Changes shaping up nicely

Until I get to playtest some more I’ve settled for v0.7 as the current, skirmish based release. My most recent changes are completing the Dinosaur section (including stats and costs) and a big reformat and edit of the main rulebook. Now the headers and subheaders and so on should be a bit more consistent in their style, and also I use standardized terms throughout the doc (for example to differentiate between human characters and dinosaurs).

I still need to insert an example Posse Roster and do some line breaks, but after that I’ll be in a state to post the rules. Look for v0.7 sooooon!

For now here is the latest list of Traits and the stats for Dinosaurs (click for the full size):

v0.7 Traits
Traits are always fun since it’s easy to add extra ones later if I brainstorm some up. Right now I covered the basics pretty thoroughly I think, and there aren’t any huge glaring “TAKE ME FIRST!” choices, which is good. I’m happy that I went two 2 categories of Traits (Active and Passive) instead of my original 3 (Active, Boost, Passive).
The original Active basically were like custom Critical Hits in the sense that they activated on a certain attack roll (like 11+) and applied an effect. The downside is it’s lots of book keeping, both in additional rolls and all the extra status effects involved.
Anyways now Active are like Boost, which are just power ups that last for a turn.

Traits list for v0.7

v0.7 Dinosaurs
As part of the Dinosaur section I did some work around Mounting/Dismounting, so basically it’s done in the Action Phase now. And I decided to keep Dinosaurs un-improvable, in the sense that you can’t spend Improvement Points to boost their stats. However you can spend money and buy a Dinosaur with higher HP ($50 per +1 HP).

In terms of the design idea I aimed to have herbivores have a different feel than carnivores. The main distinction was in the Attacks-Damage of each. Carnivores mainly go for one big attack that does a lot of damage (similar to how real world carnivores try to “bite to kill” or break the neck in one blow, etc.). So the big boy Titan is 1A-15D (the added bonus being a single hit can pretty much gobble up an enemy). Herbivores I decided would stomp and smash and use their natural weapons, so they have higher attacks and lower damage. An example would be the Longneck (herbivore equivalent of Titan in terms of size and cost) who is 10A-1D.

My other idea for Dinosaurs was to give them plenty of Hitpoints, since they could end up being a pretty big focus of attacks. Plus it helps distinguish them from plain humans by the sheer volume of attacks they can survive.

I’ve considered doing special equipment for Dinosaurs, and might get to that later. Basically treating Dinosaurs like Vehicles in other games, so then you can get cool upgrades like “Steel Ramplate” that does more damage on a Charge or “Extra Saddle” for more mounting space, etc. This gives more customization, and also an interesting approach of inexpensive “feral” dinosaurs who don’t have equipment, or high tech Dino-Riders style mounts.

Dinosaurs list for v0.7

Other Recent Progress
I’ve been making some great progress of the rules. Here are some highlights, biggest to smallest:

  • Added Improvement Point system for creating characters
  • First draft of Traits list (also removed the old Active category)
  • Huge rework of weapon, armor, and equipment prices (all lowered)
  • Increased Melee weapon damage
  • Fear renamed to Bravery, higher is better
  • Made Elevation apply to Melee as well as Ranged

Brawl!
Another recent change that I enjoyed was adding what I call “Brawl” melee weapons. These are attacks like punches, kicks, and shoves (actually those three exactly). Every human gets them for free, and always has them armed, so yeah, it can be a nice alternative to shooting in close combat. The damage isn’t toooo crazy, but I feel I split them pretty well. Punches are 2A-1D, Kicks are 1A-2D, and a Shove is 1A-0D with Knockback. I could see adding cool other attacks like Trip, Haymaker, Headbutt, etc. Maybe a cost in dollars to represent training that attack. But yeah, it lends a neat bar room brawl or street fighting feel to some of the melee situations.

Facing
I also put in rules that make Facing matter. So each character can only see and fire in the 180 degree arc in front of them. I’m not sold on this idea, so I’ll have to see. On the positive side I think it helps tactical play as you can outflank your enemies and actually see a bonus in that regard. On the downside measuring arcs can cause arguments, and a lot of other skirmish games seem to assume 360 degree vision/arcs. Like I said, we’ll see. I started a discussion on the DakkaDakka forum about facing in skirmish games, so we’ll see where that goes.

Anyways I’ll be posting revised rules soon (probably after finishing the Dinosaur section), so keep an eye out for that. Hopefully next week!

Posse: Drylands United Cattle Company

Posse Creation Example
As a treat I thought I’d share the creation of a Posse, in this case the “Drylands United Cattle Company”.
Each Posse has 1 Leader, 2-4 Members, and up to 1 Dinosaur. The Leader has some special benefits (stat boosts and abilities), and is kind of what the main character in the old RPG-centric version was. Members are what Sidekicks used to be.
Anyways you start with, currently, $1,000 and 100 Improvement Points (IP) and 3 Traits to distribute. Hiring a Member costs $200, the Leader is free, and I haven’t worked out Dinosaur prices yet.
Improvement Points are used to upgrade the stats of your characters. So for example you could pay 10 IP to improve someone’s Ranged Miss Chance from 8 to 7. Or you could pay 12 IP and upgrade your Movement from 4 to 5. This point buy system is kind of neat as it helps balance out the differing value of each statistic (for example boosting RMC isn’t NEARLY the same as boosting BRV).
Anyways I’ve been typing all these rules up already so I really don’t feel like going in circles over them here. Instead I’ll jump right into the example…

First I looked in my figure case to get some ideas of characters I could have in my Posse. I settled on a cloaked old man with a spear (Quidel), a commoner looking fellow with an AK-47 (Khulan), a military jungle girl (Trista), and a scruffy bandit with a blunderbuss (Trask).
I went for 1 Leader and 3 Members because it seemed to strike a good balance between a tiny few highly skilled and equipped members, or a big crowd of poorly equipped people. I mainly matched weapons with what the figures had, and tried for a general role for each, as well as a strategy overall.
In this case Quidel and Trask would be close combat buddies, Trista would be a sniper, and Khulan would be my midfield gunner.

Creating Quidel
I started with the Leader, Quidel. The base stats for any Human are: MV 4, AR 0, RMC 8, MMC 8, BRV 6, HP 8. Since he’s a Leader he gets +2 HP, +1 BRV, and the Leadership ability (basically allow an ally to re-roll).
I wanted him to be tough and survivable, since losing a Leader means everyone remaining in your Posse has to take a Bravery Test. I figured an Allegiance of Duster would suit, since that gives -1 MV and +2 HP. Then I used the following IP purchases:

10 for -1 MMC
6 for +1 HP

His finished statline is: MV 3, AR 0, RMC 8, MMC 7, BRV 7, HP 13.

Creating Khulan
My midline gunner would need pretty basic stats, but some staying power. I decided on Duster Allegiance since he wouldn’t need tons of Movement speed, and the bonus HP helps. For Khulan I made the following IP purchases:

+4 for -1 HP
10 for -1 RMC
10 for +1 AR

Notice that he sacrificed 1 HP to get some IP back (4 IP in this case). This is called “Voluntary Weakness” and allows you to offload some important stats if you’re really desperate for IP. You can do this with MV, BRV, and HP.

Anyways he ended up a slightly better than average shooter, but fairly well protected with his bonus AR and slightly better HP. Finished statline was MV 3, AR 1, RMC 7, MMC 8, BRV 6, HP 9.

Creating Trista
Time for my sniper. Neotechnoist was an obvious Allegiance choice was the -1 RMC will help a ton, plus the -2 HP penalty won’t hurt as much since I’m assuming she’ll be outside of most ranges. My IP purchases were:

15 for -1 RMC (higher than the base of 10 since I was going from 7 to 6, since she was already better from being a Neotechnoist)
6 for +1 HP

A simple enough character, and I was able to buy the extra HP to slightly offset the Neotechnoist penalty. In total her statline was: MV 4, AR 0, RMC 6, MMC 8, BRV 6, HP 7.

Creating Trask
Last up was my melee man, Trask. I knew I wanted him to be faster and to hit nice and hard. The plan is to move him up ahead of Quidel and lock down a shooter, and then Quidel can Charge in without being shot while he uses his slower movement. I figured Trask’s rough appearance means he should have the Bandit Allegiance, which provides no benefits or penalties. For IP purchases I did:

12 for +1 MV
10 for -1 MMC
15 for -1 MMC (pretty pricey at 25 total for -2, but it should help him hit)
6 for +1 HP

His finished statline looked like a beefy close combat killer: MV 5, AR 0, RMC 8, MMC 6, BRV 6, HP 9.

I had 4 left over Improvement Points, which will be handy when my Posse reaches Level 2. Now upon each Level Up you get 20 IP, 1 additional Trait, and $100. So I’ll have some options there (for example I could use my combined 24 IP to buy +1 Movement for 2 characters).

Traits and the Posse
Next up were the 3 Traits every Posse has to start with. I needed to select and distribute these as I saw fit. I decided to go for an even approach, so Quidel, Trista, and Trask all got an Active Trait.

For Quidel I chose “Berserker” which gives him +2 Melee Attacks. Remember that since it’s an Active Trait (previously called Boost Traits) it can be activated at the start of his turn, and will last until his next activation. So basically one time during combat I can get a few extra dice to attack.
Trista got the handy “Try Again” which provides a complete re-roll of Attacks. I figured this would help if I really needed to hit, or if she got a bad Reload and I wanted to avoid that.
Finally Trask got “Sprint”, which gives +3 Movement once during combat. I’d probably use this either early on or right before a Charge, or maybe just to be certain to grab cover during a really open part of the map.

Equipping the Posse
Now it was time to throw some money around. I had spent $600 of my $1,000 just on recruiting Members, so I had $400 to play with. Part of my recent work involved reducing the price of weapons so that a basic pistol is a mere $10, midrange is $80 to $120, and there are only a few super powerful weapons over $700 (for example the most expensive is the Flamethrower for $1,500).

As with generating I decided to go character by character.

Quidel got a Spear ($80), a nice midrange 4A-3D melee weapon. For ranged I decided to cheap out and just give him the basic 80kw Six-Shooter (4A-0D, but it’s $10). I think he’d probably spend most turns double moving (aka Running).
Khulan I thought I’d try a Projectile weapon instead of just Energy. So I went for the Assault Rifle ($120). It’s cheaper than a Burst Rifle, but tends to need to reload a lot. It’s 6A-1D but the Reload is 2×1, so yeah, could be painful.
Trista needed range, lots of it, so I got her a 400kw Lever-Action Rifle for $120. The range increments are pretty good at 4-10/11-14/15-21, and it is 3A-4D with 3×1 Reload. I had increased the minimum range for these weapons, so she might need to fall back if enemies get too close.
Finally Trask’s blunderbuss (on the figure) became a Club ($40), which is a solid 3A-3D melee weapon. He also got the 80kw Six-Shooter backup gun.

This left me with $20, so I decided to buy 1 Whiskey Drop ($5 each) per character. These handy items restore 2 HP on use, which might be just enough to keep someone from being taken out of action.

Posse is Done
Now we have the Drylands United Cattle Company, 4 members strong, $0 and 4 IP in the bank, and looking for a fight.

As you can see the system looks like it will support a ton of options for customization. I could have done a pure melee band, or a high tech band, or a glass cannon band, or really anything. As I said I need to finish the Dinosaur aspect, mostly around price to hire and some clarification of their rules. Otherwise it’ll probably just be tweaking and formatting. The $1,000 start price is probably too low, but 100 IP seems about right. The weapon prices might need changes, as I still feel that Melee is a bit too high for what you get. I think I’ll just have to try making different Posses and see what’s possible.

Tag Note
I’ve created a new category/tag on this blog called “Posse”. I’m hoping to use it to post complete Posses that you can easily use in your own games. Eventually I might even post the filled in Posse Roster so you can print-and-play if you like what you see.

One word away from awesome

If only the upcoming Cowboys and Aliens movie replaced Aliens with Dinosaurs, then we’d really be set!

Cowboys and Aliens Movie

Also I totally didn’t realize Jon Favreau directed Iron Man and a few other things. Hopefully this next movie is good fun, since the idea looks cool and the cast seems solid.

Anyways, back on topic, I’ll be posting some updated rule excerpts in a bit…

Some nice figurines

From the “Black Scorpion” company these “Tombstone” line of figures could work great (they might be a tiny bit too big though, marketed as 32mm but 29mm visually):

From: http://www.blackscorpionminiatures.com/index.php?cPath=28

Here be Traits

Well the turn around on removing Damage Tracks and creating Traits was faster than expected. I ended up going for Active, Passive, and Boost Traits.

Active are the ones I talked about yesterday that you use when attacking. Things like Crippling Shot. Each has an Activation Number, and if any of your Attacks are greater than or equal to the number, you get to apply the effect of the Active Trait to your target. I ended up solving the “high attack guns become overpowered” bit by modifying the Activation Number based on your number of attacks.

Passive are once per combat abilities that normally give high temporary boosts (like +5 Movement or something), or special effects (like instantly reloading a weapon). I didn’t get too into custom rules here to keep the game at a light skirmish level, and I also tried to have any temporary bonuses go directly to existing stats, instead of things like “Now you get +2 AR from cover!”.

Boosts are flat, static modifiers to existing stats. Like +1 Movement. Hooray…not much to say about them.

I did rules for “Re-Learning Traits” to allow people to re-skill their choices. Then I filled in info on the 3 categories, dropped the Damage Track section, and off I went. Oh I also redid a bit of the Dinotypes table so that it has a +HP column. Then all the related changes to character / sidekick sheets, etc.

I was mildly tempted to have most of the Traits have witty references to popular culture, or be more Fallout style with cutesy names, but ended up going for basic, descriptive names instead. I didn’t think that pop culture references would age well (already Guild Wars: Nightfall skills are looking a little silly) and fun names are JUST fun, but make it difficult to read the list and decide what you want.

Anyways, 22 Traits which totals 36 if you include the various stages (ie: Toughness I, II, and III). Maybe more to come later (send ideas if you’ve got ’em!), but I’ve pretty much exhausted the most obvious options. I think there is plenty of selection considering you only get 9 Traits by max level.
Here is the current list pulled straight from the rules:

Click for full, unsquished size

I figure I’ll post the updated rules tomorrow, since I’m out of energy to do it right now. Then I plan on some playtesting sometime next week…hopefully (it’s looking pretty busy already), and maybe a game or two with real people to cement more testing.

Dinomount gallery

Annnnnd I’m back. That ended up being quite a gap, but holidays and busyness tend to do that. Anyways…2010 is here! We don’t have battery powered laser blastin’ six-shooters, but hey, at least 2010 sounds futuristic. Anyways I got a chance to photograph my collection of Dinomounts so far. There have a tag from the company “Papo” on them (except the Crocodile and Runner). Definitely highly detailed and good quality, and I wish the range had a few more types available. It’s kind of nice to get durable plastic toys instead of fragile metal figures, and so far they’ve added a lot to the game (especially in the big bandit raid last game, before the holidays).

I had a great idea for Traits as well, which I’ll talk about below after the gallery (note you should mouse over each for the type of Dinomount shown, and click for a larger [1024×768] picture):

Dinomount Gallery
Ducky Horned
Plated Raptor
Runner Thickskull
Crocodile

Traits Idea
Right, so the Trait breakthrough. First of all, Damage Tracks have been kiboshed. Dinomounts just provide a flat HP bonus to their riders. This really simplifies things, and stops my from feeling like I simply ripped off Silent Death (without actually improving one of their best mechanisms).
To make up for this simplification, and perhaps partially inspired by the Action Skills in the computer game Borderlands, I’ve decided to split Traits into Active and Passive. Passive just provide simple stat bonuses like +X Movement, +X Attacks, and so on. Or they provide generic other bonuses like a bigger inventory or faster overland travel or things of that nature.
The real fun are the Active Traits. Basically each Active Trait has an effect and an Activation Number (still working on the term…). Whenever a To-Hit roll is greater than or equal to the Activation Number, the effect of the Active Trait is applied to the enemy. You can switch your current Active Trait (or not even use one) any time before making an attack in combat.
I’m also considering some sort of re-skill fee that lets you pay Neodollars to erase your current Active Traits and choose new ones. I’m thinking (Level * $20) or something, to make it easier to try different Traits at lower levels, compared to higher levels when you should have a pretty good idea of what works.
So, as an example, let’s say an Active Trait is called “Crippling Shot”, and has an Activation Number of 9. If I’m firing with a standard 100KW Six-Shooter (4 Attacks), any roll of 9+ applies the Crippled effect to the target, which reduces their Movement by -1. Simple and fun and lots of options for hindering your enemy beyond just flat out applying damage.

Problems with this new idea? Well, obviously guns with more Attacks would be “overpowered” compared to those with low Attacks but high Damage. I’m thinking that the Activation Number will be a sort of “base” number, and can be modified and calculated depending on the weapon. For example if you have 1-2 attacks, lower the Activation Number by 1, so it makes up for having less chances to Activate by being easier to activate. I’m still trying to find an elegant solution to this.

So anyways, I’ve got a bit of work with redoing character sheets and enemy sheets (too bad I’ve already printed a ton of them!). I think I’ll just update the Dinotypes table in the Rules to have the +HP bonus right inline, which negates the need for Dinocards (which I mentioned before). I’m going to keep Break Tests (probably just at certain HP thresholds, like 50% and 25%, or maybe under certain effects like if they take 10+ damage in a single turn), but otherwise I can pretty much wipe out the entire Damage Track section. Once all that is done I’ll just have a bunch of enemies to make up, but that’s an ongoing process anyways, so yeah, should be getting close by the end of January!

How the year 2285 REALLY looks

I finalized the Overland Map so it isn’t a crude Google Maps ripoff. Here is a tiny preview, but I suggest clicking on it to open the IN YOUR FACE size (1535×1335 pixels):

Finalized Overland Map

I am especially pleased by the new sealine on the east and west coast…it almost looks natural. I decided to cut out Canada and Mexico completely to leave the focus solely on the USA. I should think up a new name instead of “USA” though, since I doubt it’d be called the same in 2285. How about…Dinoland! Yeah…I’ll work on it.

Anyways the tree images making up the volcanic jungle are GIMP Brushes from this dA account (basically the first Google search result for “GIMP tree brushes”). I’ve never installed or used custom brushes before but they did a great job and look pretty nice. The basic map is from the official USA Atlas site (although I forget the link now, and had to painstakingly convert it from PDF to a huge sized image to work from).

I might apply a few fancy pants filters to make the map look all worn and old, but for the version that’ll be embedded in the rules I’ll keep it pretty simple and clean.

Anyways, the rest of my progress is going pretty well. I’m slowly filling out the rule sections, and just did the Damage Track explanation and diagram and stuff. I’ll probably do a few more bits and then post an updated copy. The character sheet remains pretty much untouched (besides changing Dinomount Size to Type). My next highest priority task is making the “mini-sheet” that will be used for Followers / Henchmen and enemies. I’m hoping 3 will fit on a single print out, so then I can really pack a bunch of information on allies or foes together.

Oh and the rule for Dinomounts “dying” (ie: reaching the end of their Damage Track) has always been that they were Downed. Well now I came up with the item that will restore them after a battle (think Phoenix Down from Final Fantasy). It’s called Sal Volatile and is basically fancy smelling salts. It’s also nicknamed “Jolt Juice”, “Sparker”, or “Alarm Clock”. Sort of a nice simple idea that keeps the tone light.

Anyways, I have tonight and tomorrow night free to work on rules, and then I’m busy until Sunday night. Hopefully I can get the Game Overview and Followers section done in the rules, and then the mini-sheet as well.

Started on the rulebook, huzzah

Well I’ve started on the actual Rules document, and so far the progress is going pretty well, since so far it’s more or less converting the brainstorm notes to “rulebook format”.

One issue I’m realizing is there isn’t a whole lot to character creation. I guess once I create Trait trees (think skill trees in Diablo 2 or Titan Quest, or Perks in Fallout 1-3) a player will have more choices. At the same time the instructions are sort of like “Fill in these values. Play the game”. I guess that’s a good thing if I’m tending towards a skirmish style game as compared to a full blown RPG…maybe I just need to get used to it.

Anyways I figured out what a Level Up would look like, and even put a cap on it (normally I don’t bother). So you can get to Level 14, which would be 130 Kills (the XP system, although the GM could award Kills for quests / jobs). Basically it looks like this:

+1 Skill / 3 Levels
+1 Courage / 3 Levels
+1 Movement / 4 Levels
+D4 Hitpoints / Level (with a bonus +10 at max Level 14)
+1 Trait per 2 Levels (with a bonus Trait at Level 14)
And you also get either +1 Skill, +1 Courage, or +1 Movement (choose between the three) at Level 14.

I sort of like the idea of extra extra bonuses at the max Level.

Anyways, hmm, what else have I written so far. Well, the Movement section is done, with all it’s exciting options of “Standard, Run, Charge”. I might consider adding stances (like Crouch and Prone) but I think that might take the focus on fighting on Dinomounts.

I still need to translate the Combat section over, but since the rules aren’t too complex I don’t foresee a problem there. What I’m happiest about getting a preliminary version of is the types / categories of Dinomounts. I got a big ol’ Dinosaur book out from the library that has 400+ types of dinosaurs (and other cool prehistoric beasts like cave bears). I narrowed down all those hard-to-pronounce names into broad categories that share similar traits. The idea here is that you choose a type you like, and the GM can vary some stats based on a specific subtype. For example why have a tedious table with both a T-Rex AND an Allosaurus, when technically they are both large bipedal carnivores.
Plus I wanted to take the Xenozoic Tales approach of nicknaming dinosaurs easy to remember names. I’ve also worked up some preliminary stats in preparation for making “Dinocards” (which have a picture of the archetype dinosaur plus his stats, so that you can buy the mount and apply it directly to your character sheet). I tried to go for strengths and weaknesses to each dinosaurs, but I’ll have to playtest them all before getting a final feel. I’ll try to post what each nickname is later (since I had the list at home and I’m at work right now, but basically the Horned nickname would be a Triceratops, Raptor would be any variant of Velociraptor, etc.) Anyways, here is the table:

Dinotypes

The other two sections I’m excited about completing are the Break Tests and Overland Travel parts.

Straight from the rules, here’s the downlow on Break Tests: A Break Test represents a character trying to keep their Dinomount under control. This may be necessary when the Dinomount is extremely hurt or wounded and just wants to run away, or if the character is trying to force the Dinomount into dangerous situations like jumping chasms or flowing rivers of lava.
Basically a chance for your dinosaur to run away (Flee) or sit there like a dummy (Stunned). This is handy for representing sharp, crafty predators compared to powerful (but defensive and vegetarian) creatures like Ankylosaurus.

And the Overland Travel is fun because I add a “Flapper” (Pterosauria clade) and “Swimmer” (Nothosaur clade) that allow you to travel between cities or across rivers, respectively. With the Flapper you can’t bring Dinomounts with you (well, except for a single Small size one) but it’s handy for going city to city quickly, since you can go 400 miles in a day (at $1/mile). Normal ground travel is your Movement score times 6 (for 6 hours of travel) converted to miles. So if you move 4″ and your Dinomount moves 8″ (total 12″) you could go 120 miles in a day. The maximum you could go would be 160 miles in a day (since 8″ is the maximum Movement at level 14, after you take Movement as your last bonus, and the fastest Dinomount is 8″). That seems pretty good for getting around the map, without the tedious “are we there yet” that I find common in most overland travel.

Anyways, I guess instead of just talking about all of this I could have posted the early rules document. I’ll do that now anyways (and I also updated the Latest Rules page). As before, OpenDocument or PDF format:

I’ll try to get the remaining sections done over the weekend, and then I can try to get a playtesting schedule done as I revise the content (since some of it was sort of off the cuff and needs a bit of work). I also have the tedious task of creating weapon, armor, equipment, Dinomount, and enemy lists. Always the least thrilling part of game design, imho.

Some inspiration

So I found two great images (well, one was a post with a bunch of images) that exhibit the feel I want for Dinosaur Cowboys. As awesome as the idea is, for some reason there isn’t a whooooole ton written on it before. Honestly these are basically the best set of images I’ve found so far, on the entire internet. Crazy.

Anyways the first is a “Dinogang” and gives the feel I want for my eventual figures: http://hexxenhammer.blogspot.com/2008/02/dinogang.html

Next up is a heroically epic image called “Go West”. Full credit goes to ~VampireHungerStrike from DeviantArt. I figured I’d post the image here since clicking links gets boring:
Dinosaur and a cowboy

How the year 2285 looks

Finally I started brainstorming on the history of the DC world (more below), and came up with a rough map of the USA. Um, in short, it looks awesome. So hooray let me post that! (Thanks to Google Maps for the basic image of the USA)

Possible USA Map

Now, how exactly am I going to make Dinosaur Cowboys relatively believable? Sure I could just say “A volcano erupted long ago, somehow we ended up with dinosaurs!”, ala the Mad Max approach of “Two great ‘tribes’ nuked the hell out of each other…begin movie!”. But I find a semi-realistic scenario, or just a slightly tweaked real world danger, makes for more believable play. It’s like how most fantasy games are still based in reality, so you don’t have to relearn what gravity is, ya know? Ah the joys of designing games.

The most plausible idea involves the active volcano that vents out via Old Faithful geyser in north-eastern Wyoming. When a supervolcano erupts the most likely outcome is a ton of dust being thrown into the air, giving you a “volcanic winter” (similar to the hypothesized “nuclear winter” from a big enough bomb). But! The other option is a stew of gases spills out and creates a “runaway greenhouse effect”. Ding ding ding we have a winner!

Okay, so the supervolcano erupts (called Eruption Day) in the year 2037. But there is only a thin layer of lava that ACTUALLY causes the eruption. Dust is thrown into the air, but not a ton, and mostly gasses are released. The temperature of the Earth heats up as a result, which causes the ice caps to melt and water to spill into the US. As you can see from the map, everything east of the Mississippi River is basically underwater. The west coast gets hit, but not as hard. The rising temperature makes everything a desert, more or less. South of the brown line is basically unlivable, with Mexico and beyond too hot to stand. Right near the line (ie: southern Arizona, etc.) is hot, but not lethally so.

Now, for the dinosaur part. The big caldera (basically dent in the ground…PS Man do I ever link to Wikipedia a lot!) that makes up Yellowstone Park hints at a previous eruption. Calderas are formed when the volcanic chambers empty out, leaving a big open air room, which then collapses from the weight of the crust and turf above it.

But what if it didn’t collapse, and what if some dinosaurs and seeds found their way into the chamber? Then a thin layer of lava flowed over top of the room, cooling and reforming slowly to make the current surface of the Earth. The next time the volcano erupts it only spits out this thin layer of lava, but also cracks and explodes the top of the empty chamber outwards.

The result is stored seeds and plant life are thrown around along with the dirt, which lands in a big radius relatively equivalent to the greenish circle on the map. The dinosaurs emerge from the chamber and by the time mankind goes to explore the wreckage they find the beasts. Naturally everyone was gravitating towards the vegetation and milder, tropical temperatures. So with the resources of dinosaurs and vegetation, the center around the empty volcano becomes the Neotechnoist civilization, while the rough desert outskirts becomes Duster territory.

Neat!

Flaws with this idea? How did the plants survive underground without sunlight is the main one. I can visualize the chamber as sort of a mini-ecosystem that is self contained and fully supportive of dinosaur life. Then humanity is trying to recover for so long that they don’t have a chance to go back to the volcano for a while, and by the time they do dinosaur life has been established. The dinosaurs eventually roam away from the volcano to try to escape the encroachment of humanity, so then the whole US ends up populated by them.

Seems all believable(ish), considering the starting year is sometime around 2285, so there would be time for vegetation to grow and generations of humans to pass.

The game isn’t meant to be post apocalyptic, so the cities around the volcano will still be advanced and as modern as now. Electricity will be common (from an effort of the Neotechnoists to bring the light of modern living to the “savage” outskirts), etc. Life will be tough, as it was in the bread bowl of the US during the “Wild West” years, but not as apocalyptic as people desperately searching stores for canned food while fighting off roving gangs. It’s a fine line to walk, but I think it will be possible based on the quests and enemies I throw the characters against.

There are plenty of options for exploration and variety. The burning hot southern desert, said to contain untouched riches of the Old World. The submerged cities to the east, ripe for the picking by also naturally dangerous. The main story will still be in the area surrounding the volcano / jungle.

Psyched though! I’ll just have to refine, or blur (from the passage of time) the history of DC a bit, but the whole focus on Yellowstone and the ecosystem chamber seem cool enough to work. Yep yep!

Character sheet example

I figured I should post the character sheets I used yesterday, in case you’re SO excited to try the rules that you want to do an early playtest too (send me feedback if you do!).

But yeah, I’ve created it as a fancy pants Open Office (.odt format) spreadsheet. Making character sheets has always been great fun since you can see them evolve as the game grows and you play it more. I find I add more whitespace and bigger rows to make it easier for people to write, and a bunch of temporary fields for values my friends normally track anyways on the bottom or back of the sheet.

I imagine this will change in the future, even if just slightly, but for now it gives you a good idea of how the main character will look on paper.

So, grab the sheet as:

And if you want to just get a glimpse of how it looks, here’s a screenshot of the PDF:

Character Sheet v0.1