[RPG] Preliminary rules prototype

As I mentioned in my last post this idea is on a bit of a hiatus. But I figured for completeness I’d share the rules so far. What’s funny is my favorite part is actually the combat resolution system, just like how that was one of the core features to survive in Dinosaur Cowboys skirmish from inception to today.

Anyway without further ado check out the very early Life of a Dinosaur Cowboy rules PDF

Some-RiflesAs for the resolution system I like, let me pour out some info on it:
The main idea is you roll 1D12 and try to get above a number. That number could be set, or based on the enemy skill, or against a statistic, etc. You can do the action quicker (“Hasty”) but then you roll 2D12 and choose the lowest, or take your time (“Focused”) and again roll 2D12 but choose the highest. In the case of combat there is a second step if you succeed on the roll. That is to allocate your Damage Pool between Fickle and Flat damage. Fickle means you roll dice, Flat means it’s added on. You’re rolling against the target’s Grit (say an 8). But the fun part, and where the mechanic really shines (and fulfills my hope of “resolution being as interesting as movement”) is you need to succeed with at least 1 Fickle roll to do any damage. But the Fickle rolls have a chance to fail, whereas Flat damage always comes through. Fickle can also Crit (on a 12), but can also Fumble (on a 1). So there’s a balancing act of how much Fickle vs Flat to choose depending on the target’s Grit.
That might have been a rambling explanation, but that’s why I’m posting the rules. So say I have a 6 Damage Pool and the target has 4 Grit. 4+ on a D12 is pretty easy odds, so I’d probably allocate only a single Fickle point and the remaining 5 pool to Flat, meaning I roll 1D12 looking for 4+, and if I succeed I do 1+5 damage. But what if their Grit was 9? Do I go all in Fickle? What if I had a skill that increased my Crit chance? Would I want more Fickle or would the potential Fumble not be worth the effort? So some neat decisions there.

[RPG] Example character sheet

I honestly CANNOT believe it’s been a month since my last post. Talk about time flying, that’s just unreal to me.

So what’s been happening with the Dinosaur Cowboy RPG? Well first of all I did get a solo playtest in with some rough mechanics. Like I said I like to get a playable prototype done asap. I ended up with a pretty well fleshed out character sheet, which you can see (and download) below:

dc-rpg-sheet-001
Download the DC RPG Sheet PDF

The playtest revealed a few stumbling blocks for me. First of all simulating 5 players plus enemies in a combat situation is extremely tough. Especially as a large part of the shared turns is the idea of player banter and group decision making, which is obviously lost with a solo playtest. And second I think I’m letting mechanics and ideas bleed over from one of my other recent brainstormed projects.

So what am I gonna do about this? I think I need to convince at least one or two friends to playtest with me. But it’s tough to get enough dedication or interest to try a prototype for any length of time. But seriously playtesting an RPG is really hard otherwise.
As for the mechanics the “activation pool” spent freely in a shared turn is very similar to the diceless Hackers game I mentioned before. Again in a wild sense of time flying that post is almost a year old. Normally if I’m starting to implement mechanics from another game it means I should finish the initial project first instead of cludging it into another game.

So I think I’m going to focus on that. Which means I’m as flaky as a high school teenager as I flip flop between ideas. I think having a blog like this is an upside for motivation, centralizing ideas, and putting down some concrete material. But the downside is I feel obligated to my imaginary readers to finish what I announce. But I think the playtest was pretty demotivating, and all it really did was make me want to finish the Hackers game.
Update: The game is called “Echo Death” and you can see the early workings at http://echodeath.wordpress.com/

I guess I’m saying I don’t know where the Dinosaur Cowboys RPG will end up, or whether I’ll fully finish the Hackers game, or what. But yeah, just not feeling it right now. We’ll see where we end up by the next post.

[RPG] Example skills from early brainstorming

ndynamiteLike I mentioned in the announcement yesterday, I really like to get an early playable prototype for all my games. I think it contributed a lot to the success of Dinosaur Cowboys skirmish, in that I could sit down and roll some dice within weeks of the idea being born.
So with my RPG I want to do the same. Which means besides filling out a skeleton of a rulebook so far, I’ve also been working on the general list of Skills. I narrowed down the Jobs a bit to have actual names, cut a few, etc. I’ll be doing some re-theming to make some more suitable for the universe/history/theme. Obviously the document will get hugely formatted and touched up too.
At this point I’m going to try to sit down with some of my D&D maps that I drew before, grab some DC figures, write some stats on a page, and try playing the game. So exciting!

Anyway here is the PDF document with a big mishmash of skills. Should give you an idea of what I’m going for: Brainstorm of RPG skills (PDF)

One big TODO, and often the deciding factor to players who are glancing at each RPG system, is the character sheet. A beautiful, functional, well thought out sheet can make or break a game. I remember my first RPG (called Horizon) and how the sheets developed and improved over time as we codified common shorthand and notes.

And of course pictures from the PDF, because some people don’t have those 15 seconds to download a file and read it. Plus the easier it is to get you excited about this RPG the better.
early-skills-1early-skills-2

Announcement #1: Life of a Dinosaur Cowboy – new RPG game!

Dark-Dungeons-ComicOverview
I am sooooooooooooooooooooooooooooooo excited about this project. First of all the name is a work in progress (I’m all ears for suggestions!) but I’m going to try my hand at a Dinosaur Cowboys RPG, tentatively called “Life of a Dinosaur Cowboy”.

“But wait”, you might say, “didn’t this game ALREADY start as an RPG?!”. Yes, yes it did. You might remember a bit of the way into my original brainstorm I decided to rewrite Dinosaur Cowboys as a skirmish game. And that worked wonderfully. But with all I’ve learned, combined with all my recent RPG experience with my weekly gaming group, means I want to revisit the idea of a pure RPG. Historically as a teenager I played a ton of RPGs, and that was basically all I ever designed/created. Then I had a long lull in my late teens / early adulthood. Recently though with D&D Encounters at my local gaming store, Edge of the Empire with friends, and running my Servants of Molagrath D&D campaign means I’m back into RPGs.
The problem with my initial 2009 design, and why it ended up working better as a skirmish, was I went for a “light RPG that handles big fights well”. Looking back that basically screams skirmish, but I didn’t see it at the time.

What will this new RPG bring to the table? In keeping with my focused design ideas, let me list three core points:

  1. Player involvement is critical. I want minimal downtime between turns, I don’t want to see wandering eyes and the glow of cellphones and disinterest or inattention. Some players are prone to this regardless of the rule system, but it can still be minimized.
  2. Characters will be a flexible collection of skills, maintained on a single-page sheet, with a unified D12 system (mmm I love the picture below to the right from Marc Orphanos).
  3. The game should follow Dinosaur Cowboy history and some of it’s naming conventions, but not be afraid to break from them.

Dodecahedron-D12Another important distinction is I’m going to design this game mainly for myself and my gaming group. So the rules may not be as “fresh read friendly” to outsiders, which in some ways mirrors the original old timey roleplaying systems. The reason for this is people very rarely pick up a new RPG system. On the surface traditional RPGs look fairly indistinguishable (big books, some kind of resolution system, lots of classes), so there can be a bit of “what’s the point in switching” demotivation.
Notice I said traditional RPGs. I’m not talking about indie style RPGs that have come out in the past 4-5 years, like Dogs in the Vineyard or FATE, with a focus on fewer dice, less combat, cooperative storytelling, and freeform discussion. Those might fit some groups, but like I said this game is primarily for me and my friends, and we’re a combat-on-a-grid kinda crew with the odd lockpick or persuasion in between. So D&D 4th edition has been a great fit, and for simplicity I’ll reference it a lot below.
Similarly my core group is 5 people + someone to run it (the Sheriff, normally called a Dungeonmaster [DM]), so guess what the target number of players will be?

So far I have several pages of brainstorming and even a loose rules document smooshed together, since I hugely subscribe to the idea of “playtest early, playtest often”. If I don’t have a working prototype within a month of the initial seed of an idea I can almost guarantee I won’t have the energy and motivation to finish a game. Which means I’m hoping to do a rudimentary playtest and system test in the coming weeks.

Main Game Features
Let me distill some of the ideas so far, all of which are subject to change of course:

  • The game will be set in the same era as the “Skies and Slums” skirmish expansion, so all the new Allegiances can be used
  • Every ability (even moving) is a Skill, almost like a “power card” from D&D. This means Lockpick, Move, Fancy Attack, Big Wide Attack, etc. will function within the same framework of rules. Similarly some Skills are passive like +1 Speed or +2 Hitpoints. All Skills will be listed in a horizontal table format for easy reading/sorting
  • Square grid based combat, with nebulous out of combat situations
  • Positioning matters a lot inside combat. As a result the basic number of squares moved is a lot higher. There will be motivators to move around, such as randomly appearing buffs/effects on the field (gonna be hard to theme WHY though)
  • Cooperative turns instead of a traditional D&D style initiative order. Get a pool of Activation tokens (almost like Orders from Infinity) at a rate of 2 per 1 player, so 10 for a full group of 5. These can be spent to perform Skills.
  • There is a rotating “Shotcaller” each player turn who has the final say on what to do in case of arguments. But ideally the group would talk and plan together with everyone involved the whole time.
  • Ideally the Sheriff/DM turn is quite quick, to keep the action and focus on the players
  • Every scene/encounter should have an objective, which is a bit of a departure from the standard “kill everything” seen in combat encounters
  • Using a Skill can be done in a “Normal”/”Standard” way for the listed Activation cost, then roll 1D12 against some kind of target number (could be from an opposing roll, set by DM, based on character skill, etc.). But you can also spend 1 more Activation to use the Skill in a “Focused” way (such as “Focused Knee Shot”) which lets you roll 2D12 and choose the highest. Similarly you can spend 1 less Activation (to a minimum of 1) to have a “Hasty” usage, which is roll 2D12 choose the lowest. This means most combat skills are 2 Activations, to make players have some tough choices.
  • Attacking has a second step of rolling for damage. Yes I’ve harped on multiple-roll resolution systems in the past, but that’s for wargames, not for RPGs. It’s okay to have more rolls and depth per character. Sort of a roll to-hit >= target Defense, then roll to-damage >= target Grit. I’m considering each weapon having a flat Damage value, and you can choose how you want to allocate that damage between flat & dice. You need 1 dice to succeed over Grit for ANY damage to happen though. So it’s almost a gamble/push-your-luck system of “I need 9+ to wound, do I roll 4 dice or 2 and do 2 flat damage, but have a chance I do NO damage?”
  • Wild-West-Town

  • Characters have Attributes to define their abilities, ranging from -2 to +4. The Attributes are Might (melee and strength), Agility (ranged and quickness), Sense (intelligence and willpower), Bravery (courage and mental toughness). Every character starts at -1 for all attributes
  • Characters also have derived Statisics. These are Speed (number of squares), Defense (target to-hit number), Grit (target to-wound number), Hitpoints (track until death)
  • Character sheets should be a single page (or worst case double sided), most likely landscape instead of portrait. There will also be a group sheet that handles equipment, the dinosaur, activation pool, etc.
  • Every group (Posse) of characters has a single dinosaur
  • Dinosaurs are meant to fill gaps in the group, so there will be melee, ranged, support dinos. Dinos grow in size (Pokemon style) and have their own set of Skills available.
  • Instead of fantasy style races Allegiances are used instead. These modify Attributes and also have a couple of unique Skills and features.
  • Instead of classes there are Jobs (or Professions) that each Skill comes from. You can mix and match Skills from different Jobs to make your dream character. The generic Job is called Cowboy.
  • Instead of levelling up you get Improvement Points (IP) that can be spent outside of an encounter on new Skills. Enemies will be matched against the total Posse IP.
  • Equipment is abstracted, as is money. Instead there is a “Tier” system. 3 lower Tier items make 1 higher Tier, or vice versa 2:1 ratio. You get Tier rewards that represent your ability to purchase new equipment, or the actual items themselves. For example someone might have a Tier 1 Six-Shooter. Then they find two Tier 1 slots from an encounter, which means they can “trade up” those three Tier 1 items for one Tier 2 item.
  • Similarly weight/encumbrance isn’t managed, and every character has item slots. 3 Weapon, 1 Hat, 1 Neckwear, 1 Holster, 1 Clothing. Any excess equipment is put on the dinosaur. Minor items are not tracked or managed, or are already included in a Skill (for example Apply Bandage just has a bandage, you don’t need to manage them).
  • Weapons that are ranged will have an “Ideal” distance (in squares). They can shoot the entire board though (since counting above 5 or 6 squares is tedious). If the target is within the Ideal distance you get a bonus. If they’re EXACTLY at the Ideal distance it’s called the “Perfect” distance and you get an even bigger bonus
  • Weapons have a different area of effect pattern based on their type. Shotguns make a Wave, Sniper pierce in a Wave, Machinegun hits multiple, etc.
  • There will be the concept of Crossfire, brought back from way, way earlier in Dinosaur Cowboys. If you are attacking through an enemy with an ally on the other side you get a bonus
  • Conditions/buffs/debuffs/effects are tracked in an easier way than a turn limit. There is a “Short Effect” (lasts until the end of your next turn) or a “Long Effect” (lasts until the end of the encounter). I envision tokens with the effect written on them. Short go beside the miniature, Long go on the character sheet. For example Burning or Reload would be a Short Effect, whereas Get in There speed buff would be a Long Effect. There are Skills that can be used to “save” vs effects
  • Healing will be a factor (some Jobs are built for it), but Hitpoints will automatically restore outside of combat, which means no throwaway fights or 15-minute adventuring days.
  • Depending on the Allegiances and group members the Posse will travel around the continent, exploring and adventuring, and doing all the usual RPG things

Allegiances
If you made it this far I’m pleased, since reading a dump of brainstorm ideas like that can be tough. Let me reward you with a more clearly defined list. First of all Allegiances:

  • Duster: -1 Speed, +3 Hitpoints
  • Neotechnoist: +1 Agility, -3 Hitpoints
  • Crusader: +1 Agility, -1 Defense
  • Savage: +1 Might, -1 Agility, +1 Speed, -1 Defense
  • Ashlander: +1 Might, -1 Sense
  • Ascendant: +1 Defense, -1 Bravery, -1 Hitpoint
  • Slum Dweller: +1 Grit, -1 Sense, -1 Hitpoint
  • Vagrant: +1 to chosen attribute, -1 to chosen attribute
  • Nomad: +1 to a random attribute at the start of each encounter, -2 Hitpoints

Jobs
And an even bigger list of Job/class archetypes that you can mix and match from:

  • Cowboy (generic, or just call it Basic or Generic)
  • Doctor (heal)
  • Preacher (prot)
  • Gunslinger (pistols)
  • Sniper (rifles)
  • Bruiser (slow melee, single big damage attacks)
  • Stabber (melee fast low damage attacks)
  • Artillery (aoe)
  • Sneak (stealth guy)
  • Planner (move others)
  • Demotivator (move and debuff enemies)
  • Mazes-and-Monsters

  • Status Guy (apply status)
  • Runner (super fast)
  • Delayer (long actions that are very powerful or take effect next turn)
  • Interrupter (better at interrupt stuff)
  • Tank (high defense)
  • Spiky Tank (sorta high defense with retaliation)
  • Dino Wrangler (uses minions)
  • Friendly Guy (ally buffer)
  • Map Guy (use terrain or get more benefits)
  • Tough Guy (okay defense but really good Grit)
  • Planter (put down lasting zone buffs, can’t overlap?)
  • Trapper (similar to Planter, but instead of buffs are damage zones)
  • Sacrificer (spend HP for bonus effects)
  • Stance Guy (enter stances with effects)
  • Aura Guy (buffs to nearby allies)
  • Kung Fu (bare handed melee)
  • Improvisation (throws rocks and stuff)
  • Combo Guy (skills work off each other)
  • Gambling Guy (skills vary based on dice)

Conclusion
Anyway I’m extremely excited about this concept. Logistically I’ll keep the RPG stuff on this blog/website. And like I said I’m hoping to get a crude prototype together asap so I can start playtesting and seeing how it’ll all fit together. While this is happening Dinosaur Cowboys Skirmish will take a bit of a backseat. But as we saw from the Skies and Slums announcement yesterday I do still have plans for the original “branch” of the game.
So stay tuned!