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Brett's Design Projects

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

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JohnnyWannabe

Brett, this is great! I've always been a fan of your Genre Division stuff. I guess the big question for me is how large of a departure is this from the existing GDi system? Give us some details.
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.

brettmb

Probably the biggest difference is that it's now roll over rather than under, so higher dice rolls are better. This also means that there is no margin to compare to the difficulty -- you compare the roll + ability + pursuit bonus to the difficulty. This also means that it scales up easier.

GDi was heavily reliant on skills to get things done. GD3 now focuses on abilities more, with skills (now called pursuits) adding bonuses, but having more influence in the result of a task rather than getting it done. If enough overkill is achieved (the margin), an exploit can be used to enhance the outcome. The potency of the exploit is generally determined by the character's pursuit bonus.

Gimmicks are also more useful, with more variation and optional use as descriptors, or adjectives that can provide bonuses and penalties during play (Story Engine players should be familiar with this concept).

Miniatures compatibility is also built-in for those who want more tactical play.

While the system has been greatly expanded, it can easily be reduced to its bare essentials, removing options as desired. This creates a well-rounded system for which many have been asking, since they often use GDi to go beyond its original vision of being a super-fast and easy rules-set.

JohnnyWannabe

Quote from: brettmb;271434Probably the biggest difference is that it's now roll over rather than under, so higher dice rolls are better.

Any insight into the target numbers for the various levels of difficulty?

And what was your prime motivator for going with a roll-over as opposed to roll-under mechanic? It seems that would flip the existing mechanic on its head. I ask only because Clash has impressed on me that system matters (resulting in a serious lag in my end-product production :D).
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.

flyingmice

Quote from: JohnnyWannabe;271496Any insight into the target numbers for the various levels of difficulty?

And what was your prime motivator for going with a roll-over as opposed to roll-under mechanic? It seems that would flip the existing mechanic on its head. I ask only because Clash has impressed on me that system matters (resulting in a serious lag in my end-product production :D).

I volunteer that being strongly conditioned by D&D, most gamers consider roll over to be better than roll under, despite being statistically identical. To supplement this, I submit that most gamers understand roll-over much better than they do roll under, don't comprehend that they are equivalent, and have no idea how to properly deal with a roll-under mechanic. This is, of course, naked prejudice, and unwarranted, but deeply felt by most gamers nonetheless.

-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

I agree with Clash, but my primary motivation was one of scale. While I did develop a scaling mechanic for roll under, I found it to be easier and more efficient with roll over. The statistics are still the same and it removes one step from the math, making it quicker and easier in the long run.

The changes to the pursuit/skill scale (-1 to +3) also makes GD3 more compatible with Active Exploits and Story Engine.

Just add 10 to all GDi difficulty values.

PM me with your current email address and I'll send you a developmental copy.

Drohem

This looks great Brett!  I can't wait to get my hands on it.  I hope that it is very successful for you.

Silverlion

Could you explain pursuits a bit more clearly? It seems easier to call them skills if that's what they are; So why the word choice? What difference does that make to the game?
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brettmb

Thanks Drohem.

Pursuits are the same as skills. However, they can also be more. While GD3 does not make this distinction, the upcoming Story Engine 3E rules (and potentially other games) can view pursuits as also fields of experience which are more general in nature, usually consisting of a career or specialized training. For example, a character could possess a pursuit called Street-Fighting which is not only brawling but also melee and intimidation. Or Zero-G Combat could consist of zero-g maneuvers, firearms, brawling, etc.

This simple change in terminology permits one game element to have a few different purposes. Skills often make people think of a single piece of training, so it needed a term that is more neutral.

brettmb

With GD3 out of the way, here's my new batch of upcoming projects:

Gripping Tales of the Impossible, Episode 2: Crisis at the World's Fair

Cover by Matt Vasey

PrecisRoller 2.0
The new version of this die rolling application for Mac/Win handles all the typical die-types, from D4 to D20 and D100, plus D3, Fudge, GDi, GD3, Two-Fisted Tales, Iron Gauntlets/Impresa, Damage Rolls, Hit Locations, and more. It even differentiates between die pools and die totals.


Disposable Heroes: Modern Gangs
A selection of modern gang-like figures, include mobsters, punks, cops, and mercenaries.

And I'd really like to finish up Tombstones n' Tumbleweeds 2E.

brettmb

It's been a while, but here's the latest...

Coming soon... Bold & Brave adds supers to the genreDiversion 3E rules. This is the supers game that fans have been requesting. With this book, you'll be able to create paragons, gadgeteers, mutants, aliens, and constructs. Characters not only get to use powers, but some also have to contend with alter-egos, secret identities, weaknesses, nemeses, and public acclaim.

Cover image by Scott Harsbarger.

In Development... The Story Engine 3E Manual will utilize the GD3 2d6 task method, but rather than just using Abilities, Pursuits, and Gimmicks, it also focuses on Convictions, Threads, and Descriptors. And in addition to open and sequential scenes, it also handles collaborative scenes, which require only one roll per group of characters on the same side. Structured like The genreDiversion 3E Manual, The Story Engine 3E Manual will also likely include a sample setting. For those confused by the two books, Story Engine is less concerned with quantifiable values and more reliant on the character as part of the story. For example, it's not important how far he can jump, rather how likely he is to get the job done and be able to compete against an opponent. Collaborative scenes take the spotlight, determining the account of a single scene in one roll as opposed to rolling for every action. Once a winning side is determined, players from that side can narrate the outcome of the scene. This takes some of the burden away from the director and lets the players shape the the fruits of their characters' actions.

In Development... A Fistfull of Miniatures 2E is now in playtesting for the basic version of the rules. It will also include Advanced and Fantasy rules.

In Development... Warcosm Assault is still on the slate. It will soon be nearing the playtest stage.

And big news for Disposable Heroes Paper Minis is coming soon. While you can search the Precis Intermedia site to guess what the news is, I'll be making an announcement soon.

flyingmice

I love the B&B cover, Brett! :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

Yeah, Scott did a great job on it.

KrakaJak

Bold and Brave looks beautiful!

How about PrecisRoller2 for iPhone?
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

brettmb

I haven't a clue how to create apps for the iPhone. Sorry.

SunBoy

Maybe I'm just stupid, but shouldn't the iPhone be able to run anything (within its resources) that a mac can?
"Real randomness, I\'ve discovered, is the result of two or more role-players interacting"

Erick Wujcik, 2007