Idea for rulebook images

You know how I mentioned that I wanted to put more images in the rulebook to spice it up and break up the big walls of text? Well originally I had planned on using old, real-world photographs from the west thanks to the digitized Library of Congress archives. I would try to use the photo “as is”, but since I’d want some consistency I’d more likely end up applying Gimp’s “Old Photo filter”. Doing so would result in something like this:

However I was thinking more about this, and heck why not use photos from my playtests, or from actual photoshoots I could do (with a tripod and proper lighting). The result would be similar to this photo (which was actually from another project of mine):

Definitely worth considering, since with some tweaking I think I could get a really nice effect going on.

Document formatting and fonts

Progress and Document Changes
Although I wanted to get to another playtest yesterday, I played D&D and then formatted the rules document instead. So still some progress, just not on the core rules themselves. The good news is the docs are looking a lot more professional.
First of all I put the new logo on the title page, added a table of contents and table of figures, added page number footers, and merged the Items.odt and Sheet-Posse-Roster.odt into the main rules document (including proper landscape formatting and margins). So yeah, going forward I’ll be distributing a single document called “Dinosaur-Cowboys-Rulebook”.

Fonts
In addition to all that tedious (but necessary) formatting work, I had some fun and added neater fonts for the main title and overall headers. The two fonts used are:

Future West (used for title)
Original: dafont.com
Mirror: Mediafire


West Test (used for headers)
Original: dafont.com
Mirror: Mediafire

So if you plan to view the non-PDF version of future rules, you’ll want to download those fonts, otherwise the title page and headers won’t look nearly as impressive. PDFs of course will have the proper fonts, and I’ll mainly be stressing that format for distribution going forward. I mean you really only need the ODT if you plan on making changes.

Anyways my “Document TODO” from yesterday is now down to a single item: a Quick Reference sheet. I realized there might not even be enough to put on it, since besides the Modifiers table you don’t need much else. We’ll see going forward though.

Next Up
Well this weekend is shot for Dinosaur Cowboys development, since I’m hitting the ol’ dusty trail for most of it. I hope to get another playtest in next week to tweak the Initiative rules.

I might also try a Posse Roster using the new fonts, to add that little bit of additional flavor. I care about readability over style though, so the smaller size might not work well for the fonts. We’ll see though.
Speaking of the Posse Roster I’ll probably make a version that is an editable PDF (or “PDF form”). I also had a wild, feverish idea of making a “Posse Builder” web application where you can spend IP and buy equipment and have the result be a nicely populated Posse Roster (since I could use the Java library iText to fill in my planned PDF form version.
Finalizing the rules comes first, but yeah, could be something fun to think about in the future.

Also as I hoped the battle report helped generate interest in the game, as did getting the rules posted on freewargamesrules.co.uk (thanks!). Hopefully I can use the forums to discuss different ideas, instead of having to blunder through and decide on the best way myself.

Outstanding Items

Alrighty let’s pile all my TODOs together and see if I can’t get a few issues resolved and v0.8 done. I won’t have a ton of time until next week to get to these, but it’s good to keep a list somewhere.

Playtest TODO

  • * Test removing Movement to-hit modifier, or making it only apply to someone who Ran. Downside is less motivation for a full shooty Posse to be mobile.
  • * Test simultaneous attacks, so that being taken out of action doesn’t actually remove the figure until the end of the turn.
  • * Test different activation methods. Most likely is rolling for Initiative before every Activation, but still accounting for uneven numbers. For example if it’s 2vs1 and the larger team wins Initiative, they would Activate 2 figures. Simultaneous fire would help keep this easy because the numbers per side wouldn’t change in the middle of a turn. Instead of a rolloff could flip a coin, draw a card, or odds/even a single dice.
  • Test making Leadership grant 1 extra Activation, even perhaps double Activation of a single figure?

Document TODO

  • * Make a snazzy logo for the title page (t-rex skull with crossed pistols below it?).
  • * Add a table of contents (tedious but pretty much necessary).
  • * Add page number footers.
  • * Create a quick rules reference sheet filled with modifiers, available actions, etc.
  • Create a quick character reference sheet filled with statistic IP costs, steps, etc.
  • * Potentially combine the Rules.odt, Items.odt, and Sheet-Posse-Roster.odt into a single document (mixing portrait and landscape print styles might be a hassle?).

Playtesting is fun

I got my first real playtest of the new skirmish focused changes tonight. It was a BLAST. I played my previously mentioned Drylands United Cattle Company against Kirk Peterson’s Hunting Expedition. I’ll get to that battle report soon, including a ton of pictures and a blow by blow account of the fast playing 6 turns.

Anyways I made a list of some of the issues that cropped up. Below is that list, with a bold asterick besides items I’ve already fixed:

  • Add spot for Special Abilities for weapons on Posse sheet? Currently have to know the weapon or cram it into the name.
  • * Fill out all of RMC chart, since Savage might need to go from 9 to 8.
  • * Fleeing while Mounted (free Dismount, then flee backwards, can still do Action Phase, dinosaur can continue as normal)
  • Remove Movement modifier to hit? How does it work if the enemy hasn’t Activated yet and you shoot him? Also makes it really tough to hit on base 8 RMC
  • * Make melee adjacent only, since 1″ away is tough to judge with some dinosaur models
  • * Clarify dismounting during melee (provokes Snap Attack, again if you move away), aka dismount first before melee!
  • * Clarify face changing during melee doesn’t provoke Snap Attack
  • Roll for initiative / activation for every entity, instead of once per turn?
  • Make winning initiative mean going first and last?
  • Simultaneous action? When killed go face down, but can still act (if haven’t already) and remove at end of turn?

My biggest question that arose from this list is the last point: simultaneous action or not. Currently the game plays un-simultaneously, and I tend to want to keep it that way. What this means is that if you shoot an un-Activated enemy and take them out of action, then that person can’t shoot back or act or anything. Simultaneous would mean if you take someone out of action you put them face down, but they can still Activate (if they haven’t that turn already), and then are “killed” (removed from the table) at the end of the turn.
The reason for this is sometimes the activating order with uneven numbers means two or three people can shoot at a single target before it can shoot back.

My other possible change would be around Initiative and Activation. I found uneven numbers make figuring the Activation order really tedious, especially if someone dies mid-turn and you need to figure it out again. An alternative is a D12 rolloff (similar to initiative) for every single Activation, and this continues until nothing is left to Activate and then the turn is over as normal. Basically whoever wins the rolloff Activates someone. This could mean, with luck, you activate 2 or 3 (or even 4+) people in a row. It also adds an element of chaos and uncertainty to the game, since who knows when you’ll get to go next. I think if I did this way I’d probably go to simultaneous action as well.

I didn’t have the rules printed, but I had them up on the laptop. I didn’t really need to use them though. Having the ranged modifiers table handy would have helped though, since I basically played the game without accounting for Movement (+1 RMC)…but this actually wasn’t a big deal. There was already enough movement going on, but that might have been since Kirk’s Posse was mostly melee oriented. The -1 Damage while in Cover sure was great though, since -1 Damage is a pretty big deal in the grand scheme of things.

So yeah, it’s almost like I need more playtesting :) It’s also almost like I need to eat dinner instead of playing another game, hehe.

(PS: I totally add a Blunderbuss, which is like a hobo Bazooka. 1A-5D-1×1 with Explosion)

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!

Exploding Dice and Critical Hits

Been a While
First of all, way to (yet again) drop off the face of the earth for a while. I was going to say for a year, but really it was just winter that I went away. Dinosaur Cowboys is often on my mind, and I’m slowly working away at the skirmish changes.

Recent Motivation
As to my current motivation for posting, you have Advanced Heroquest to thank for that. I play D&D Encounters fairly regularly, but wanted a lighter RPG for some of my friends. Advanced Heroquest was actually my first game, and I played it a ton and added a bunch of wild, custom rules way back.

But while browsing through that rulebook today I was reminiscing about Dinosaur Cowboys (this project has been going on for so long that I can reminisce about it!), because who doesn’t love rolling a handful of D12s? I think subconsciously I may have been trying to mirror the AHQ D12 mechanism…that and get away from the rash of D20 style games.

Possible Mechanic
Anyways related to all this (yes, I am getting to a point eventually…I used to be far less likely to ramble on): Exploding Dice. In the case of AHQ, critical hits while wounding Explode. What is Exploding? Well, the basic mechanic is described here.

How would it apply to Dinosaur Cowboys? Instead of a Critical Hit (unmodified roll of 12 on any of your Attacks) counting as 2 Hits, you would instead count it as 1 Hit and re-roll the dice (“explode” it), whereby the second Exploded roll could hit. Plus, in rare cases, that second roll could ALSO Explode, wherein you’d get a THIRD roll.

There are plenty of discussions on whether this mechanic is good or not. Normally it’s used with D6s instead of D12s, so that’s a factor. But in my view, and in the case of this game, it boils down to:

  • Non-Exploding (current mechanic): Faster and guaranteed extra damage from Criticals
  • Exploding: Statistically less likely to do much more on Critical Hits, but every so often it would be terrific

Arguably that was a pointless list, and this post has gone on for far too long for such a simple choice. I might leave the mechanic as is, but maybe have Exploding Dice as a variant, or at least playtest it and see.

Hopeful Playtest
Speaking of playtests, I’d like to print out two blank Posse sheets, pretty much randomly fill them in, and then give the current rules a shot. I did this way back when I was originally designing the game, but since the document is so formatted now it’s harder to make drastic changes like going from an RPG to a skirmish game.

Anyways I do fluctuate in my interest in the genre of this game, but I certainly am always a fan of the rules I’ve done so far, and definitely want to get a finished system around that. The base Attack/Damage/Critical/Reload system is great in my opinion, it’s more just the extra rules around it that take forever (like “How to Create a Posse”, “List of Traits”, etc.).

Preliminary “Posse Roster” sheet

I’ve rewritten the Turn and Combat section to be even slimmer and more elegant. The main change was adding a “Ranged Miss Chance” (RMC) and “Melee Miss Chance” (MMC) that are used as a base to-hit number. There are a couple of modifiers to this number, mostly around range, cover, and armor. But basically you need to roll greater than or equal to the final modified RMC/MMC to hit the target, then damage is calculated as before.
I’ll need to rework the armor list, since AR is a plus bonus instead of a flat value. For example a Vectran Vest would be +2 AR, which means a firer with a base RMC of 5 would need a 7+ to hit (5+2 = 7). I like having the Miss Chance where you still need to roll above some number, and also having a lower score makes sense, instead of something like a flat “Ranged Skill” where you need to calculate the to-hit value by doing subtraction (such as Max Ranged Skill – Current Ranged Skill = target number to hit).

I also made the Fear Test rules. Now a Fear Test is taken when an entity suffers damage greater than or equal to half their starting Hitpoint value. So if they had 10 HP, any attack that does >= 5 would trigger a Fear Test. Failing means they Flee away from the closest enemy at the start of their turn.

And I’ve done a preliminary mockup of the Posse Roster sheet, which you can download or view below. Basically 6 shrunken stat blocks combined on a single page. I REALLY like how the grayed out images in the background of each stat turned out, since I think it adds a little variety and spice to an otherwise boring line of stats.

Posse Sheet: ODT | PDF | View Online

Anyways I do have one concern with all these changes. I’m starting to feel like I’m just re-inventing a Games Workshop based game, but with D12s instead of D6s. I guess because of the whole to-hit mechanism being based on some stat (RMC could be Ballistic Skill, and MMC could be Weapon Skill)…but then again that’s a preeeetty common idea in games.

I’m going to try to get a playtest of two Posses this week, so we’ll see how that works. For now I’m going to work with alternating activation rules, so you move a single figure, then the enemy does, and so on. We’ll see if this approach makes it into the final rules.

Back and looking for a (skirmishy) fight

You know how I’ve said Dinosaur Cowboys is a roleplaying skirmish game? That’s fairly true in the sense that the split is 50/50. What I’m interested in doing though is revamping the game to be 10/90 in favor of skirmish. So rejoice, this blog will get some new life breathed into it as I plug away at some major rule revisions.

If you want to hear some brainstorming details, keep reading…

Know what I like best about Dinosaur Cowboys? The combat rules. I like XD12+Y damage with Zx1 chance to need to reload. It’s a simple and elegant system and translates marvelously to both ranged and melee. I also liked the background information, western / prehistoric theme, and the ol’ questing / travelling split. I waffled on Dinomounts for a while, but I think the end result of adding bonuses is a good approach. I might playtest D6s instead of D12s as a main dice, because if I’m going for a more dedicated skirmish game I think D6s are easier for people to get into. Less options for Armor Rating though.

So how do I want to revamp it all? Well, I’d like to continue to shift the focus along the “hero” and “sidekick” idea. I liked this approach, but found the mass of sheets eventually cumbersome. What I’d prefer to do is have a Mordheim style “roster” warband sheet that represents a 1-6 person “posse”. The main leader, called a “boss”, would have a slightly larger statline (in terms of information available). Using the existing rules consider them to be able to take the Active and Boost Traits, whereas “sidekicks” (everyone else) could only take Passive (to reduce bookkeeping, since Passive just gives straight up bonuses).
Experience and loot would be tracked as a posse, instead of individually. In addition the boss would be the “front man” and would have stats associated with skills and diplomacy, whereas everyone else would be combat oriented. Dinomounts would fit in as another sidekick. They could either fight on their own or be mounted before or during combat. I’m going to keep a similar approach to them of having base melee attacks and their own hitpoints, and then granting a bonus to anyone who is riding them. Then an enemy can continue to shoot at the Dinosaur itself or at the rider.

Allegiances (aka factions) will be another new change…or at least providing stat differences will be the change. There will be Duster, Neotechnoist, Savage, and Bandit. What this allows is your posse to be made up of multiple Allegiances, and each one provides slight benefits and drawbacks to flavor that sidekick. Dusters are tougher (+hitpoints) but slower. Neotechnoists are better with guns (+damage?) but weaker. Savages are faster (+move) but…something…weaker as well maybe? Bandits are generic and have no benefits or shortcomings.

So yeah, 1 boss, 0-4 sidekicks, and 1 Dinosaur. Heck I might just drop the term “Dinomount” entirely. I’ll need to really compress the statlines so that all 6 can fit on a single page, but I think that should be doable. The main concern are weapons, especially multiple weapons per person. I might change ranges to be simpler, for example they just have a single Range stat instead of 3 X-Y values. The given Range is medium (no bonuses or penalties). Half that is Short (+1 Attack) and double that is Long (-1 Attack). Or maybe put weapons onto standardized cards, but that becomes more bookkeeping again.

For “dying” I really like the Stun/Out of Action approach of Mordheim and a similar Flesh Wound approach of Necromunda. I don’t think I want to follow that exactly, so there will still be a specific numbers of hitpoints. Those numbers may just be a bit lower than now. Perhaps low enough to track with markers or tokens instead of pencil, since again – bookkeeping. Ideally a fight could be done in 30 minutes or so, which means 80+ hp monstrosities will be going away in general. But yeah, once a unit is at <= 0hp they are Downed (or whatever term). They can't do anything, but can be helped by a friendly unit who grants them +hp. A unit who was Downed may suffer permanent effects afterwards…or…something. I'm not sure what to do as a penalty. The whole Injury table from Mordheim is a bit too many rolls, especially when the skirmishes and results need to be fast. Each fight shouldn't be as big an event as a Mordheim match. Maybe the Downed person has to take a penalty to some skill for the next fight. Like "Crippled" would be -1 Movement or something.

I think I’ll change Break Tests and that whole mess. I like the idea of the Flee/Stunned (although I’m going to call it “Shaken”), and I think I’ll apply it to people as well as dinosaurs (currently the only affected type). If a model loses half it’s total hitpoints in between their turn, they need to make a Break Test at the start of their turn. If they fail with an odd number, they Flee, otherwise they’re Shaken just for that turn. I’m going to make it so Flee means they can’t move, and Shaken means they can’t shoot…maybe. Or maybe I’ll just have them run away for that turn, instead of the split (aka more complexity). I think this feature will be called Shellshock or Massive Damage or something, and will tend to make opponents focus fire on big targets to try to make them run.

On the "minor changes" front I'm likely going to add a bonus if healing is applied by someone else (the idea being they aren't in shock while wrapping a blood soaked arm). This would facilitate a "medic" style sidekick who would carry the healing and try to boost allies that way.
I’m also going to boost the baseline Armor Rating to lean towards 6. That way an unarmored target has a 50/50 chance to be hit. A “standard” or common AR would probably be 8. This is mainly because the last few times I played the base AR meant getting hit a TON was common…and at that point why even roll the dice ya know?

I am also toying with the idea of moving from defensive rolling to offensive rolling. What that means is instead of rolling >= AR, you would try to roll >= shooter’s skill. There would be a similar skill for melee. The upside of this is people can improve beyond just getting better weapons. However armor would need to be refactored, for which I have four ideas. Either I remove it entirely (plausible since cowboys don’t exactly tool up in bullet proof vests), I make it a saving throw (ala Mordheim, aaaaagain), I make it damage reducing, or I make it modify the enemies to-hit roll. I think playtesting is in order for that, but yeah, I was thinking of more numbers sidekicks could increase (beyond hitpoints) to reflect their growing skill.
The downside of “offensive rolling” is stats can look confusing. For example say you have a Ranged Skill of 7. Well, that sounds pretty good, except that you wouldn’t want to roll >= 7 to hit on a D12. Instead you would need to subtract 7 FROM 12 to get 5, and that’s the target number. Think of that like Ballistic Skill in Warhammer 40k, or THAC0 in older D&D versions. The other approach is to make Ranged Skill 5 to begin with, and need >= 5 to hit. The downside is LOWER Ranged Skill becomes better. Perhaps the solution is in the naming, so instead of Ranged Skill it would be Miss Chance or Ranged Fault Factor or something similar to denote that lower is BETTER.

I'll need to work out a "points system" so that other posses can be matched up against the player. Encounters would probably be similar to how they are now, like you could still fight a solo feral dinosaur or a pair of ruffians, but the option for a straight up 6vs6 match is available. So basically what I started heading into with the "Hired Dusters" idea.

I might also revamp the “you go, I go” approach to combat if 6 characters are involved per side. A more likely approach would be Activation based, so that you activate a single piece, then your opponent does, and so on until none are left. This helps stop really long turns, but adds a bit of tracking to remember who has moved or not.

So yeah, between the skirmishes there still can be RPG elements in terms of getting jobs, travelling, exploring and so on (instead of just one preset skirmish after another). But I think the game really needed to choose a focus, instead of trying to split evenly. The existing big stack of sheets for 6+ people is cumbersome, and doesn't provide many benefits.

I think I'll start by mocking up the Posse Roster and making related changes from there. The core rules should stay pretty similar though, I figure.

Did an Allosaurus kill and eat me?

Well I ended up being one of “those guys” that gets fired up about an idea, creates a blog, and then lets it stagnate. I’m still alive and still regularly check for comments and views, it’s just that, well, there isn’t much more to finish about the game. This is a problem with the simpler skirmish style rules because I can finish them relatively fast and don’t like to add needless complexity just for the sake of keeping blog posts going.

So if you don’t hear from me again on here, don’t think I’ve abandoned the blog (unless it’s you know, 15 years in the future or something). Still comment and email ideas to me, and if I’m ever struck with some new mechanism I can add to the game without bogging it down I’ll definitely let everyone know.

But otherwise I’d say take version 0.5 as the final set of Dinosaur Cowboys rules. All I really need to do is make a big list of enemies, but the game is fully playable without that. I could also bump up the version number since 0.5 is far far too low for how polished and playtested the game is.

I just thought I’d drop in and at least have the decency to write this post for anyone who wanders in and says “Oh great he hasn’t posted since dinosaurs were FIRST around”. And yes, I do want to end on that cheesy joke!

Forgot the Dynamite

I don’t know how something so CRITICAL could have escaped me for so long, but I totally forgot to have Dynamite as a grenade type. Sticks of dynamite are classic cowboy after all, considering even Clint Eastwood used them at one point or another.

So I’ve remedied this situation by replicating the stats of the Boom and Kaboom grenade and calling them Stick of Dynamite and Bundle of Dynamite.

Phew!

Hired Dusters and skirmish ideas

A week of no playing can sure turn into a month of silence easily, especially with a few days of travel here and there thrown in to disrupt my schedule.

Minor Rule Updates
Anyways I did some very minor rule tweaks, but figured I should mention them here before I get to the meat of the post:

  • Swapped the name of Boost and Passive Traits so Passive are static, always applied bonuses while Boost are once per combat abilities.
  • Added a “Deficient Weapon” section detailing damaged guns with reduced stats, such as prefixes like Old, Rusty, Dented. This is useful for keeping enemy weapons consistent.
  • Reduced Machete damage to 3 (from 4) to balance against the Hammer. Raised the price of the Hammer from $100 to $120.
  • Added Trait Strain Weapon II (+4 Damage) instead of just one tier.
  • Dinotype Diet changed from ‘V’ for Vegetarian to ‘H’ for Herbivore, to match ‘C’ for Carnivore. Thrilling!

Like I said, mostly minor!

BGG
The rules got a bit of exposure thanks to the BoardGameGeek forum thread I posted a while back. I figure once I finalize the rules I’ll add my game to their database, since that’d be cool to have and be able to look back on. Plus as I take more gameplay pictures I can put them up there.

Hired Dusters
Now for the main task I just completed. I was motivated to look closer at the game from a skirmish angle (compared to a standard RPG approach) because of the possibility of a one-off game tomorrow. I remembered how smoothly the Bandits vs Town battle went in a previous game, even with a lot of combatants, and thought it might be neat to have a similar one time game.
I thought I could give each player (me and two other people) a set amount of money. They would generate a Level 4 character plus choose a Dinomount (balanced against the other choices, since currently there is no “ranking” to the strength of Dinomounts). Then a separate pool of money would be spent on hirelings, which would be simple NPC Dusters they can move and fight with in a skirmish style scenario.
So yeah, I generated stat sheets for 9 types of level 2 Hired Dusters with a variety of strengths, abilities, and weapons. The final list ended up being: Hired Duelists, Cattleguards, Riflemen, Archers, Hatchetmen, Grenadiers, Berserkers, Sluggers, and Survivors.

Anyways here is the stats document for them, in the usual OpenDocument and PDF format:

I’m kind of excited at this idea, and also how easily the game molds itself to skirmish scenarios. I figure we could try a straight out pitched battle, or perhaps a capture the flag type scenario where teams have to run unhatched dinosaur eggs back to their base or something.

I think I need to add a few clarification notes to the rules, or some kind of “shorthand tricks” section. This would be necessary for stuff like tracking HP with dice beside the figure and just using a single sheet for each batch of NPCs. Or basic gameplay methods I use, but don’t really record anywhere.
Plus I was looking on the USA Library site for old (circa 1900s) images of cowboys and the west that I can insert into the rulebook to make it look a little more professional. I have trouble with advanced layout and styling in general though, so most of my rules end up being plain white documents with masses of paragraphs.

But yeah, even if I don’t get a game in tomorrow (…basically letting my friends choose what they want to play) I’ll still try to do a battle report sometime this weekend (Sunday likely). I think I’ll be more motivated to do that since I now have some definite sheets to choose from.

Easier Viewing of Documents
I don’t know why I didn’t think of this earlier, but I’ve now updated the Latest Rules section with a “View Online” option that opens the PDF right in your browser thanks to Google Docs Viewer. I figure this’ll help for people who want to just glance at the rules without having to download them all. But yeah, going forward all future PDF documents (if there are anymore!) will have a similar link.

No game this week

I haven’t made any progress on a big book of enemies, and haven’t even had a chance to play Dinosaur Cowboys this week. Next week looks quieter, so far, which means I can hopefully get a campaign summary or detailed battle report posted here (with pictures) to give everyone an idea of how the game plays.

But yeah, minor polish here and there on the rules, but things will tend to slow down considering the core structure of the game (and every supporting document besides enemies) is complete.

Double crossing bandits

Thursday’s Game
My game yesterday was fun. My friend had previously tried to double cross a travelling Neotechnoist merchant and his guard, which resulted in a close call with death-by-hanging thanks to a town sheriff. After some bandits broke in and won the fight against the townsfolk, my friend decided to join up with them. He took his share of the loot and equipment, and then headed south to go to a “Thickskull” nest to get himself a Dinomount.

After getting attacked by an adult Ripper him and another new bandit member were sent to explore the Ripper nest. The entrance caved in during an attack, and him and the bandit groupie continued deeper in the cave. Eventually he swam down an underwater tunnel that surfaced in a vine covered chamber. In a home built amongst the vines was an old man who had been there for 5 years. Some chatter back and forth and eventually it’s shown that the man killed his colleagues and tried to make a staircase from their bones to escape through a hole in the top of a chamber nearby. They fought and my friend killed the double barreled shotgun wielding old man by using grenades.

When he escaped out of the cave he decided to double cross the bandits. I don’t get what his deal is with double crossing everyone, but it makes for a dull game because he can’t do any “canned” missions like “Go here for X dollars, do this for Y dollars”. Instead he’s pretty much on the run all the time for being a jerk to people, and now he had screwed both the law abiding citizens of New Mexico, as well as the menacing bandit element.

He tried to make a run to Albuquerque to catch a 400 mile Flapper ride to Utah, but was caught outside the city by 3 newbie bandits, 2 full bandits, a bandit sergeant, and their Horned Dinomount. After dispatching the newbies he played cat and mouse for a bit, but eventually the combined firepower of the others brought him down and killed him.

His next character idea is someone who starts in Washington, and gathers enough supplies to make it to Canada (British Columbia specifically). Out of all of the USA he has to choose to go north to Canada, ugh.

Rules Thoughts
Anyways the system held up well again, and the Traits added a lot to it. I’m still having some trouble balancing AR vs Attacks, but I think that’s because he never really stopped running long enough to buy better armor with all his money. Having a total AR of 3 basically means you take a lot of damage…a lot a lot. But then again if he had gotten a Dinomount instead of trying to shoot everyone 10 seconds after meeting them, his AR wouldn’t be so awful. Apologies if I sound frustrated, haha.

In terms of the rules I’ve polished and refined them a bit more, and will continue to do so as I do more play testing and real games. Getting pretty close to done now, besides the zillions of enemies I want to make. I also might update the History a bit to include a note about Canada, and maybe how Alaska is considered an untouched paradise or something (sort of like Shell Beach in Dark City or the island lands in Mad Max or flat out land in Waterworld [yeah, I just referenced that movie in a serious context, so what?!]).

Update
I’ve completed the section about Canada and Alaska by adding a simple paragraph to the History section (under the “Eruption Day” header), duplicated below:

To the north Canada was covered in ash and eventually emptied as unprepared citizens escaped the cold by fleeing south. The country remains forsaken and abandoned, covered in blowing snow and choking ash and ruled by dangerous creatures. Rumors persist that Alaska endures untouched by the eruption's devastation; a veritable paradise for those brave enough to explore northwards.

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!

First “real” game

Thoughts from Yesterday
Well my first “real” game (ie: not just playtesting alone) went well yesterday. I was the GM and my friend played a Duster who started in New Mexico. He shot up most of the people he met which resulted in him being knocked out and captured by bandits, and then after escaping getting captured AGAIN and almost hung by angry townsfolk and Neotechnoists. Good times.

The game held up very well. It would have been nice to have some Traits done, but even without the added variety and options of those there was plenty to do in combat. I also would have liked some printed enemy sheets, since I sometimes had to fill them in as I went.

I had a bit of a “woa, wait a second” moment when I considered the possibility that Dinomounts don’t actually add anything to the game. Heresy, I know. Well, maybe what I should say is the Damage Tracks on Dinomounts don’t add much to the game. Maybe it would be better to just have Dinomounts add a flat +HP bonus. That sort of makes them just like pieces of equipment you wear to boost stats, instead of a separate entity.
But I worry that the whole reason I put Damage Tracks in was because I loved it so much in Silent Death, which they are based off. The whole degrading movement and armor as you go SEEMS like a fun idea…but is it really in practice?
So if I took out Damage Tracks and did make Dinomounts glorified +MV, +AR, +HP pieces of equipment, where would that leave the feel of the game? Well…almost too simple. Maybe I’d have to add in crouch and prone to make up for it, or something extra to give the player more choice than “move and shoot”.
I guess once I get a few Dinocards done up and integrate them into the game I can see how it plays. I guess I just find the foot combat so much fun already that I don’t know if extra steps and tracking will add much to the game.

Also I might want to change how AR works. Right now people get shot, a lot. With 2 AR as the base and 3 pretty much standard for the first two levels, you’re left taking a lot of hits. But I had to keep AR relatively low in preparation for a person getting a Dinomount (which normally boosts AR). What I might do to solve this problem is make base, unmounted AR higher (ie: 3 default, 4 or 5 common for low levels, which is 6 if you’re in cover which is a nice chance to dodge) and then put a cap on the bonus from Dinomounts. Like they would have “+2 AR max 6” or something, so if you don’t have much armor you still get some bonus from the Dinomount, otherwise not really. Anyways, think of that possible mechanic similar to the max Dex bonus in D&D, or something along those lines.
That is a further reason to just remove Damage Tracks, since why would you care about losing AR from your Dinomount when you’re already at their max cap?
Another possibility with this is to make base AR higher, but start having movement penalties right away, so you can be either heavily armored and slow, or lightly armored and fast. Hmm, that might restrict characters too much though.
Who knew I’d actually have problems with armor though?! Normally that’s an easy thing to solve, but I guess I just set the base too low to begin with.

Anyways…

Radio Silence
Well Christmas is approaching, and I’m taking next week off work, so don’t expect many posts from me. I hope to get Traits done and start filling in some enemy sheets, but yeah I’ll likely get too busy with family obligations to write much here. So if there isn’t a post until the new year, you’ll know why!