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Brett's Design Projects

Started by brettmb2, December 19, 2007, 01:52:16 PM

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Kyle Aaron

And while you're at it, tell us more about StoryEngine3, your forums are mysteriously silent on it.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

brettmb

Quote from: JohnnyWannabe;229296Ah, touché. Quite true. And, by the way, I like the way it is evolving. Keep it up.

On a related note, do you have any plans to expand the Coyote Trail system?
I would like to do that, but not at this time. The new Story Engine Trio rules (turn-based Story Engine mixed with GDi) will be first seen in Maelstrom Crossroads. It is more robust than GDi, but compatible with it. I don't want to change the nature of the genreDiversion line, so I'l probably be leaving it alone and just start a new line for Story Engine Trio games, of which a new Coyote Trail could be a part. Not sure. I can say that HardNova 3 will be a Story Engine Trio game, because it will be too large for a GDi game.

Quote from: Kyle Aaron;229299And while you're at it, tell us more about StoryEngine3, your forums are mysteriously silent on it.
Story Engine 3E is an amalgam of the classic version (2E) and our genreDiversion, Active Exploits, and Impresa systems. It's an ability-based system, complemented by skills, descriptors, convictions, and threads. It uses a 2d6+ability+skill mechanic for resolution, matching the roll of opponents for contested task or a difficulty value for straight ones (the classic dice pool mechanics can also be used). While skills add only slightly to the roll, they are more important for determining what can be done, as well as the outcome by allowing characters to use enhanced narration or add exploits (like stunts). Descriptors define aspects of ability to which the character is particularly suited or less capable. Convictions represent character personality traits, like fears and temptations -- these can either hinder or help, depending on the action. Threads are relationships between other characters in the game that can also hinder or help. When scene-based resolution is used, two sides can pool their resources for one large roll each. A bidding war can also result, as players burn relevant descriptors to get the advantage.

The Story Engine Trio rules are turn-based and lack descriptors, convictions, and threads, although they are compatible. Trio is designed to take over from GDi, adding more detail, flexibility, and scalability. It is also built to add this detail without sacrificing speed of play. Additionally, it can be played with miniatures, requiring no extra work to do so. The exploits system is a quick way to do stunts. If your roll is high enough and you are skilled, you can unleash an exploit, such as disarming an opponent, overwhelming him, executing counter-attacks, hitting multiple characters, and looting. Experience is like a commodity during play - it lowers difficulty, increases resistance, and can be gained with elective failures. It is not directly used to gain new skills and such, but exploits are used to do that.

brettmb

Maelstrom Crossroads adds some unique twists to the original version, Maelstrom Storytelling. From the intro:

The Maelstrom is a terrible product of some past catastrophe. It effects the land and the countryside, the memories of which are wiped clear by its driving rains and weathering storms. A gathering of the realms are linked together by ideas rather than maps. Many races exist within the realms, magic is a pseudo-science, and reality is defined by the believer. When the storm comes, all things change. This is the Maelstrom—the shifting world.

It is a reality beyond the limits of this material universe. Those who travel in it are made aware of how random and disastrous it can be. Despite the chaos that challenges reason, there is a hidden order that defies and goes beyond the limitations of human reasoning. The lands of the Maelstrom contain everything from jungles to wind-swept deserts, alive with the cultures of many races and the ruins of those that came before. The world is an amplification of the senses, vibrant and humming. Colors are brighter than they should be, and darkness is a pitch beyond black. These are things easily missed by a native, but something the newcomer can never forget.

The lands within the Maelstrom exist in a subjective and chaotic space. The laws of physics do not work quite the same way here. The reality of the situation changes around the inhabitants in small ways, yet always stays the same. This is easiest measured by the distance from one realm to another—it can take ten hours to walk between them on one day, yet only a few hours on the next. The inhabitants of this world use relative patterns to describe geography rather than specifics—the neighboring realm is always on the other side of the woods, for example. Even time appears to vary subtly, like currents cycled through tides. Mechanisms also work differently from one realm or creator to another. Behind everything, however, is an elusive order, because in the Maelstrom, chaos and order intertwine in a maddening beauty.

After the storm passes, the world is different, with roads leading to new places and new adventure found at a newcomer's doorstep.




Players portray newcomers to the Maelstrom world, capable of using Kael to affect the maelstrom itself. They have access to a variety of powers, but kael is a valuable commodity to some realms, some even capable of draining newcomers of it.

Since player characters are newcomers, they possess no memories of their lives before being brought to the Maelstrom world. As a result, they do not remember what training and study they have undertaken. They begin play with no known skills, remembering skills as they come up during play.s

Characters can also learn Natural Arts or Natural Sciences skills. The Natural Arts is the direct application of the Maelstrom storm, akin to magic. Natural Sciences is the ability to channel the same energy into mechanical devices, and in some cases operating them. The use of these skills varies from realm to realm.

Realms can be created just like characters, determining their connection to the Natural Arts and Science Arts, law and order, frequency of storm shifts within, and affluence of society. Special gimmicks link the realm to others and geographical waypoints, as well as defining resources and other factors.

brettmb

Two new releases coming up next week:

1. The Casablanca reference add-on for Mean Streets GDi.

2. Disposable Heroes Western Set 2: gunslingers, deputies, and more in both Statix and Customizable versions.

And in a few weeks, the Warcosm Shipyard design application for MacOS X and Windows XP/Vista.

brettmb

With Casablanca, Disposable Heroes: Wild West 2, and the Warcosm Shipyard out of the way, here's what I have to work on next:

1. Part 1 in a series of episodic adventures for Two-Fisted Tales: Gripping Tales of the Impossible.


2. A special set of Disposable Heroes for Iron Gauntlets, including specialized figures like sullimeigh and orclins

3. Tombstones n' Tumbleweeds second edition, the fast-playing Wild West miniatures game.


4. Submariners, the EarthAD2 supplement for new underwater characters stocks, transports, weapons, and creatures.

5. Ongoing development of Maelstrom Crossroads.

I'm also looking for a writer for a Post-War Berlin setting for Mean Streets/film noir, if anyone is interested.

Roger Calver

Ive been thinking of getting a quick game to play at downtimes when I go to GenCon UK at the end of the month, didnt want anything heavy but just quick and easy and fun.
So I went and got a copy of Warcosm and all I can say is excellent its a little gem :)
The whole thing is 20 pages long and you can read the rules in 5 minutes or so, as it comes with sample battles and counters to print out your ready to roll, a few games under my belt and I started looking at the construction rules and made a few ships up and its then the "lightbulb" moment came why dont I use this for my Traveller battles.
Its so simple to use and you can mod it to filll any use you want ,change a few names and make a few changes and it works.
So for something that was planned as a quick blast has now more uses than I thought it would have.

Rog.
Currently doing nothing.

brettmb

Warcosm has actually been a real runaway hit. I can barely print enough of them before I need to print more.

UPDATE: Expect a pirates set of Disposable Heroes Paper Minis by the end of the month rather than a set for Iron Gauntlets.

Roger Calver

Quote from: brettmb;229953Players portray newcomers to the Maelstrom world, capable of using Kael to affect the maelstrom itself. They have access to a variety of powers, but kael is a valuable commodity to some realms, some even capable of draining newcomers of it.

Since player characters are newcomers, they possess no memories of their lives before being brought to the Maelstrom world. As a result, they do not remember what training and study they have undertaken. They begin play with no known skills, remembering skills as they come up during play.s

Characters can also learn Natural Arts or Natural Sciences skills. The Natural Arts is the direct application of the Maelstrom storm, akin to magic. Natural Sciences is the ability to channel the same energy into mechanical devices, and in some cases operating them. The use of these skills varies from realm to realm.

Realms can be created just like characters, determining their connection to the Natural Arts and Science Arts, law and order, frequency of storm shifts within, and affluence of society. Special gimmicks link the realm to others and geographical waypoints, as well as defining resources and other factors.

Brett, as characters come in the game blank and have no memories how does it work with them regaining skills ? Main part how do they gain the Natural & Science Arts ?, is that linked to them now being exposed to the Maelstrom Storm ? So is there any limits on these skills and is there any comeback on its use ?

I like the idea of PC's altering their enviroment and what that could become, thats something that was in Ravenloft but I didnt think it work in that game.
The part about creating realms like characters, will this allow you to use it like a sandbox and develop the game world as the PC's explor it or is it more to with how the world can be changes by magic ? A flexible world that I can build and expand when GM'ing sounds a interesting twist over heavy prepwork.

What will be the major changes between the new version and the original one ?, will it be more to do with history and setting or is the system getting a work over as well.

Rog.
Currently doing nothing.

brettmb

Skill levels can be chosen as they come up in play. There is a limit on the total skill levels and once the skill comes up in play, it cannot be chosen again after that. The Natural Sciences and Arts cannot be chosen in this manner, but can be gained through play. Newcomers already have an inherent ability to manipulate kael, so those skills are not technically needed.

Actually, the realms are pretty well fixed once created and a bunch are included. The values determine a realm's influence on the characters moreso than the other way around. Kael can be used to change realms, but it requires a lot of storm power. The old empire had machinery that could do just that, and it was a major cause of its collapse. Realms determine difficulties for using the Natural Sciences and Arts, likelihood of violent encounters, prices, and frequency of storm shifts. They also possess affinities to other places, geographical points, weather patterns, and technologies.

The biggest change is the system which provides more structure. The new version also sets the characters as newcomers, giving the game more focus. The history is somewhat expanded and I may include the city of Dacartha (currently available as a separate book) as a primary locale -- I haven't decided on that yet.

brettmb

Part 1 of the Gripping Tales of the Impossible is coming soon for Two-Fisted Tales. Here's a LINK.

This first adventure introduces the Troubleshooters, a group world-renowned for solving problems and cutting through the tangle of capricious fate.

brettmb

Wow. Lots going on. I'm behind on lots of little things. Here's what's been released since last post...

1. Exit Music for FREE as an adventure for Ghostories.

2. More Pulp Villains for Two-Fisted Tales with random schtick selector.

3. Disposable Heroes: Fantasy 4E Core Classes in three flavors -- printed, downloadable customizable, and downloadable statix. WWII Printed Soldiers also released.

4. Red and Blue plastic bases for Disposable Heroes Paper Minis.

5. Alternate Movement Rules for Warcosm -- free web download.

What I'm primarily working on now...

1. CyberZone for the New World Disorder minis game; add cybernetic characters to the game. It's now being playtested. This was a lot of fun to create. It's also really nasty - characters can be really powerful and really dangerous, but disadvantaged at the same time thanks to cheap street surgeries.

2. The Revised genreDiversion Manual, generic 2d6-based quick-play rules (based on the upcoming Story Engine 3E mechanics). This has gotten some really great feedback in the pre-release glimpses. The new roll-over and scaling mechanics make this extremely versatile. This could easily run Iron Gauntlets or existing GDi games.

3. Submariners supplement for EarthAD2. Undersea mutants and sentient sea-creatures.

4. Warcosm Assault, a stand-alone minis boarding action game and add-on supplement for Warcosm. This takes the mechanics from New World Disorder, turns it into a d10 system (like Warcosm), and lets you pit marines from the three base Warcosm species against each other, either as part of boarding actions or ground skirmishes. Also adds ramming and assault rules for the main Warcosm rules; boarding actions can also be determined with a single die roll rather than using the full skirmish rules.

5. Still working on Mean Streets 2FT. It's getting there.

6. The Colonies 2.0 - got a fantastic new cover from Jason Walton, one of my favorite artists. I'll post a link when he adds it to his online portfolio. It's finally getting closer to being done. I think you'll appreciate the changes, like optional miniatures use, combat exploits, and random tables.

brettmb

Some revised genreDiversion Manual previews...



flyingmice

Looks great, Brett! I'm going to have to get this! :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

brettmb

Quote from: flyingmice;261176Looks great, Brett! I'm going to have to get this! :D

-clash

Thanks, Clash! I think this will be another huge release like Warcosm was.

brettmb