Skathros has asked about expanding previous editions of Mythweaver or giving permission to the community to do so ... I've actually published five different games under the "Mythweaver" name (starting with a game simply called 'Mythweaver' in 2002). I hereby officially apply the Creative Commons License (to the left) to all games I have released under the Mythweaver moniker (including Mythweaver, Mythweaver: The Splintered Realm 1E and 2E, and Mythweaver: Reckoning).
Sunday, January 13, 2013
Wednesday, January 2, 2013
Mythweaver: Legacy Cover
Grubman over on RPG.net asked about getting a copy of the cover for Mythweaver: Legacy... and I realized I didn't include that in the pdf! I'm posting it here for anyone who wants to take it make a poster for your bedroom (you didn't think I knew about that, DID YOU?!)
Tuesday, January 1, 2013
2013 - The Year of the Ant
Fifteen years ago, I dug my
heels in on January 1, 1998 and decided that this would be the “Year of the Ant”.
I put all of my creative energy for the next 12 months into my games and comics, and had the most
productive year of my life in terms of overall output. Since 2013 marks the
15-year anniversary of that, and since I’m feeling the pull to take on a huge
creative challenge once again, 2013 is now officially the Year of the Ant (Part II).
The Kickstarter will do just
that – kick it off – but I plan to do quite a bit in the lead up to and after
the release of the game and comic (assuming of course that my Kickstarter funds…
and that’s where you all come in).
Wish me luck, and keep
checking back!
Monday, December 31, 2012
Ants Play Test #1
Mary and I statted up some
characters and invaded a camp of fleas who had taken a fly double agent
hostage. The camp was mostly populated by level 1 fleas, although there were a
few level 2 guards. Mary and I both made level 5 characters, so it shouldn’t
have been much of a challenge for them. In general, they did well. Mary’s ladybug
covert ops specialist managed to stealth into the compound (she improvised a
stick into a pole for vaulting the fence, and she had her die explode on the
stealth roll, so she was hidden very well inside the compound, among a stack of
supplies). My ant commando didn’t fare so well; he managed to leap the fence
too by vaulting it, but he failed his stealth roll, and was quickly under
attack by the tower guard. He charged the tower, dodging fire and climbing up
to capture it. While he threw down grenades and drew fire, Mary’s character
snuck around, took out the other tower guard with her rifle (and silencer), and
climbed atop the command post, sneaking in through the air vents.
It took my character about
six rounds to take out all of the fleas, and he took only minor damage.
However, the ladybug didn’t fare quite as well. She dropped in through the air
ducts and double-botched with her rifle, so it jammed, and she had to resort to
her sword (lucky for her she picked one up at character creation!). She lost
about 2/3 of her hits before managing to take down the two flea goons that
stood guard.
Here’s what I discovered
about the system thus far:
- It’s pretty well balanced.
The session flowed quickly, there was some variety to the action, and the
mechanics reasonably supported what we’d expect to have happen.
- Grenades work better than I
expected. They give ‘grenade like’ results. You drop a grenade on a pack of
fleas, and several of them fall. I know it seems logical, but I was concerned
that grenades were going to either be over-powered or under-powered. They
worked just about right. If the fleas had been much tougher, they might have
survived a grenade blast with major wounds; as it was, they fell quickly.
- I’ve got weapon damage for
rifles rated a bit too low. Both of us were using weapons that dealt D6 base
damage, and that felt a little weak- and we were fighting low-level foes.
Against tougher foes, battles are going to come down to attrition, and I want
to avoid prolonged battles every single time you have combat. The battle
between the ladybug and the two tougher fleas went about 7 rounds. Not
terrible, but a bit longish.
- We played with an exploding
dice mechanic, and I liked how it worked. If you roll max (i.e. 6 on a d6) you
get to take 5 and roll again. This gives more variety, and makes even ‘impossible’
rolls possible even when you’re only rolling a D4.
- We also played with the
Moxy mechanic (which is sort of like this game’s Resolve) whereby you get to
take automatic dice explosions on rolls. This worked well.
- Our characters ended up
with comparable builds, although that was intentional – Mary was a ladybug
covert operations specialist and my character was an ant commando – quick,
light, stealthy characters with light weapons relying on secrecy. You’re going
to end up with comparable stats.
Overall a fun session. For
the first time out of the gate with a new mechanical system, it was quite
polished compared to most first play tests that tend to crash and burn.
Sunday, December 30, 2012
Kickstarting ... Care to Comment?
I've decided to do a Kickstarter for the next edition of MTDAA. I'm layering it under games, although it's both a game and comic that I'm trying to get support for. If you'd check out the page and give me some feedback before I put it live (it will be a few weeks before I do), I'd appreciate it!
I am still tinkering with how I want to do rewards, but this is the fundamentals... and I am hesitant to film a video, but I know that's important, so I'll have to suck it up and do it!
Thanks all.
I am still tinkering with how I want to do rewards, but this is the fundamentals... and I am hesitant to film a video, but I know that's important, so I'll have to suck it up and do it!
Thanks all.
Saturday, December 29, 2012
And the kitchen sink, too!
In the 90s, I published 23
issues of Michael T. Desing’s Army Ants comics… although the comic started out
(for the first four issues) as a straight-out homage/parody of GIJOE, by issue
5 I’d begun to bring in elements of fantasy (Vault of the Drow-inspired stuff),
issue 7 included a trip to ‘dinosaur island’, issues 8-9 included a battle with
a cyborg arch enemy, issue 10 was a superhero parody, issue 11 included a
fantasy tale of the distant past, and by the mid-teens I was deep into a
storyline mixing the Karate Kid, pro wrestling and Star Wars. I have drafts for
issues that never happened that included armored battlesuits and mechs.
The core game rules have
always been approached from this ‘military first’ concept, with plans to build
the world further as I went.
I never went.
This edition should fix that,
shifting the focus to a “Challengers of the Unknown” with the ants representing
normalcy in a wild, wide and chaotic back yard. Here’s a glimpse of how the
game should appear… and an articulation of design goal #2: the game must be
broad enough to allow for adventure far beyond ‘military’ adventures. The heroes
may be a military unit, but they are a military unit in a world with a much
wider range of adventure:
You’ve just stepped into a world populated by
military ants who defend their hill and queen against unending threats to their
security. This back yard harbors ladybugs who operate a massive intelligence
network, spiders who dabble in sorcery, potato bugs who wield the martial arts
and ancient mystical practices to defy the natural laws of the world; it has a
wasp empire forcing its tyrannical grip upon all corners of the land; it has
centipede overlords ruling over underground cities where gladiator pits set
insect against insect; it has garter snakes of incredible wisdom hidden in its
far reaches, primeval lizards prowling its lost wilds, ancient artifacts hidden
in its distant ruins, and cybernetic anomalies that hard-wire innovative
technologies into their carapaces to boost their natural abilities. It has
fleas roaming the countryside, picking through the scraps of the unending war
and forging mechanical oddities. It has mosquito mercenaries and a fallen fly
kingdom. It has a trashcan city, a desolate sandbox, and a deadly fire pit. It
has a deep well with hidden secrets. Its rain storms presage incredible floods,
and its winters turn the back yard into a barren waste.
It’s a crazy place.
You know, the more I think about it, the more that I think the introductory adventure should be an exploration of an old kitchen sink sitting amid a scrap heap...
Friday, December 28, 2012
Back to basics: the ants
I haven’t blogged in a bit –
again – but that doesn’t mean I haven’t been busy. At school, we’re plowing
through staging a production of Les Miserables, and having a great time. (Also
saw the movie today, so we’re pumped to get back to work on it next week… I
digress) In my limited down time (and I’ve had a little bit this week), I’ve
been on to the next project. I’ve got a smattering of an idea for how to
re-work many of my long-term concepts for Army Ants into a new game engine, and
I’ve been doing some reading of my old Ant stuff. As I did with Mythweaver, I’ve
gone back to the beginning (which stretches nearly 20 years now) and have
started to inventory the good, bad and ugly of previous editions of the game. I’ve
done my ‘ultimate edition’ of Mythweaver that takes the best of everything that’s
come before – now it’s time to do that with Army Ants.
Right away, I know that this
is not going to use the same game engine I’ve been tinkering with for the last
few years – the Resolute system that has been the backbone of Mythweaver and
Resolute. This project is going back to basics, to many of the key concepts
from the first edition of Army Ants (the first RPG came out in 1997). In fact, it’s
going further back than that.
The first RPG I ever wrote was in a spiral
notebook, and it was called ‘Battlefield’ (maybe 1984?). The game was built backwards – it started with
a map I drew of a fortified island controlled by a mercenary warlord.
It had a castle fortress, a volcano that had been engineered as a missile silo,
a small airfield, a missile base, a beach, a small jungle. We wanted to create
a huge mission group (dozens of soldiers – fighter pilots, bombers, airborne
rangers, a platoon of marines) that would launch a multi-pronged attack on the island.
The rules existed only to allow us to do this. I spent about a week coming up
with the rules for how we’d make it work, and we spent some of Friday night,
and all day Saturday, besieging the island with our squads of troops. There
were no miniatures involved- this was all pen and paper role playing- and we
were just as concerned with the individual abilities of each commando (they all
had names, personalities, inter-group dynamics) as we were with the larger
tactical units. In fact, we spent much of our time in the prep sessions
creating characters for each fighter pilot, each grunt, and each saboteur who
would take part in the assault.
I don’t mean to
over-glamorize this, or to sell myself as a prodigy game designer at 13 years
old. It was an ugly, clunky little game that we had to hold together with duct
tape and chicken wire to get through the weekend, but at the end of it all, we
all felt that we had ‘simulated’ in some way this assault, and were satisfied
that the mechanics had fully supported our immersion. Yeah, I know. We didn’t
talk that way, or think that way, but this is what ‘that was awesome!’ meant.
So there’s design goal #1.
The game – whatever it looks like – has to allow you to do that. You have to be
shift back and forth between individual missions, and the game must fully
support every aspect of a large-scale military siege, but do so in a way that
allows you to attack an entire fortified island on a number of different fronts
in a single weekend. It’s NOT a wargame. It’s an RPG that allows you to take
your RPG characters into a wargame scenario, and continue to roleplay through
it. While some systems I’ve published have included some mass combat rules,
this game has to include mass combat as a central part of the narrative.
To go a step further, the
large battles in the original Star Wars trilogy operate under exactly the sort
of the dynamic I’m looking for. You have these huge battles happening, but it’s
all just the backdrop for the smaller character-driven stories happening within
it. You aren’t worried that you have just lost 8 combat interceptors and you
are going to take a penalty to your next tactical roll – you are worried that 8
of your allies (I just had breakfast with those ants!) are now a smear mark on
the side of the canyon, and the other characters swear solemn oaths that they
will be avenged!
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