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Sentient Steel--Designer Diary

Started by Sacrosanct, June 05, 2012, 01:06:27 PM

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Sacrosanct

The purpose of this thread is to give a running commentary for an entire design process of the Sentient Steel game.  I'm almost done with All Your Mechs, so I decided since Sentient Steel is still in the early stages, it would be the best project to use for this purpose.  As I mentioned in the permission thread, I've had people express interest in seeing how I go about the design process.  I'm sure I will make decisions that others see as flaws, and that's OK.  I'm open to constructive criticism.

The plan is to post periodic updates as major design changes and choices were made, so it is possible that there can be weeks in between updates, and that this thread could last more than a year.

With no further ado, I bring you:

D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Drohem

What is the first word under the title on the picture?  It's hard to read.  It looks like 'Sei' but that doesn't make any sense.

Is this a Mecha game?  If so, what is going to set it apart from other Mecha games?  Is it the game mechanics, the setting, or a combination of both?

Sacrosanct

#2
Phase 1: Concept/Inspiration

This is the first phase of any project I do.  What has inspired me to start a new project?  Was it a glaring void in my gaming life that I needed filled?  Was it using an existing theme, but with different mechanics?  This step is critical.  I believe that going forward with making a new game just to do something "that has never been done before" is setting yourself up for failure if that's your primary goal.  And it's a goal I hear too often.  Why?  Because doing something never been done before =/= putting together a good product that people will have fun playing.  Rather, my belief is that your primary goal should be something else (like what I mentioned above).

With Sentient Steel, my inspiration was actually watching the original Transformers cartoon series with my son.  I thought to myself, "Man, I am really Jonesing for an RPG where all the players are sentient robots.  The transforming part doesn't really matter, but who didn't imagine themselves as an autobot or decepticon when they were kids at some point?  And how many rpgs are out there right now that allow that?"

The answer wasn't many.  So there was my general concept:  PCs as sentient robots.  Time to flesh it out a bit more.  So how to make it unique and not just a clone of a transformer RPG

Answer: Get rid of the transforming part as a core identifier.  Mix the robot theme with a traditional fantasy theme?  Yeah, that sounds cool.  Laser and rocket firing robots fighting dragons?  Sweet, just like 1986 all over again ;)

So that was my final concept for the game.  Next up...

*Edit*  Oh, the name.  This is subject to change, but since I wanted a game with sentient robots, I wanted to use that in the name, but give some hardness to it.  Thus, Sentient Steel.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Sacrosanct

Quote from: Drohem;546152What is the first word under the title on the picture?  It's hard to read.  It looks like 'Sei' but that doesn't make any sense.

Is this a Mecha game?  If so, what is going to set it apart from other Mecha games?  Is it the game mechanics, the setting, or a combination of both?


It's "Sci-Fantasy"

I'll answer the other questions as I post the phases that I've already completed.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Drohem

Quote from: Sacrosanct;546156It's "Sci-Fantasy"

I'll answer the other questions as I post the phases that I've already completed.

Cool.  Now, that makes sense, LOL! :)

Sentient robots in a fantasy setting- color me intrigued! :D

Sacrosanct

Phase II: Outlining the background/game setting

This phase is just an outline of the theme.  Actually detailing out the game world won't come until much later.

At this point, I know my concept.  So how to expand on that in a way that sort of makes sense.  Where is the hook?

The first question is, "If I'm making a robot/fantasy hybrid, how to work out technology with magic?"  And the answer is, "Keep them both."  Have choices that allow a character to be a laser cannon wielding juggernaut, or a character that channels mystical energies into magical effects.

Second question: Where are the people?  If it's a robot rpg, are all things synthetic?  Are there any "normal" creatures?  If there are, why not humans?  The answer is thus, and does require a bit of suspension of disbelief:  For a reason undermined at this time, humans were dying out and the only chance for survival was to begin implementing cybernetic implants into their bodies.  This started small at first, but as the world deteriorated further and technology increased, eventually the result was that the only thing "human" left was the essence.  Think of it as the electrical brain energy if you will, even though there was no longer an organic brain.  The essence housed everything about the individual, like electronic DNA if you will.  Robots reproduced by sharing the code and inserting it into a new robotic body to create a unique personality.  Much the same as a child of 2 parents.

But what about other creatures?  I have a few ideas to explain why there would still be organic and mythical creatures, but nothing set in stone yet.  Ideas like mutations from an apocalyptic world, that sort of thing.

So now I have the general idea, how to expand on that in an appealing way to players?  The answer is clans.  Sort of like races in most RPGs, clans are a unique culture of a large community of robots (I don't like that word, I'll have to think of something else).  Each one has it's own unique flavor that it brings to the game.  My solution was to include the following clans that are available for players:
* Urklanders (these have a medieval European theme.  Robot bodies are formed like knights in armor)
* Industrial Workers Federation (this is your steampunk theme)
* Imperial Lotus Clan (Japanese samurai themed)
* Inyoni (African shaman and tribal warrior)
* Aldruin (an alien like theme.  Sort of a cross between Aliens and the Geth
* Raven Clan (Native American.  the only clan with shape changing ability of that of their spirit totem)

So that ends phase II.  I've got my concept, and I've got my rough outline of the game setting I want
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Sacrosanct

Phase III: Character Profession Mechanic

Some of you may remember this question I posed a couple weeks ago on this forum.  This part is where I decide what type of character profession mechanic I want to go with.  Do I go with class based?  Skill based?

With Sentient Steel, I weighed in on a lot of feedback not only from this forum, but from a lot of gamers I talked with in person as well.  I wasn't married to any one idea, so I went with what seemed like the most popular.

I decided to go with a class based system that was skill based within that class.  That is, I decided on a set of archetypes that gave your character a general theme to use:

* juggernaut
* soldier
* warmage
* treasure hunter
* infiltrator
* shaman
* sorcerer
* archer

Each of these themes has a set of unique skills that only they can learn.  For example, the juggernaut is the only theme that can learn skills to be able to wield heavy weapons in each hand, immovability, and rage.  The soldier is the only theme that can learn armor and weapon mastery, be able to defend allies, and give leadership bonuses to allies in combat.  That sort of thing.  

Then I also have a list of general skills that anyone can learn.  When you choose your theme, you start with a couple skills based on that class.  Every time you gain a level, you get to choose another skill from that class skill list, or a general skill.  So once you choose the theme/class, it's entirely skill based from then on.

Also, regarding the clans/races: At every 4 levels, you also get to choose a skill from that clan skill list as well.  So rather than gain racial bonuses at creation and that's it like other games, the more powerful you become, you also gain more racial bonuses.  I wanted the player to be able to be able to customize their character they way they want, with the familiarity of a class based system.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Sacrosanct

Phase IV: Skills

This is where I'm at now.  Once I've decided how I want the professions to work, it's time to come up with a bunch of skills.  This is actually pretty easy, and is a lot of fun to come up with ideas.  It's also a phase that doesn't end until playtesting begins.

For me, the way I did this was to actually create a flow chart.  This helps me visualize how the skills flow and I am easily able to see which skills need which prerequisites.

For example, with the Archer theme:

In order to learn Marksmanship (gives bonus to aim and range), you must have first learned Weapon Specialization in a ranged weapon.  Once you learn Marksmanship, you can either learn Sharpshooter, Double Shot, or Gunslinger.  Learning one path doesn't mean you can't go back and learn another.

for example, learning Double shot allows you to learn master double shot, and then triple shot.  If you've learned triple shot and sniper (unlocked from sharpshooter), then you can learn slaying shot.

It was important that I had enough options that you didn't get stuck following the same skill tree.  For example, in addition to the skill trees above for the archer, I also have a skill tree if you learned dodge, which opens up fleet of foot, blurring dodge, and sprinter skills.

Each of the theme and clan skill trees are built in this manner.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Sacrosanct

#8
Phase V: core mechanic

This is where I'm really spending attention at now.  I've also mentioned this before.  What sort of mechanic to go with.

Based on feedback from several sources, it's looking like I am going with a unified % resolution mechanic.  Skills and combat rolls will be done using the % dice.  How exactly that is working is a work in progress.

This phase is also where I wanted to incorporate the "Core Dice".  I mentioned this in the other thread, but each theme will have a "Core Dice" assigned to it.

For example, the Juggernaut will have a d12 while the Infiltrator would have a d8.  When rolling for hit points, damage, and repairing, you would use the core dice to determine the result.  Weapon types give bonuses to damage, but do not have a dice type.  So a medium laser rifle might give a +2 damage bonus, which means a juggernaut using it would do 1d12+2 points while an Infiltrator using it would do 1d8+2 points.

If an ally is healing you, they get a flat bonus based on their skill, but again the core dice would be used.  So if I'm healing a soldier and I have a +2 bonus, the soldier gains 1d10+2 points while the sorcerer would only heal/repair 1d6+2 points.

The reasons I decided to go this way is because for this game, I wanted the theme to be really important.  It didn't make sense to me that in a game like D&D, the same healing spell would barely effect a fighter while healing a Magic User almost completely.  I also wanted to tie damage directly to a theme, regardless of an attribute modifier, because it reflects the life long training that that theme has done.

And in case you ask, the Infiltrator, even though he or she only uses a d8 for damage, does have an ability to roll multiple dice for damage on sneak attacks.

But this phase is only in it's earliest stages.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Silverlion

Cool stuff. I do think you are missing out on the Transforming equals coolness factor. Its why Transformers was so big for so long. They weren't just robots, but they were robots who could transform and hide "anywhere!"

However, I like the sound and looks of Sentient Steel, so carry on :D


Although I'm not sure how this is going to differ from Warmachine or Eberron's Warforged other than it focuses on the robots.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Sacrosanct

Quote from: Silverlion;546267Cool stuff. I do think you are missing out on the Transforming equals coolness factor. Its why Transformers was so big for so long. They weren't just robots, but they were robots who could transform and hide "anywhere!"

Well, technically the Raven Clan can transform into their animal totem shape, but I didn't want "transforming" to be a focus because I wanted to avoid the Transformers obvious tie in
QuoteAlthough I'm not sure how this is going to differ from Warmachine or Eberron's Warforged other than it focuses on the robots.

Honestly I'm not all familiar with those, and I fully admit that I might not be doing anything new.  But I'm pretty sure my combination of theme+mechanics hasn't been done before, so who knows.  The purpose of this thread is to chronicle the design process more than pimp a product, if that makes sense.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Silverlion

Quote from: Sacrosanct;546289Honestly I'm not all familiar with those, and I fully admit that I might not be doing anything new.  But I'm pretty sure my combination of theme+mechanics hasn't been done before, so who knows.  The purpose of this thread is to chronicle the design process more than pimp a product, if that makes sense.


Awesome. It does indeed. I look forward to it anyway.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Sacrosanct

A few update notes:

Even though I like to break things into phases, I wanted to point out that in this early stage, everything is still in a flow, and the phases never really end for the most part.

At this point, everything listed so far is in outline form only.  Your 4th grade teacher, when first introducing you to your first writing assignment stressed the importance of an outline first.  This cannot be understated.  It offers you a quick overview of where you're at, and helps organize things.

But on to this particular update.  What I like to do as I'm going through the early stage is to also get artwork done.  This is typically done after I am pretty set into my concept and identity.  As you can see, once I set myself on the theme I wanted, I commissioned the cover art (the logo I did myself).

Why?  Because with that awesome (at least I think so) illustration of a group of synthetic adventurers (a barbarian, a thief, a mage, and a warrior) descending into a dungeon helps set the mood for me, and is a source of inspiration.  It's not just words and numbers on a sheet at this point.  It helps inspire me with new ideas on what to include.  And it is a visual reminder to me, "This is what your game is about.  Don't stray.  Keep focused on this theme"

Now that I'm fairly set on a class/skill based hybrid mechanic for character creation and progression, and that I've identified the clans (races) that will be core, I have commissioned some artwork to represent each class/clan combination.  The best illustrate each combination while at the same time keeping costs low, the best way was to do a police lineup style for each clan.  In the lineup for each clan, there will be 8 figures represented by the 8 classes.

I am doing this because once that's done, like the cover image it will help inject a new energy of motivation and creativity on my part.  While I'm talking about the art, I'd like to discuss my design process on artwork:
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Sacrosanct

Art: How to get it, how to pay for it, how to choose it, etc


When doing a project, there are a ton of questions around art.  Most big companies have art directors dedicated solely for this purpose.  Maybe even more than one.  Art is the visual hook for people.  It's the first thing people see.  It's important.

That said, I will fully admit that for someone starting out small time, getting a consistent art style and having it be excellent is a huge challenge because it can be so dang expensive.  For the broke designer starting out, you're pretty much limited to stock art pieces.  Nothing against stock art, there is plenty of really good stuff out there if you look hard, but you'll almost never find stuff specific to your particular theme as it's all generic.  The other drawback is that you won't have consistency in your artwork.  And even then, you're looking at hundreds of dollars still being spent.  This inconsistency is evident in my own projects, from the Altus rpg to even Compact Heroes.  CH isn't nearly as all over the place as Altus was because I was able to leverage only a few artists for the entire bundle, so there is a level of consistency there.

But what can you do?  The best you can.  Why did I go into all of that?  Because with this project, on this design diary, I'm at a position where I no longer have to rely solely on stock art.  I really can't.  Not with the unique theme I have gone with.

So how expensive will it be?  This question gets asked a lot.  Art will probably be your biggest expense for a project, but you know what?  A good artist is worth every penny, and then some.  But I'll address this in a moment.  Currently, if you're looking for custom art where you retain the rights to it, you're looking at between $100-$150 for a black and white full page illustration, $200-$500 for a color full page illustration, and $500-$750 for a full cover.  If you do blind solicitations, expect to pay that for a professional.  Those numbers haven't changed much in 10 years, which is a shame for the artist.

But this is why it's critical to be nice to good artists.  Over the years, I've worked with dozens and dozens of artists.  I have a pool of about 4 that I now keep at the top of my list.  These are folks who I know are reliable, easy to work with, and do good work.  If you stumble on the holy grail (a reliable, fast artist who does excellent work and doesn't charge that much), you better treat him or her like royalty.  I have one such artist I was lucky enough to find.  What do I do to keep an artist happy?

* creative freedom.  I give guidelines only of what I'm looking for.  An artist is the professional, not me.  I find that artists appreciate it if you allow them creative freedom to try things.  I also find that you get better work that way
* polite and professional communication.  Treat them with respect.  Respect the time and effort they are doing for you.
* fast payment.  A personal rule of mine is to never hire an artist unless I already have the money set aside.  I never want to be "that guy" who is late or misses payment to an artist.  I pay 1/2 upon roughs and 1/2 upon final immediately.
* cover the little things.  I almost always pay about 5% more than agreed upon price if paying via paypal.  Since paypal takes a cut, the artist shouldn't be the one to suffer.  They appreciate it.
* help promote them.  If an artist is looking for work, and you know they are good, chime in on open call threads you see and mention the artist.  If I have an open call and someone says, "Hey, this person is good, fast, and reliable", I'm much more included to use them rather than an unknown

However, I understand that not everyone has already built up a stable of good artists.  So how do you do so?  There are plenty of sites out there to solicit open calls to freelancers (TBP, DeviantArt, Boardgamegeek, etc).  And then time and experience.  It may take a long time and dozens of artists before you find those handful that are worth it.

So there you have it.

TLDR:

Acquire a stable of good reliable artists and treat them well
Commission the art as I go along with each section of the game
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

Sacrosanct

I wanted to post this before I forgot.  As happens more often than I'd think, I suddenly get hit with ideas in the middle of the night.

As I mentioned above, no phase ever really ends.  I don't believe in shackling yourself to an idea this early in the process.  So I've been thinking over the past couple of days.  I think I've got a good idea from a thematic perspective, but how can I leverage that as much as possible from a mechanical standpoint?

There are some knowns about the gaming community: players like customization with their characters.  The more gadgets, skills, etc that a player can implement to  make their character unique, generally they like it.  To a point of course.  If you have too much, it becomes overwhelming and really slows down the character creation process.

I also mentioned how thus far I have the following customization options available:
* At every 4 levels, the character selects a clan skill
* At every level, the character selects an occupational theme skill

But it hit me that I'm leaving out an obvious opportunity.  The players are synthetic.  There's a huge opportunity to customize, even at creation.  With organic characters, each person of the same race is pretty much the same as every other person in their race.  It doesn't have to be that way with SS.

This leads to another design implementation: To create a list of enhancements that characters can choose from (maybe 1 for free).  These would be fairly minor, and wouldn't have game breaking features:

* infrared vision
* night vision
* corrosive resistant coating
* enhanced audio sensors
* insulated (minor cold or heat protection)

And as characters progress and get more funds, they have options to purchase more powerful enhancements:

* radar
* sonar
* motion detector
* composite insulation
* detachable utility (replace current hand with a tool, etc)
* jump jets
* self repair nano-bots


Anyway, that's the idea that is bouncing around in my head.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.