A batch of notes

I did some more brainstorming and combined all my rambling notebook pages to come up with a rough document containing some of the core ideas of the game.

The best part is I TOTALLY just realized I can play an early, early, early version of Dinosaur Cowboys using this info, plus the left over information rattling around my head.

+ Combat

- # of Attacks in D12s
 - Modify -1 Attack at Long range, +1 Attack at Short range
- To-Hit based on Armor Rating of target
 - Give +1 AR in cover
- Roll all Attacks, count each one >= target AR
 - Any 12s (Criticals) count as two
- Add base damage of weapon to total count
- Apply result as HP damage to target

- Close combat handled the same way, roll Attacks of Melee type weapon, damage as normal, etc.
- Get a free attack on a foe moving out of combat, but no one is locked into hand to hand
- Some sort of Charge move, maybe 2xMovement? Results in +1 Attack on Charge

- Dino mounts give +Armor Rating, +Movement, +Attacks (in close combat)
- Dino mounts use damage tracks, foot targets use plain HP
 - eg damage track: [ |M| |B|A|AR| |HP| ]
 - X = Dinomount Dead, M = -1 Movement, B = Break Test, A = -1 Attack, AR = -1 Armor Rating, HP = -1 HP to rider
  - OR have -1 HP every hit on the dino, which means from an 8 damage attack the dino basically absorbs 7 damage
- Dinomounts don't die, they are just removed from play for that battle and must be revived later

- Combat example:
 Firing a Laser Revolver (A=3, D=2) at Short range (+1 Attack) at a target (AR=6) in cover.
 Roll 4D12 (3 base Attacks, plus 1 for range bonus), get 8, 6, 12, 3
 Need a 7 (6 AR +1 for cover), so 8 and 12 hit, so 2 hits. But 12 is a critical so count it for 2, so 3 hits
 Add base damage of the weapon (2) to the total hits (3) for 5 damage.
 Reduce by 5 the target HP or apply to Dinomount damage track

+ Weapons

- Reload when X number of 1s rolled (for example 2 1s if the Reload value is 2x1)
 - Have to spend the whole next firing turn reloading
- Firing into close combat is no problem, hits desired target as normal
- Some weapons have a blast radius (eg: 2" Explosion)
- Allow +X weapons, like "Plasma Rifle +1"
 - Must specify what is increased, for example Laser Sniper +1A would add 1 Attack
 - Can increase Range, Attacks, Damage
- Also allow prefixes that give Special? Like Explosive Bolt Gun would have a blast
- All weapons have a level requirement on them, one of the motivations for levelling up

- Weapon statline example:
 S/M/L = range / distance
 Sm/Md/Lg = size
 Laser/Plasma/Gunpowder/Melee = type
 Requirement is in levels
 Some weapons have minimum ranges
 Standardized Special attributes

 Name             S    M    L     Attacks     Damage    Reload    Size    Type    Requirement   Special    Cost
 Laser Revolver   1-3  4-8  8-12  3           2         1x1       Sm      Laser   1             N/A        $10
 Katana           Close Combat    2           4         N/A       Md      Melee   2             N/A        $12
 Bazooka          X    6-10 10-14 1           6         N/A       Lg      Gun     5             2" Blast   $30
 Plasma Gatling   1-7  8-14 14-20 6           1         3x1       Lg      Plasma  4             N/A        $20
 
+ Movement

- Double cost to move through any rough terrain
 - ie: Move 4" over 4" of flat terrain to edge of a forest 8" long, would cost another 16" to move through it
- Can't move through any other models (friend or foe)

+ Turns

- Roll for surprise (D12) to see who goes first
- Whoever gets higher goes first, rotate turns from there
- Turn consists of Movement and Combat

+ Skills

- Have a generic Skill bonus for each character
- To do a task, roll D12 and get >= Skill to succeed in the check
 - Examples: climbing, lifting something, lockpicking, swimming, etc.

+ Traits

- Bonus perks or feats chosen from a list every few levels
- All have a level requirement and tree structure to advancement
- eg: Fast Move (2xMovement one turn per battle), Double Shot (more Attacks at less Damage), etc.
- Only real customization done for a character

+ Break Test

- Roll D12, add Courage, if >= Dinomount Fear score then Break Test is passed
 - Otherwise Dinomount can flee, do nothing ("stunned with fear"), or go beserk
- Slots on damage track prompt Break Tests, maybe other situations like ally killed, urging mount to charge off a cliff, etc.

+ Characteristics

- Player example:
 Name: X
 Gender: Male/Female
 Movement: (1-8")
 Armor Rating: 0-12 (3 is default)
 Hitpoints: X
 Courage: +X
 Skill: 0-12
 Level: X
 Kills: X (every 10 = level up)

- Dinomount example:
 Name: X
 Size: Small, Medium, Large
 Movement: +X"
 Armor Rating: +X
 Melee Attacks: +X
 Fear: X

- Generic monstrous creatures have a similar statline, but don't use a damage track and have custom weapons
 - eg: Sabretooth Cats, Giant Lizards, etc.

+ Level Ups

- Based on # of kills
- Dinomounts never level
- Perhaps 10 kills per level?
- Gain +1 HP every level
- Gain +1 Skill every 2 levels
- Gain +1 Bravery OR +1 Movement every 3 levels
- Also a level requirement for weapons

+ Money

- Money is a Neodollar
- Printed and controlled by the Neotechnoists, but some slips out into the poorer Wastelands
- Still use '$' sign

+ Miscellaneous

- No food / water tracking
- Time is tracked by day, month, year, but just day / night for time of day (not hour by hour)
- Travel is X miles = X" Movement score (so a total of 18" Movement would be 18 miles per day)
- Use slightly modified USA maps
- No limit to weight or inventory maximums, but limit weapons by sizes, and only 1 suit of armor
 - ie: maximum of equivalent of 2 Large weapons (and 2 Medium = 1 Large, 2 Small = 1 Medium)

Done my novel. Started brainstorming!

Huzzah, I completed Nanowrimo with 52,839 words. I could retell the enthralling tale of an unexpected word war with a friend which resulted in me writing 8,000 words and finishing two days early, but this blog is about Dinosaur Cowboys not Nanowrimo!

So far I have some general ideas, but want to flesh it all out a bit (plus the background) to see what kind of game I want to go. Right now I am grappling between making it a dedicated skirmish game or just making it a light RPG that can handle big fights well (a weakness a previous post-apocalyptic ruleset Drylands suffered from).

So far I’m thinking, for combat, you get X number of Attacks, with each attack being a D12. Then you have a To-Hit value that is either character based, weapon based, or target armor based (haven’t decided yet). For every Attack dice >= to the To-Hit roll, you get one hit. Basically you count the number of successful attacks (count +2 for “criticals” which are any rolls of 12), then add that to the (static) base damage of the weapon. The result is the damage that is applied to the target (although maybe you subtract some for their armor). If the target is mounted they will have a damage track that represents their mount, with boxes like “-1 Movement” and stuff, and also hits that go through to the rider. If you are on foot your character takes the damage directly, which can be lethal faster. Then dinosaurs themselves just add +Attacks in close combat, and +Armor to the rider’s armor. The other nice part of this approach to combat is I can apply it directly to close combat, which is always AWESOME if you can have the ranged and hand to hand rules work the same. But yeah, I should be able to get some variety of weapons with high attacks low base damage, or low attacks high base damage, or medium of both. I figure lasers will be the most common, but plasma will be around too. And each gun would have a reload value that means you have to take a turn (or phase or whatever) reloading your gun instead of shooting. So you might see “2×1” as a reload value, which means if you get 2 or more 1s on your Attacks, you need to reload. Simple and effective.

I figure carry weights can be done by sizes (for weapons), and everything else is trucked around on the dinosaurs, so no weight needs to be tracked. Remove food and water requirements since that just slows down the game. Simple kill based experience. One problem is how to make it feel like your character is advancing. I guess your dinosaur could get more powerful, and you could get more HP and weapons (heck maybe I’ll even bring back the “Laser Pistol +2” approach). Or each character / member of your gang could have special descriptive traits, like “Speedy” guys have +1 Movement or whatever. I want to have some customization but not get into a TON of special rules per person. Ideally just flat modifiers that apply to the character sheet so you don’t have to remember anything in detail.

As for the background, well a volcano (supervolcano even?) rises in the middle of America. A lush jungle springs up form the morphed ecology (temperatures rise, water tables change, etc.). The volcano also exposes metal veins for mining and so on. The rich interior builds a big fence (called The Border from inside, and The Fence from outside) and starts to live a rich, industrialized / civilized lifestyle. Sort of like Brave New World vs. the savage reserves, or modern society vs. camping, or central vs. rim planets in Firefly.

Anyways outside The Border the temperatures are drier as a result, and it’s pretty much your standard wild west / post apocalyptic scenario. Everyone outside calls themselves Dusters (or Primitives or Savages is the inside term) and everyone inside are called Veggies or Volkies (or Neotechnoists from the inside). Outside people are omnivores, inside people have the luxury of being vegetarians. Outside is lawless, inside is ordered and controlled.

So yeah, super psyched for the whole idea, and also for making some figures and designing character sheets and actually PLAYING the game, haha.

Thoughts during Nanowrimo

This year I’m taking part in Nanowrimo during the month of November. My novel is basically a mix of The Mummy, Vanishing Point, Red Dawn and The Machinist. Set in a small town in Nevada, the main character wages a private war against a cult of vicious followers of Anubis.

END OF MONTH UPDATE: If the brief summary above sounded interesting, feel free to download and read the whole book.

Which seemed like a great idea, until I thought of cowboys riding freaking DINOSAURS! Now I’m mildly distracted by that idea. And by mildly I mean I am seconds away from wiping out 22,000 words to start over with “Dinosaur Cowboys”.

I’m so jazzed about the idea that I created this blog in preparation for the end of November. I imagine I’ll be out of steam for writing by then, which means I’ll have to realize the idea of Dinosaur Cowboys via another channel and form of media. And that, my friends, is tabletop roleplaying skirmish games.

So yeah, check back as I start to brainstorm and develop the history, maps, enemies & friends, weapons, and rules for battling across a futuristic (I think) wild west frontier atop hungry dinosaurs.