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!

Hurray updated sheet

I’ve implemented my playtesting feedback into the character sheet, and added a stylish silhouette six-shooter image to the middle, so yeah, starting to look rather rad.

As before, grab the file as:

When I work on the rules I keep it all in a Subversion repository, but for these uploads I’ll just attach arbitrary version numbers.

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

First playtest already

Holy kacholey, Dinosaur Cowboys v0.0000001 is fun. Basically I whipped up a character sheet yesterday at work and printed 4 off. Then I got home, set up a bit of terrain and a few mounted figures I had (druid riding a lizard vs. goblin riding a winged lion ftw!) and played 3 small “battles” using only my brainstorm rules. The first two battles were between a Duster and Neotechnoist (Duster won both because of some overpowered weapons), and then both of them against a generic enemy dinosaur (using a plastic toy thing I got from a museum).

But yeah, lots of fun. I honestly feel that the game is a return to my teenage roots of Horizon (a fantasy game I made instead of playing D&D). The combat is fast and simple with minimal rolling before you can apply damage. The character sheets are clean with few stats and plenty of opportunity for (relatively) fast playing larger battles.

I still need to start on the ACTUAL rules, instead of just going off a well defined brainstorm document, but yeah, I bet I could be done a first version of this mofo in a single night. Then I get the exciting job of working up background information and maps and cool stuff like that. Weapon lists and enemy lists will likely be the biggest stumbling block, but since I’m working with new material (dinosaurs!) I think I might be more motivated. Plus the idea of having a giant book of foes is enticing.

Heck I remember my Horizon enemy book, it was about an inch thick and stacked with pages and pages of enemies in a crude, simple format. I don’t even think it was organized alphabetically, and I made all the stats up off the cuff, but somehow everything was still balanced and workable. I got to know that book so well that I could just turn directly to common foes like Black Bears and Goblins and stuff. Man what a blast.

But anyways, here are the notes from my playtest, some of which is painfully obvious but you don’t realize it until you actually sit down and start rolling dice.

+ Notes from December 01 Playtest

- Damage Track is written in pencil, and marked off in pencil, so erasing is an issue
 - Use sliding counters instead?
- Write Current AR and Current Movement formula below field?
- Need a hint for Armor Name location by Armor Rating
- Need a space for Current Melee Attacks under Dinomount
 - Might want to keep all temporary fields in one place, or formatted the same
- Need rules for transferring extra damage from downed Dinomount to rider, before they dismount
 - All extra damage goes to rider? ie: 5 damage, 2 track boxes left, 3 goes to rider?
- Clarify reload rules...
 - Basically you spend your whole firing phase reloading a single gun
  - OR you can fire another gun, but the unreloaded weapon remains unreloaded
 - Recommend just marking an 'R' beside the weapon column on character sheet
- Need a second divider line on all Current boxes, to store the starting value
 - ie: HP: |__|______
- Call firing phase 'Action Phase' and include item use (such as healing kits)
- Switch Current HP back to left side so it's easier to write around damage track counter
- Consider having Henchmen / Followers on the same "mini sheet" as generic enemies
 - Makes sheet shuffling less of a hassle
 - Could even fit 3 Followers (the maximum?) on a landscape spreadsheet full of mini sheets, maybe
- Added bolded letters for the 'M' in Movement, for example, to help understand Damage Track markings

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.