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[Derelict Delvers] Playtest Rough Draft

Started by Silverlion, January 12, 2010, 09:10:40 PM

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Spinachcat

I have tried repeatedly, but I never grokked the "Name your trait" / Aspect tagging concept.  However the FATE / SOTC / HeroQuest players seem to enjoy it greatly.  Does ICONS and Starblazer Adventures do a similar thing with their chargen?

Silverlion

#76
Quote from: Spinachcat;412015I have tried repeatedly, but I never grokked the "Name your trait" / Aspect tagging concept.  However the FATE / SOTC / HeroQuest players seem to enjoy it greatly.  Does ICONS and Starblazer Adventures do a similar thing with their chargen?


Starblazers does, Icons uses a very limited and focused version. Icons version covers things like: Catchphrases (It's Clobberin' Time), epitaphs (Bets there is at what he does, Sorcerer Supreme,  Strongest one there is), and turns some of them into disadvantages (Spider-Man's money problems, Nemesis, and so on.) I like it over the big list versions because its a handful of things that come up occasionally.

One way to think of them is to consider them being one line descriptions that you'd find in a book. When reading a book you'd see something like: "Hey, I didn't hold the highest score in hand to hand combat at Archive Training Camp for no reason.." or "He was one of the fastest guns to step off a ship in a hundred and fifty years. He just hoped he wouldn't need to rely on that skill this time.."


I was thinking of keeping them limited and give a lot of examples. I can come up with dozens. but players I deal with just can't come up with their own, and there is nothing wrong with that. I think it fits for some pulp games feel. I'm not sure how well it works here, however.  I need to play test it. I like the concept, but it doesn't work for everything. I might make it "Name one trait at character creation and add more in play.."

The basic idea is to make people with a stat of 3 feel different in play. Sure mechanically they work the same 95% of the time, but someone with "Won the Hurling Competition on Regulus 7" can get a small boon when throwing something.
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Spinachcat

Have you considered just writing 2 different Sci-Fi games?

The old concept was "Dungeon Scavengers" who can grow in power to become "Star Lords", but most gameplay was about Explore / Kill / Scavenge / Flee.   You derelict delved to get devices to help you go on bigger on delves.  Eventually, you either die or cash out and live in a Space McMansion with your three-titty space bitches.  

The new concept seems to be Pulp-Era Space Opera.  It feels much more Buck Rogers, Flash Gordon and Lensmen.   I don't see those guys scavenging in scary places, but flying about in shiny ships saving the galaxy.

I don't know if Aspect-play is compatible with the derelict scavenger concept since it seems to lend itself more to "Big Damn Heroes" than "guys with guns looking for loot"    

Maybe you are leaning toward High Valor in Space?

Silverlion

Well the pilot was an intended archetype from the get go, so flying in ships is important.

Pulp sf isn't all from the comics versions of Buck/Flash, etc.

Some of it is also about the people seeking strange profit in dark and dangerous places The Poleseotechnic League series notably a later space opera universe. You can add Slippery Jim DiGriz (Stainless Steel Rat), I'm aiming for space opera more than pulps. I'm still reading and gathering things. My examples tend heroic because that's how I've always played D&D. Even if we were grubbing in dungeons :D



High Valor in space is fun idea, but no this is still scavengers of the ruins of the past, facing dire threats. Etc.


The closest to High Valor in space will either be E.o.N: Empire of Night my demons come back into the world and wreck humanities wide flung stellar civilization.

Or  Wàixīng Wǔxiá Space Opera meets wuxia game. Which is of course full of heroism, martial arts, and facing down corruption.

I think part of the lack of clarity may be the terms. I'm looking at pulp as action aspects of play. Common in early SF/space opera. Characters shot first, and it was alright. As opposed to being just like Buck/Flash (although some inspiration is from those.)

I still wanted a descriptive game mechanics when I realized IIRC Starships and Spaceman did D&D in space already, and much earlier. I want to focus on making a simple space opera game with the whole "archeologists of tomorrow" aspect. A nice way of saying grave robbing the former space empires before Archive came along. PC's are still in many ways heroic (just like in my D&D games.)
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Silverlion

Here is a bit finer version:

Pick a template:


Reptiloids tend to be somewhat larger than standard humanoids being over 6' for most of their group, with the largest being upwards of 8' (6-7'8")


Attribute Template
Brawn  3            Agility  3               Mind   2                        Spirit  2


Notable Reptiloids include the Esper, Gojin Marak, who created Marakian Amplifier that was used to free his people from the tyrant Hurjin Akada. Also worth remembering was Delver Ikasoru, who discovered the Well of Yrral.


Combine with a profession.


AGENT Template

Espionage/Infiltration

Fisticuffs   2    Arms  1   Knowledge   1              Charm     3            Perception  2

Additional Skills:  Sneak +2, Detect/Disarm +1, Pick locks +1, Deception +2




Add 5 points to the combined template:


Nolash Yem

Brawn  3            Agility  4               Mind   3           Spirit  2

Skills:
Fisticuffs   2    
Arms  1   
Knowledge   2    
Charm     3            
Perception  3
Sneak 2  
Detect/Disarm 2  
Pick locks 1
Linguistics 1
Beamgun (Specialty) 1





Then pick a gear package or buy individual gear:


Gear Package: Agent
Beamtgun, Megatool, Energy Knife, Beam Lantern, P-Com, Archive Space Suit



Add in Heroism Points and Health.


Optional: Any trait or skill over 3 provide a descriptor, this is an explanation for why the trait or skill is significant and can be used in circumstances with a hero point to add a small bonus (+2)




Nolash Yem

Brawn  3            Agility  4               Mind   3           Spirit  2

Skills:
Fisticuffs   2    
Arms  1   
Knowledge   2    
Charm     3            
Perception  3
Sneak 2  
Detect/Disarm 2  
Pick locks 1
Linguistics 1
Beamgun (Specialty) 1

Health: 3           Heroism Points: 10        


Gear Package: Agent
Beamtgun, Megatool, Energy Knife, Beam Lantern, P-Com, Archive Space Suit


Agility Descriptor: Trained as Escape Artist on Rangh 43
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Silverlion

#80
Here are the profession templates (rough)

I need more ideas for gear for each template, and alternative ideas for skill spreads

AGENT Template

Espionage/Infiltration


Fisticuffs   2    Arms  1   Knowledge   1              Charm     3            Perception  2

Additional Skills:  Sneak +2, Detect/Disarm +1, Pick locks +1, Deception +2

Gear Package: Energy Knife, Beam gun, Beam Lantern, Archive Spacesuit, Webrope,
Smoke Grenade, P-Com

Grifter

Fisticuffs 1            Arms  2            Knowledge 1                  Charm 3              Perception 3

Additional Skills: Deception +2, Sleight of Hand +1, Forgery +1,  Disguise +1

Gear Package: Beam Gun, Disguise Kit, P-com, Archive Spacesuit

Saboteur

Fisticuffs  1          Arms 2             Knowledge    2          Charm  2               Perception 3

Additional Skills: Engineering +1, Sneak +2, Weapon +1, Deception +1

Gear Package: Beam Gun, Satchel Charges (2), Grenades (2), P-Com, Archive Spacesuit,

ESPER Template


Mindwarrior

Fisticuffs 3            Arms 3              Knowledge 1       Charm 1        Perception 1

Additional Skills:  Telekinesis or Pyrokinesis  +2, Combat Precognition +2, Weapon +1,  Pilot +1

Gear Package: Beam Blade, P-Comm, Archive Spacesuit,


Sensor


Fisticuffs  1        Arms 1              Knowledge 2       Charms 2      Perception 3

Additional Skills: Precognition +2, Clairvoyance +2, Combat Precognition +1, Endure +1

Gear Package: Beam Gun, P-Com, Archive Space Suit


Communicator

Fisticuffs   1       Arms 1              Knowledge  2           Charm 3    Perception 2

Additional Skills:  Telepathy +2,  Deception +2,  Linguistics +1, Electronics +1


Gear Package: Needler, P-com, Archive Space Suit, Soporific Needles (2 Magazines)



SCIENTIST Template


Engineer

Fisticuffs 1   Arms  1       Knowledge  3   Charm 1         Perception 2

Additional Skills: Engineering +3, Electronics +2, Computers +1, Endure +1

Gear Package: Beam Gun, P-Com, Archive Space Suit, Megatool, Energy Cutter,
Electronic Tool Kit, Duct Tape.


Medic

Fisticuffs 1   Arms 1        Knowledge  3   Charm 2   Perception 2

Additional Skills: Medicine +3, Computers +1, Linguistics +1, Pilot +1


Gear Package: Beam Gun, P-Com, Archive Space Suit, Medikit, Vitadrine (3 doses)

Archeologist

Fisticuffs 1   Arms 1     Knowledge 3  Charm 1   Perception 2

Additional Skills: Observation +1,  Research +2, Linguistics +1, Detect/Disarm +3

Gear Package: Beam Gun, P-Com, Archive Space Suit, Magnalens, Megatool,
Brushes, Electronic Tool Kit, Beam Lantern

SCOUT Template

Explorer
Fisticuffs 2   Arms 2        Knowledge  1   Charm 1   Perception 3

Additional Skills: Observation +1, Track +1, Weapon +1, Stealth +2, Linguistics +1


Gear Package: Beam Rifle, P-Com, Beam Blade, Micro Mapper, Comm Relay Pack

Expediter

Fisticuffs 2   Arms 3        Knowledge  2   Charm 1   Perception 2

Additional Skills: Observation +1, Martial Arts +1, Stealth +1, Demolitions +1, Weapon +1


Gear Package: Beam Rifle, P-Com, Archive Space Suit, Smoke Grenade (3), Blast Grenade (3),
Energy Knife (2), Nightsight Goggles, Satchel Charge,

Hunter

Fisticuffs 1   Arms 3        Knowledge  1   Charm 1   Perception 2

Additional Skills: Observation +2, Track +2, Weapon +1, Stealth +2


Gear Package: Beam Rifle, P-Com, Archive Space Suit, Megatool, Energy Knife, Synth Rope 100', Magnalens

SOLDIER Template

Specialist
Fisticuffs 2   Arms 2        Knowledge  1   Charm 1   Perception 2
 
Additional Skills: Dodge +1, Weapon +2,  Tactics +2,  Martial Arts +2, Stealth +1

Gear Package:

Trooper
Fisticuffs 2  Arms 3     Knowledge 1 Charm 1 Perception 1

Additional Skills: Armor +3,  Tactics +1, Weapon +1, Electronics +1, Endure +1

Gear Package:

Warrior
Fisticuffs 2 Arms 2 Knowledge 1 Charm 1 Perception 1

Additional Skills: Armor 1, Weapon 3, Weapon 2, Endure 1, Dodge 1


Gear Package:
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Spinachcat

Interesting.  Chargen looks quick, varied and modular.  

Are you keeping the aspects/descriptors?  Are those only limited to high stats (aka 3+)?  How do they work in game?

How's the Health vs. Heroism Point work?

Silverlion

Quote from: Spinachcat;414138Interesting.  Chargen looks quick, varied and modular.  

Are you keeping the aspects/descriptors?  Are those only limited to high stats (aka 3+)?  How do they work in game?

How's the Health vs. Heroism Point work?



I'm keeping the descriptors as an option. Most notably as a way of explaining details about the character. Whether its high stats or all "stats" (ability scores and common skills) I don't know yet. I like the idea of the two primary stat lines being explained readily by descriptors, but I don't want people to have to come up with 14 or 20 of the things.


As it stands I'm thinking the system will be fistful d6's. (This may result in some trimming as I don't want to ever go over 12d6.)

Right now it will be "most appropriate stat line+skill" so hitting someone with a punch would be Fisticuffs+Martial Arts, or Arms+Weapon, or Charm+Deception. Some cases you roll something like Brawn+Fisticuffs (smashing a door down.) or Agility+Perception (Walking a tightrope)

In the case of descriptors if say you rolled Brawn 3 (Strong as High-G Ursinoid) and Fisticuffs 2 to smash a door. You would roll 5d6, and get say  6, 4, 1, 4, 2. You'd have 1 success whatever from the dice. But you have a descriptor as above you actually get 2 successes (I'm thinking of calling them merits, but not sure yet.)  If you have 2 merits. Well that's a full success at least. (1 is always a partial.)

Of course that doesn't take into account tests which have harder difficulties--that's only when the total is above the difficulty. (Say you have a Difficulty 2 action--that means you need 3 merits to get a partial, or 4 to get a total success.)

I may be over-complicating it though. I wanted to keep it simpler than roll and add though. (I find look for high numbers faster, but not everyone does.)

Health and Heroism need to be tested. I'm thinking that each weapon or attack has a fixed value. Successes add to this of course. A critical success is a completely described result. That is if I say "I stab this thing through the head." and I get a critical, it gets stabbed through the head. So long as 1 point of damage gets through armor/defenses.

If I punch someone and have a Brawn of 3, that's 3 points of damage. But heroism points can eat that first if one chooses. Otherwise one takes it on the chin. (That's a loss of three physical dice to be split up evenly or on one attribute.)

 Brawn of 0 means unconscious, Agility of 0 means having limbs damaged and sense of balance hindered. Knowledge of 0 means stunned/knocked senseless (not the same as out. Believe me I know.)

Charm of 0 means ones face is bashed in, and Perception of 0 means being blinded, ringing hears, pain too intense to feel anything else.

All of that build into the stat line.

Heroism points of course can eat it on a one for one basis.
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VectorSigma

I must say I really like the new direction.  The previous iteration was a game I would certainly enjoy reading, but the Bold New Direction(tm) is more like a game I would play.

Sounds particularly good for a one-shot or mini-campaign, actually.
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Silverlion

Thanks VectorSigma.

I think I'm liking this a lot myself. I love the ability to quickly make characters, and I like some of ease of use aspects I'm working on.

I've decided that after matching templates the player can spread/add 3 points between the templates basics (Stat+Basic Skill lines) or choose six tags to attach to traits. The 3 points means a better chance to get a success. But the tags allow one to get a better success if they achieve any positive value at all--if their specific criteria are met.
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Silverlion

Should gear be a third pick? Race+Profession+Gear? I like the idea but that limits a bit of the functionality of some "we are this professions weirdest variant?"

Is there another third thing that can be added in, that makes sense?
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Hearts & Souls 2E Coming in 2019

Silverlion

I've got a rough draft of the new version together. I should have it up tonight for download this weekend.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Silverlion

New Draft to test. Still needs quite a few things.

-Monsters/Aliens
-Starships
-Gear details
-Random Derelict Designer
-Detailed Esper rules and description of other special tricks HP can perform


Remember, this is just a rough draft of the new direction.

Derelict Delvers December Draft
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Silverlion

One thing I've always been at odds with in role-playing games are weapons which stun and capture characters.

In some games--like superhero ones. The idea is reasonable, and commonly a side effect of combat actions of any kind.

In other other genres, they're usually badly done, making disabling effects pointless. As it is often just easier to kill someone mechanically. If it isn't pointless then its a simple test, which steals the struggle, and challenge from a combat encounter.

With Derelict Delvers, I've got a few devious devices. I'll have to go into them in detail in the game but right now I'll simply give a brief rundown.

Tanglers
From a lowly Tangler to the wide area Web Gun, tanglers project basically synthetic webbing designed to immobilize a foe. A troublesome weapon that fits in perfectly with the game mechanics as written.

See Heroism points are lost first, indicating that the person or character made a narrow escape from being hit with the weapon. A Tangler hit drops HP just like a killing attack, but when it zeroes out HP, the person is entangled, and must struggle to free themselves. They're never damage--just trapped. They're out of luck/fortune and their skill has failed. (Agility or Brawn is tested.)

Needlers
Needlers are small armor piercing weapons that fire tiny high velocity projectiles. (Despite my desire for the lethal Energy Needlers from some of H. Beam Pipers Works.)

In this case the shots work similar to tanglers, but instead of a test to break free when HP is zeroed. The character tests to resist the drug, rather than escaping it. (Using Brawn to resist.)

Watch out for the cone are of effect Shredders!

Sonostunners
Sonic weapons have a similar effect to the other two, they stun when HP is zeroed and the target must resist going unconscious. (Perception Test to escape.)


Now this seems fairly traditional, but using these weapons can create environmental impact to the PC's. Even a near miss (which HP accounts for) still has a minor side effect.

The side effects offer a way to combine tricks and maneuvers with non-lethal weapons to create more tactical choices than just killing someone.


Side Effects:

A Tangler hinders movement. Agility is penalized if even one HP is lost! As you've hindered the person by restricting the area they are inside. A failed roll may mean they've snagged themselves on remaining webbing.

A Needler has a chance to puncture armor, even if the small darts do miss hurting the person inside. In Space this is a dangerous condition. They may need to take a turn to repair any damage to armor, spacesuits or the like with sealspray or tape.


A Sonostunner creates a focused cone of sound. Even dodging it and getting out of the way can set ones ears ringing, hammering the Perception of the character, making multiple shots even more likely to drop a foe.


Normal weapons will have some tricks as well, Suppressive fire, Burn effects, and the like.

The battlefield of a Derelict is a dangerous place even if you are a lucky and skilled person.
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Silverlion

Fixed a few issues we discovered in playtest with the mechanics, added a few bits of gear, nothing major.

Derelict Delvers 12-14 Update
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019