chances. Chess is the best example. These games have a lot of planning and quick execution. They can also become “solvable” where the best, most rewarding play can be absolutely decided because there is no random chance. The better player will always win. That Hackers game I was working on is the closest personal example I have.
– Random: There are random elements in the game. Normally categorized as “input randomness” (drawing from a deck of cards, having a generated terrain setup, etc.) that players see, accept, and have to deal with. And “output randomness” like dice rolls to succeed that players have little to no control over. Sometimes this means a worse player will win. A lot of people in the Deterministic camp will accept Input Randomness (normally for replayability and variety) but scour and scoff at Output Randomness. So that’s the one I wanted to talk about.

What it boils down to is you either like rolling dice in a game, or you don’t. And like I said this topic has been talked to death, so I won’t talk too much about either approach. Instead I want to highlight and interesting thought I had today: I don’t hugely like output randomness in video games, but I adore it in tabletop games. But why? This entire section will be dedicated to answering that, so don’t construe it as anything else.

xcom-please-hitThe easiest way to tackle this question is to look at video games first. The modern X-COM remake is a good example of output randomness that can be frustrating. In that game you have a percent chance to hit the target you’re firing at. The chance varies based on soldier skill, weapon, range, and enemy cover. All that is calculated and abstracted and you see the percent chance before you shoot, click the mouse and a little animation plays showing whether you hit and did damage or not. Maybe your soldier has an audio file that plays when you miss, as you sit alone in your quiet office.
Ever miss in that game with a 90% hit chance? How did that make you feel? Frustrated and like it was out of your control?

DC-Cavalier-Border-Battle-0115Now let’s look at a tabletop example, of course using Dinosaur Cowboys. You physically pick up your hand painted miniature, move into Short Distance to hit easier, and try to improve your odds further by choosing to shoot an enemy who hasn’t moved yet. You ask your opponent across the table what their Defense is, add that to your Ranged Target Number, factor in a few mods, and figure out what you need to hit. Let’s say 9+. The chance to hit feels a bit abstract, but at least you know how you arrived at it. In terms of a percent chance you know you have a 4/12 chance per dice…but your Six-Shooter has 4 attacks, so you’re rolling 4 dice. Hmm remember your math class on probabilities? Silently hope to not roll any 1s, in fact a full roll of 12s would be perfect. You pick up the dice, get a nice tactile feel from their edges, shake them in your clenched fist. The pleasing sound of clattering dice fills your games room. Both you and your opponent are staring, waiting for the roll. The dice tumble, building anticipation. 1, 5, 9, and 12. Your eyes see the 9 and 12 first and your cheer a bit. Your opponent sees the 1 and 5 and also cheers. A hit and a Crit! But also a Reload! You curse the dice that rolled a 1, consider putting it back in your bag and getting a different one.

Those examples were a bit embellished, but they hopefully highlight my point. And that is dice and randomness in tabletop games are not just about cold numbers, chances to hit, and reflecting player skill. They’re about a tactile element, and that impossible human nature feat of thinking we can control the outcome of falling plastic if we really believe hard enough. Also depending on the system the randomness covers a lot more than just hitting the enemy, such as above with running out of ammo for a Reload and the excitement and bonus damage of a Critical Hit.
Somehow it’s less frustrating in a tabletop game to miss a shot with a 90% hit chance when it turns into a talking point or good story with your opponent. Miss that kind of shot 5 times in X-COM and you’ll probably take a frustrated break for the night. Have it happen in a tabletop game and you’ll be laughing while gnashing your teeth and bantering with your friends.

dice-shaming-why-a-thingA lot of the deterministic vs random discussions don’t account for this. And a lot of the randomness DOESN’T translate well to computer games because of all the positive elements surrounding dice on the tabletop. Not just computer games, but even online software for playing tabletop games virtually, like Roll20. Seeing a virtual result of 12 isn’t the same as the whole ritual and process of rolling a 12 on a physical dice in the real world. Or boiling down a fun and unique dice system with multiple side effects into a single dry percent chance resulting in “hit” or “miss”.

Do dice objectively make for a worse game (don’t get me started on “game” vs “toy”)? Or do they represent everything a computer game can’t capture, and the tactile elements we keep coming back to boardgames and wargames for? While it does sometimes make for a worse determination of player system knowledge (not really “skill”), is that the be-all-end-all measurement for every game?
Does anyone talk about their crazy 7 Wonders or Puerto Rico win where they added up a bunch of points in a deterministic system? “Dang I really built that Market and figured out the Science combo!” Or do gaming friends talk about that time Peter rolled six 1s in a row, then came through with a Critical Hit at a key moment?

More on the topic:
Our Destructive Love Affair with Random Number Generators
and
Games, Randomness And The Problem With Being Human
Mainly for:
“Perhaps, once again, this difficulty with true randomness in video games is down to our cognitive biases; in board games and tabletop games alike, it is we who roll our own dice. Therefore, we perhaps feel some sense of control over the outcome; as though, by rolling the dice, we are the masters of cold, impartial randomness. However, with video games, the computer rolls our dice on our behalves.”

Game Design: Throwaway Fights

I’ve been ruminating on a few game design thoughts for a bit, as I tend to do when I haven’t tweaked Dinosaur Cowboys in a while. Those creative energies have to go somewhere! Then I realized I had a few topics I wanted to talk about, so I figured I’d make some posts covering each.

RPGs and Throwaway Fights
not-me-playingThis section is specifically in regards to Dungeons & Dragons (4th edition), but the concept applies to many other RPGs (both pen-and-paper and computer games). Before I get too far into the topic let me say a brief disclaimer that yes, I am aware a lot of people don’t like D&D, or 4th edition, or “it’s like an MMO”, and the rules don’t lend themselves to roleplaying. And let me just say D&D isn’t meant to be some artsy fartsy indie RPG where you collectively tell a story and have quirky characters and stuff. When people say “D&D is a bad RPG” they aren’t far from the truth, because although you play the role of your character, there aren’t a ton of in-game rules or systems to do so (I don’t think you need many, but that’s beside the point).
But what people should focus on is D&D is a great cooperative fantasy battle system. 4th edition is meant to have balanced classes, combat roles are interesting and focused (Defender, Striker, etc.), every character has a lot of neat choices on their turn (as compared to other D&D versions where a Fighter would eventually be outdone by a Mage, without fail), there is a team element of combining abilities and planning, positioning matters, and the mechanics and rules for combat are clear.
So to the above topic, D&D fulfills that vision and design very well. In some ways this focus on grid-based combat means D&D is closer to a skirmish game with a campaign system than a full fledged RPG.

But that’s leads to my one complaint: throwaway fights in RPGs.

snoozeD&D has some elements of resource management. You have limited consumable potions, you have “Daily” powers that can’t be used every fight (so you often save them for the big boss fight), Hitpoints and healing wears down slowly from damage, etc. The rulebook recommends around 3 encounters per day before the players get a chance to fully recharge their resources. And a common problem is avoiding this 3-fight rule of thumb by resting after each fight, resulting in the term “15 Minute Adventuring Day”.
As an adverse effect of this some of those 3 fights would be throwaways meant to grind down resources. In these fights the players weren’t in any real danger of dying, being defeated, or failing to complete their goal. Instead a group of goblins would throw a few spears, shave off a few Hitpoints and potions, then die/flee.

Going back to video games this problem still exists and is endemic to the genre.

Action RPGs like the Diablo series, Torchlight, Path of Exile, etc. might suffer the worst. You kill hundreds of thousands of monsters that are little to no threat.

This throwaway fight concept spans the globe, right into Japanese RPGs (JRPGS) like the Final Fantasy series. There are numerous encounters in that game which you can autoattack through with no thought at all, just to get more experience points in a grindy fashion. You also had consumable potions and items you didn’t need for the easy stuff and wanted to save for boss fights.

Are throwaway fights fun? Maybe once every 10 fights it’s nice to just steamroll your enemies and completely crush them, to give a sense of power and progression (especially if the fight used to be hard). But after idly clicking and sleep walking through the twentieth easy, meaningless fight, it can be a bore and really turn people off the genre.

What can be done? Well the long titled Penny Arcade’s On the Rain-Slick Precipice of Darkness 4 had a few neat concepts I thought I’d mention here. First of all potions and items aren’t traditional consumables, instead they are available on a per-fight basis. So they aren’t single use items anymore, but instead single use PER FIGHT. Similarly Hitpoints and Mana/Magic is restored after each fight, instead of grinding down the life of characters in a feeble attempt to make a later fight more challenging. And best of all the majority of fights are life or death affairs where you need to pull out the big guns and can’t just autoattack your way to victory.
An older, quirky game Earthbound tried to avoid the throwaway fight problem by having enemies automatically flee if you were high enough level above them, thus avoiding the boring part of going through the motions when you know the outcome.

pa-fight

But what could be done for D&D 4th edition? Try to make almost every fight matter, and every fight be a life or death, success or failure affair. Flatten out the resource grind down, let the players recover all their abilities and Hitpoints because they’ll need them for the next fight!

What I find very interesting is if RPGs get to that point, their combat starts to resemble that of a skirmish game. Which means the RPG/skirmish distinction is even closer. In a skirmish game you have a complete, rested, fully ready force at the start of each battle. The battles are normally one-off, so consumables don’t matter as much. Normally the opponents are more closely matched in strength, meaning either side could prevail. There is no concept of wearing down a player through throwaway fights. Multiplayer online battle areans (MOBAs) like Dota 2 and League of Legends have adopted this match approach and fresh start idea.
But for some reason those elements haven’t caught on in many RPGs. There is still this taboo about having “match based” RPGs fight where all the cards are on the table and there is no saving (or any need to save) for some future conflict.

Game Design: Focus Your Concept

I’ve been ruminating on a few game design thoughts for a bit, as I tend to do when I haven’t tweaked Dinosaur Cowboys in a while. Those creative energies have to go somewhere! Then I realized I had a few topics I wanted to talk about, so I figured I’d make some posts covering each.

Execute Your Concept
focus-upThis could similarly be titled “Fulfill Your Vision” or “Have a Clear Design” or the blog post itself of “Focus Your Concept”. But basically when making a game decide what you want that game to be, what it should do well, and who it should appeal to.
To me the worst games (both virtual and table) are those that try to appeal to everyone, or are a mishmash of unclear ideas. The best games realize a laser sharp vision the designers had. In some ways good games should be divisive: either you like the topic and concept and thus the game, or you don’t. There should be no middle ground of “I didn’t like the shooting but I had fun capturing animals”, because you know neither of those executions were as fleshed out as they could be.

ets2On the video game side you might know I play a lot of Euro Truck Simulator 2. If you aren’t familiar with the game you drive a semi-truck around Europe, completing jobs and tasks for money which you use to buy different trucks/upgrades/garages and so on. When I talk to people about this game I get a lot of strange looks, like “How is that fun?” or “That seems boring”. And to those people ETS 2 probably IS boring. But that’s because they don’t like the topic and concept, and the game isn’t designed to appeal to everyone. Whereas I love the romanticized road trips of semi-trucks, so ETS 2 fulfills that niche very well. Let me list your options in ETS 2:

– Drive, buy, and upgrade a semi-truck
– Sleep in the parking lot of hotels and gas stations
– Take your truck on a ferry
– Do quick jobs in a company truck or choose your cargo
– Buy garages and hire drivers

Notice how the list entirely relates to truck driving and the simulation of supporting tasks? You can’t get out of the truck and choose food at a restaurant and have it affect your character. You don’t have an option to drive a car instead or walk around a town sight seeing.
So if you LIKE simulated truck driving, you’re in for a real treat. And if you don’t the game is CLEARLY not for you, and you move on.

gta5-just-stuffOn the opposite side would be a lot of open world games, namely Grand Theft Auto 5. GTA 5 tries to appeal to everyone, and ends up with a foggy concept and half-hearted implementations of mechanics. First of all imagine an elevator pitch for GTA 5, and what you’d say the game is really about. Then let me list a few things you can do in the game:

– Play tennis, golf, or darts
– Go base jumping off a mountain or for a skydive
– Manage real estate properties
– Go hunting for deer and other animals
– See short films at the movies
– Go for a ride on a ferris wheel or rollercoaster
– Run a triathlon
– Play in the world as a bird or cat
– Fly an air blimp
– Go out for a drink
– Go scuba diving or for a jet ski
– Complete the storyline missions and watch all the cutscenes
– Play the stock market
– Drive around listening to the radio
– Rob a convenience store
– Steal cars and from people
– Shoot people

Is the hunting of animals as good as a dedicated, single purpose hunting game? No, of course not, because it’s just one of twenty bullet points. Do you think riding the rollercoaster is as neat as Rollercoaster Tycoon? Yet again it’s just another feature to make the game seem like it has a ton of depth. In fact this type of game has very little depth, but a lot of breadth. And in this way the game can somewhat appeal to a lot of people, while not truly satisfying anyone.

super-meatboy-not-for-me-but-for-someSo where am I going with all of this? My summary would be if you’re going to design a game choose your concept and stick to it. Do one concept really well, per game. If you want a realistic modern military shooter you might have bullet drop, armor penetration, cover vs concealment, gun attachments, etc. But you don’t tack on zombies and a survival mode and laser guns. You don’t throw in robots after the fact because deep in your heart you wanted to design a robot game. Keep your concept, delivery, and execution of a vision as clear as possible.

Apparently I’m not some genius who is the first one to think of this (imagine that!). Read some similar articles written by actual journalists with talent (found accidentally when searching for images for this post). Note the issue I’m talking about is not just for open world games, I just happened to use GTA 5 as it’s well known, and most of these articles happened to be about similar games. There are plenty of messy, unfocused, confused linear games too.

Game Design: Melee thoughts

I’ve been ruminating on a few game design thoughts for a bit, as I tend to do when I haven’t tweaked Dinosaur Cowboys in a while. Those creative energies have to go somewhere! Then I realized I had a few topics I wanted to talk about, so I figured I’d make some posts covering each.

Melee and a Vikings Game Idea
For the past week I’ve been considering a skirmish game that focuses on melee. Yes it’s tempting to make a modern military style game (I’d love to capture the tense firefights of Black Hawk Down, and have wanted to for a while). But I also want to try my hand at swords, axes, and spears. For whatever reason Vikings seem like a natural fit.
I did make fantasy medieval RPGs when I was a kid. So it’d be a fun exercise to try to apply my skirmish knowledge from Dinosaur Cowboys to the medieval melee arena.
And although I don’t think it’d be a good fit for a hypothetical Viking game, I do want to make an asymmetrical wargame sometime soon here. I’m sure I could shoehorn it in with Vikings (one side plays villagers who focus on healing, surviving, and win by that, compared to Vikings who go for kills and destruction) but I don’t think it’d be a great fit. I just like the idea of drastically different (but balanced) sides. Space Hulk was one of the best for that, and in fact I ended up getting a 1st edition copy off Ebay partially for that reason.

Vikings-on-the-Shore
There is one glaring problem though: melee is boring. I touched on this concept briefly before at the bottom of my last game design post.

Basically movement and positioning around the table (especially with cover, line-of-sight blocking obstacles, flanking and facing, etc.) is a lot of fun, and very thought provoking. You can see the skill of a player come through. Even firing ranged weapons can similarly have the same level of depth and player choice, as you try to get elevation on the target, shoot at someone out of cover, choose the right weapon for the job, find the best target with the best odds, etc.
But melee has none of that. Most close combat systems have two or more people standing adjacent and just wailing on each other. A lot of the time it’s just a big group in the middle of the table (especially without objectives or a reason to split up). Strangely enough a lot of systems resolve those melees entirely differently than shooting, like having BOTH sides attack, when the same game might have no concept of a return fire on ranged attacks. Other systems have locked close combat, so once you’re in you can’t leave. Others have melee take FOREVER until it’s a giant bog of soldiers. Once you’re in melee there is no more movement or positioning, so it can sometime devolve into a fancy roll off.

Vikings-ChargingIf I was to make a Viking themed, melee focused skirmish game I’d really have to think about how to avoid this problem. My ideal melee system would look something like this:

  1. Decisive, end the combat in one or two blows/attacks/turns (whatever scale fits)
  2. Escapable, perhaps at a penalty, but still have a way to move out
  3. Choices, in that players have something exciting and interesting to do to fill the void of movement

I think Dinosaur Cowboys covers the first two points well enough, unless maybe a huge dinosaur is involved to wreck the first point. So I imagine I could solve those same problems with Vikings.

So the real question is #3, how to give players meaningful choices beyond “figure out what you need to roll and do it”.

Vikings-WeaponsI kind of like the idea of Shields playing a big part, and almost making a bluffing “minigame” out of that. Maybe the defender with his Shield chooses a 1-6 number to block or parry, but has to say low (1-3) or high (4-6) block. This could represent the Shield being leveraged to cover a certain part of the body. Then the attacker could declare the style of their attack routine by choosing a number they’re aiming for when they roll. This would represent maybe an overhand chop (6), to going for the legs (1-2), maybe coming in for the ribcage (3), etc.
Likely none of that was clear. But I think the key to having an interesting melee is removing some abstraction. Instead of just two people hitting each other with swords, get into choosing attack/defense patterns, bluffing, looking for hints in the enemy’s posture, etc. Maybe there is already a game concept out there which executes this idea, but something like translating the art of fencing to a dice/card/resolution system.

Magma chambers under Mt Saint Helens

magma-chambersI’ve had this link saved for a month and kept meaning to post it, since it relates to the Dinosaur Cowboys history I created. Basically using seismic imaging scientists discovered some massive magma chambers under Mt Saint Helens. I find this interesting since such a chamber, if empty, would be exactly like the prehistoric “time capsule” that spawned the world of Dinosaur Cowboys.

http://news.sciencemag.org/earth/2015/11/deep-magma-chambers-seen-beneath-mount-st-helens

2 petawatt laser, aka 2,000,000,000,000kW

2PW-laser
Now that’s a laser! Certainly makes a 100kW Six-Shooter and a 600kW Lever-Action Rifle look like peanuts! I don’t think a dinosaur would walk away from a hit from that thing. All in all pretty neat, even if they can only run it for a picosecond.

Credit: http://www.iflscience.com/technology/world-s-most-powerful-laser-2000-trillion-watts-what-s-it

Sneak peek of upcoming battle report…

Mad-Max_thebest
Looks like I’ve got myself some guzzoline eh, eh?

What I’m Up To: Dungeons & Dragons

MolagrathSo the ol’ website will be a bit quieter these days because I’m running a Dungeons & Dragons campaign called “Servants of Molagrath”. I’m the DM and am also hosting at my house, so my games room is generally dominated by character sheets, paper maps, and a slew of dice. We have SEVEN people playing, which is quite the record, so yeah, lots of prep work and general tabletop exhaustion from that. So the site will be a bit quieter, which is okay since I normally tone things down after doing a release (and v2.6 was just a bit ago). I do have one battle report in mind that I want to play out (Mad Max themed!) but no idea when that would happen.

Anyway I thought I’d share some details on the D&D campaign, for those who are interested. We’re playing 4th edition because it has the best combat balance and variety. Much like our last Edge of the Empire campaign (Star Wars RPG by Fantasy Flight Games) this happens weekly and with a similar core group, I was just able to recruit a few more people to get our numbers up so high. EoTE taught me that this group tends to solve problems in a violent way, and even though they might be “good guys” on paper they really act villainous. So with this D&D campaign we just flat out accepted that, and everyone is playing an evil cultist! They are part of the Cult of the Beetle who worships the banished god and lord of decay Molagrath (imagined like the picture to the right), and each session is more or less sowing chaos across the land. For example they started by raiding and poisoning an oasis (killing a sizable merchant caravan as well), and just recently attacked a Church of Lathander (god of spring/renewal, aka their enemy) to rescue a fellow cultist who was going to be burned at the stake. So yeah, pretty fun and interesting to try this approach.

Until you hear from me again, keep on keepin’ on!
rider

Antediluvian Miniatures: upcoming dinos and explorers

Antediluvian-1Antediluvian-2
I was tipped off to an upcoming line of dinosaur miniatures as well as some cool Victorian-type explorers. Sounds like the sculptor is going to model all the dinosaurs from the old Crystal Palace Exhibit (awesome read by the way).

You can see more here: http://www.antediluvianminiatures.com/

Seems like some unique dinosaurs, and the “extracted bone” base looks like it’d be good as an objective marker. So far the humans look good too, especially the pompous noble with the umbrella who just screams Neotechnoist.

ARK: Survival Evolved (upcoming dino riding computer game)

This game is buzzing on various news sites, and even though it’s not directly related to tabletop gaming I thought I’d mention it because of the possibility of riding dinosaurs! The game is survival multiplayer (what isn’t these days, between RUST and a zillion imitators). I’m tentatively excited about this, since so far computer games with dinosaurs haven’t fared well. The Stomping Land was canceled, the Primal series was just junky, etc.

Anyway you can see the Steam page and official website if you want.

I entered to get a chance at the closed beta, because who knows it could be good. If the game is as slick as the trailer makes it seem (although that’s the point of trailers) I think it could be a real gem.

In some ways I almost think dinosaurs are becoming the new zombies…add them to an otherwise dull game and suddenly it’s cool!
Ark-early-screenshot

My attempt to get back into painting with an overwhelming minis purchase

New-Minis-0006
New-Minis-0001What can go wrong? Also there won’t be any April Fool’s shenanigans on this blog, so don’t get too excited. Anyway these two photos catalogue my recent trip to my local gaming store. I bought a total of 11 minis (although 2 of them are gifts), all of which are for Dinosaur Cowboys. They are also all from the terrific Reaper Mini Chronoscope line, which are inexpensive minis of various genres. They do a great job of copying popular culture and switching the names to get around trademark issues. For example Rudd Starslider, Space Smuggler who is very clearly Peter Quill aka Star-Lord from the recent Guardians of the Galaxy movie. Similarly Rex, Dark Future Hero who is Mad Max, right down to the torn sleeve (they even get a nice little nod to Game Workshop’s early road warrior style game Dark Future).
But I’m not complaining, merely highlighting the awesome range you can buy.

I’m going to base everyone up, fill in the gaps with puddy, base coat them all, and then have 9 minis lined up to paint whenever I feel like it. Otherwise I have probably ~15 more in a “paint for DC” box, collected from Ebay and various other sources. One day soon I mean to take a photo of all the minis I need to paint, and also all the minis for Dinosaur Cowboys I have painted.

This is a big purchase for me since after all I’ve probably bought an average of one mini per ~3 months for the past 5 years. My motivation is simply to get some specific DC minis based and undercoated so I can just sit down and paint them. I want to get back into painting a bit, since rank-and-file troops of mass battle games (specifically Warhammer 40,000) turned me off the hobby for a while. Basically childhood burnout that bled into losing focus on painting in adulthood. To me painting single minis like this is the peak fun-ness of the hobby. You can vary the paint scheme mini to mini, add a lot of characterization and uniqueness to each, and the look changes drastically between minis.
Since I started Dinosaur Cowboys I actually haven’t done too badly with painting new minis. I probably added close to 10 to my collection. So with luck in the next year or so I’ll have another 20 done!