Saturday, July 30, 2011

What If...

You took a Rubik’s Cube… and 54 geomorphs each reduced to exactly the size of one square on the cube… and you glued them on. Every time the heroes leave a facet and come into a new one, you grab the cube and give it a few random turns. If and when the heroes step off the edge of the cube, you have a chance that they:

1. End up in a portal leading out of the Labyrinth
2. End up in one of the major lairs of powerful creatures that rule the Labyrinth.
3. Wrap around the corner and go to the next facet.
4. Hit a piece of unshaped ethereal space that the Minotaur King has yet to discover. If the heroes are powerful enough (or have recovered a fragment of the true map) they can actually shape this to their will, creating a home within the labyrinth that they can lay claim to.
5. Jump to the next Rubik’s cube you’ve developed, that has 54 different geomorphs affixed to it… (come on, you know you have the free time!)
6. Step off the edge of the universe and fall into the bottomless gulf at the edge of eternity.


Wow this is freaking me out.

I HAVE to build this thing.

Friday, July 29, 2011

The Abyssal Labyrinth

I blame Dyson Logos.

I was halfway through my draft (along with several maps) for the Chronicles of the Splintered Realm: Timbervale volume, when I started working on a series of dungeon geomorphs based on Dyson’s challenge… and that got me thinking about how these would go together… and this got me thinking about the Abyssal Labyrinth… and that got me thinking about Minotaurs… and that got me thinking about the Great Reckoning, and the part they played in it… and that got me writing… and that got me a dozen pages into a draft of a chronicle for the Abyssal Labyrinth, and as of right now, 24 geomorphs into my Labyrinth starter pack.

So, you see, it’s all Dyson’s fault.

My first chronicle is going to be for the Abyssal Labyrith, and it will be out some time in the next week or two. I’ll post some of the geomorphs once I fire up my scanner in the next few days, but I’m having a great time working through this. Let me give you the elevator pitch (this elevator pitch assumes that the elevator breaks down for a while, and you have time to kill to explain the whole thing):

Before the Great Reckoning, the Fates gave Bael (god of evil, twin of Yahalla, ultimate bad guy) a vision of the splintered universe to come. He commissioned one of his key lieutenants, the Minotaur King, to create a massive labyrinth within a huge (nearly infinite) tessaract that exists outside of time and space, and which Bael could then use after the Reckoning to ultimately re-unify the various realms, building a bridge between them that he would control. However, he didn’t account for two things…

First, he ended up trapped at the far fringes of Pandemonium after the Reckoning, beyond even the reach of the Labyrinth.

Second, the Minotaur King learned that Bael planned to destroy him after the Labyrinth was completed; so, the Minotaur King launched a pre-emptive strike and stole the keys from Bael, leaving him unable to navigate his own network, and leaving it totally under the control of the Minotaur King, who still lairs at its very center, deep within a complex network of facets.

I see the Abyssal Labyrinth as a sort of Rubik’s Cube… every time you encounter it, and for everyone who encounters it, it’s different. Basically, the randomization of the geomorphs is its central design component; unless you are a Minotaur (or are being guided by one), you can only travel backward one step, and you can never be sure where your next step will be. It’s a little complicated, but it makes total sense in my head. Let’s see if I can break it down…

You enter the labyrinth through a gate in Del Anon (let’s say an opening at the bottom of a tomb), entering a facet (geomorph) from the ‘west’. As long as you are in the first facet you’ve entered (the first geomorph), you can always turn around and go back… once you move off of this facet in any direction except where you came from (to the next geomorph ‘north, ‘east’ or ‘south’), you cannot go back- the gates that once led backward have been randomized, now sending you in a new direction.

In short, there’s always a random chance that the next facet (geomorph) will be the one you want to get to, but the chances are really, really, really (really) slim. Again with the Rubik’s Cube- you might be able to solve it by turning it randomly, but odds are against you.

There’s a lot more about this, and I’ll drop tidbits in the next few days leading up to the release of the volume.

Friday, July 22, 2011

Chronicles of the Splintered Realm

I’ve been plugging away for the last few days, going through boxes of old notes, finding maps I’d forgotten that I made, and generally unearthing a large chunk of material I’ve created for my games over the last few decades. In short, I like it, and I think that it’s lead me to a solution to my problem of ADD that I discussed last post.

While the Dragon Magazine approach was the one that appealed to me the most, I felt that even that was too schizophrenic, and it felt that way when I was creating material for my previous magazine efforts: Mythweaver Magazine and Mythweaver Adventure Journal. Yesterday, I actually started a layout for Resolute Adventure Journal, thinking that was the way I was going… and then it all came together in my head.

The answer seems to be a series of modules examining different parts of the splintered realm of Del Anon, through the eyes of an adventurer traveling the land. This would give first-hand accounts of places and people, while introducing new things each module: classes, races, magic, monsters and adventure locations that would be specific to that region. This wouldn’t be a highly-focused series of gazetteers, primarily insofar as you don’t get consistent content from issue to issue (or volume to volume seems more appropriate).

My goal is to have Chronicles of the Splintered Realm Volume 1: Timbervale done my August 1. I’d love to get one out monthly after that, but if I can go bi-monthly, that would be a win. I think that a reasonable expectation for each of these chronicles would include a checklist to the effect of:

- at least 1 adventure (or a few short ones)
- at least 6 new monsters
- a sizeable addition to the game’s magical background (a new spell book with 5 spells one chronicle; a dozen potions when the area boasts a powerful alchemist; special armors when I outline an important dwarven community of smiths; etc.)
- something for players (a listing of new abilities; a handful of new races; lifepath character builders)
- something for referees (rules for specific situations; a handful of trap designs; encounter or location generators)
- a significant contribution to the flavor of the realm itself. This could be an essay on the realm, a viewpoint of a particular creature, relating an important historical event, or an in-depth discussion of beast lore about a specific creature or creatures as a companion to the monsters listed.

While I see these chronicles being somewhat themed; if I detail a section that borders a large waterway and relies on water-borne trade, I could see ship rules, water-breathing races, sea monsters, and an adventure involving pirates all finding their way in.

This feels like it accomplishes all of my goals for the game, and gives me a chance to work on everything at once.

Wednesday, July 20, 2011

Hi, I'm Mike... and I have Gamer ADD...

I know that I’m not alone in my gamer ADD. I get a few pages into a project, and I get an idea for something else, and start jotting notes… and before I know it, I’m a few pages into the next project. I’ve got a bunch of material done for Resolute, but it’s all over the place and I’m not sure what to do with it… for instance:

- I have several pages, maps and a ton of notes for a campaign guide to the north coast. This would be an updated and expanded gazetteer to the lands of Del Anon immediately after the Reckoning.
- I've got pages and pages of notes on the City of Beldin Mere
- Ditto for Jurris' Crossing
- I've got several different starts and drafts for a book of monsters
- I've got a few pages of notes for a player/hero companion that could be included with, or could be separate from, a book of magic
- Adventures I've got several short adventures in various states of completion, and a handful of longer adventures with the foundation going...

I am trying to decide how best to build the game. My instinct right now (as of this minute that is- this is subject to change before I go to bed- and then again at 3 in the morning- and again tomorrow during breakfast) is to focus on adventures. As a kid, I liked that each adventure you purchased not only came with some cool maps, but also included a handful of new monsters, some magical items, a piece of the world (with some historical background and maybe even a town or city map). You got chunks of it at a time, and eventually started to piece it all together. I already see how all the pieces fit; I’m just trying to figure out how to put it out on a consistent basis. The only things that don’t fit here are the expanded notes for players, although those could easily be a one-off micro-book.

Going the adventure route, I could work out rules for sea travel and boats in the expedition to the lost island, and I could work out overland travel and hostile environment survival for the adventures in the Vale of Eternal Winters…

But, I also know that this gives you drips and drabs of ‘new content’ for the game, rather than solid books. At this point in the game’s development, a full round of monster/hero/gm books is probably in order, if for nothing else than to solidify a base of content for players…. Hrmmm…

See, I was wrong. It didn’t even take until bed time to change my mind again!

Lastly, I could go back to the magazine route, with each issue having some monsters, some setting material, some spells, and the whole Dragon Magazine vibe that everyone and his brother is trying to do right now... the only difference is, this one would be me!

Okay, now that's the one I want to do! See?! It's driving me CRAZY.

Thanks for your time.

Tuesday, July 19, 2011

The Adventurer Archetype: House Rules

Unlike the other archetypes that give you access to a unique ability, the adventurer archetype gives you access to all abilities from every archetype; however, your role as ‘jack of all trades’ also includes the limitation ‘master of none’, meaning that you can never invest more than 9 CPs (a +5 rating) into any one ability. Your lack of focus limits you from achieving mastery in any one field. However, the adventurer archetype allows you to use an aura of healing while swinging your sword (in which you are specialized), using your arcane bolt after stealthily moving in on a foe.

You may use magic (from items and spells) to increase your ability ratings beyond this +5 threshold, and your racial bonuses apply normally.

Since the game doesn’t allow you to cross-class, this becomes the cross-class archetype; the meeting place of all the archetypes. Now you can make your elfin fighter/thief/mage without figuring out the best archetype for it; good luck finding enough points to make it work, though!

Here’s a 30 CP adventurer trying to do everything…

Arcane Bolt +3; Arms +2; Aspect +2; Aura +3 (Healing 2/Evade 1); Burglary +2; Evade +1; Intuition +2; Might +3; Resolve +1; Stealth +3; Weapon Specialist +3
Sword attack (attack +3/damage +5)
Spell attack (attack +3/damage +3/range 3)
Soaks +2 physical/+3 magic

Conversely, here’s a 30 CP fighter who just wants to be good at fighting…

Arms +5; Evade +2; Might +6; Resolve +1; Weapon Specialist +4
Sword attack (attack +6/damage +9)
Soaks +5 physical/+0 magic

And here’s a 30 CP magician who (you guessed it) focuses on magic

Aspect +4; Arcane Bolt +6 (2 spells); Evade +2; Lore +3; Resolve +2
Spell attack (attack +6/damage +4/range 6)
Soaks +4 magic/+0 physical

- The adventurer has an average attack of 10 and average damage of 9.5
- The warrior has an average attack of 13 and average damage of 16
- The magician has an average attack of 13 and average damage of 11.

On the whole, the adventurer is going to give you less damage output (in terms of pure combat ability) but has so many cool things he/she can do. In a small group (or solo), the adventurer is going to be exceptionally handy to have around; in a larger group, the adventurer is going to play second fiddle to everyone...

By the way, if we take our sample adventurer above and push each of his abilities to +5 (9 CPs), that puts him at exactly 99 CPs, the human limit; this doesn't factor in picking up some spells to link with arcane bolt, shield use, two weapons, or a little bit of lore to supplement his arcane knowledge. In short, the character is going to be about difficult decisions with every CP you get...

Sunday, July 17, 2011

Stacking and Bonuses: House Rules

I’m thinking about shields, auras, and gear. Basically, as I’ve been playing (managing up to 6 heroes and 4 villains at a time), I’ve found the numbers a bit unwieldy when it comes to shields, auras and gear.

Here are the problems:

The way the numbers crunch (especially in play) becomes a bit cumbersome. I like the crunchiness of the numbers (since it gives you a great deal of granularity in spite of the limited total ratings inherent in the system)… however… I find that this is a lot of math to do in play. I’m also somewhat dissatisfied with how magical items (armor and weapons specifically) feel in play; you pick up a magical short sword, but it is no better than your normal short sword, because you are already at your cap. Unless the sword (or another item) actually increases your arms rating, you can’t get a benefit from this weapon at all. That feels wrong. Finally, I’m finding that every time I go to build a hero, I don’t want to take shields, only because it means I’ll have too much math to do in play. This is wrong… Similarly, the math with auras gets tricky in play; if you activate an aura of might +3, you have to figure out every hero’s existing might (including full CP investment), and then add +3, and re-calculate. When you switch between multiple auras during a fight, this gets to be a bit of wrangling.

I’m going to play with house rules that simplify these abilities. Here’s what I’m going with:

For auras, you have a total number of bonuses from auras based on your rating, but you can never have more than half of your aura points in one aura. For instance, with auras +8, you can have an aura of healing +4, and aura of evade +3, and an aura of might +1; this restores 4 wounds to allies when active, gives a +3 shift to allies when evade is active, and gives a +1 shift to might of allies when active. Everyone gets the same shift, whether it’s based on a +0 rating or a +10 rating. I’m a bit concerned about a hero with aura +10 granting a +5 shift to might (since this grants upwards of 25 CPs of might), but since it’s hard capped at +13, that solves the problem to some degree. It also limits the effectiveness of healing, which I rather like… aura of healing can now end up no better than +5. Previously, to get aura of healing +5, aura of evade +3, and aura of might +2, you spent 15 CPs, but odds were good that the people you really wanted to get the boost from might and evade, your main front-line fighters, had abilities beyond these bonuses anyway, and they were wasted. Now, everyone gets that +2 might; the magician with might +0 and the fighter with might +9 both benefit.

For shields, you get a progressively better shield based on your melee arms ability, not your might; a hero with low might ended up with no shield, and I found that the heroes I wanted to have the best shields were those who were trying to compensate for low might with something else; it became counter-intuitive.

- With arms (melee) +1, you can wield a small shield (a level 1 item), granting +1 to all evade rolls against enemy attacks (physical and magical).
- With arms (melee) +3, you can wield a medium shield (a level 3 item), granting +2 to all evade rolls against enemy attacks (physical and magical).
- With arms (melee) +6, you can wield a large shield (a level 6 item), granting +3 to all evade rolls against enemy attacks (physical and magical).

Further, magical shields, swords and armor are going to be rated based on their magical power:

- Enchanted items (DR 10) grant a +1 shift to the rating. Considered 2 levels higher.
- Mystical items (DR 20) grant a +2 shift to the rating. Considered 4 levels higher.
- Relics (DR 30) grant a +3 shift to the rating. Considered 6 levels higher.

The DR is for rolling as part of a treasure; when a weapon, armor or shield is found, roll 2D + foe level (modified by treasure rating); at 10-19, it’s enchanted, at 20-29 it’s mystical, and at 30+ it’s a relic. A dragon of level 14 with treasure +4 has a slight chance of having a relic hidden in his lair (needing a roll of natural 12 on the dice), and anything less than that won’t have a relic in its lair. This makes sense. You don’t find relics just sitting around.

A character with arms +1 can wield a dagger +1, but he can also wield an enchanted dagger +1/+1 (dealing +2 wounds), a mystical dagger +1/+2 (dealing +3 wounds), or a relic dagger +1/+3 (dealing +4 wounds).

- A normal dagger is a level 1 item, valued at 1 gold
- An enchanted dagger is a level 3 item, valued at 10 gold
- A mystical dagger is a level 5 item, valued at 100 gold
- A relic dagger is a level 7 item, valued at 1000 gold. It is quite unlikely that anyone would bother making one of these... the bonus far outstrips the item itself

(and I think I'm going to house rule as well that relics have to have at least a +3 base rating... if not higher. It makes sense to me that enchanted items could be as low as +1, while mystical items would be at least +3, and relics would be at least +6). The last thing you want to have happen is for your fighter of level 2 to decide he's putting aside his magnificent Dagger of the Valhallan Archangels +1/+3 because he can pick up a bastard sword +4 in a shop in Beldin Mere that will do the same thing...

Now, there’s a bit of benefit for a hero with lower ratings to take enchanted weapons; for instance, a young fighter with a short sword +3 (linked to his arms +3) finds an enchanted long sword +4/+1. He can only get +3 from the base weapon (his rating, the same as his short sword), but can now get the benefit of the +1 enchantment, giving him a +1 to his existing damage rating; when he increases his arms to +4, he gets another +1, and now uses the weapon to its full potential. The weapon is effectively as powerful as a +5 weapon, but can be used by a hero who normally could only use a +4 weapon; however, the weapon costs as much as a +6 weapon if you were to purchase it in store (which in Del Anon you can’t).

I am somewhat concerned about shields specifically here, but I think I can accept it; to fully abuse the system, you take arms +6 (12 CPs), you take shield use (2 CPs), you take evade +6 (12 CPs), you take auras to +6 (12 CPs) and designate +3 to evade; you purchase/find/beg, borrow or steal a relic large shield +3/+3 (shields have to be the exception to the rules I listed above... darn. I'll have to work on this). Your evade is 6+3+3+3=+15… you would be hard capped at +13. You’ve invested a great deal into being able to evade your enemies (an investment of 38 CPs), but you are virtually untouchable. You may as well only have an aura of evade +1, since you’ll hit your hard cap of +13 anyway. You are VERY difficult to hit, although at this level (looking at 50+ CPs at minimum to get this many points to distribute), you are going to face foes taking at least +8 to their attacks, giving them a chance (albeit a slim one) to hit you; foes will need at least +10 to really have a shot, although I’d suspect at this level you’ll be facing many of those; as well as foes who can charm, stun, mesmerize, breath weapon, paralyze and generally impede you in other ways that your shield cannot stop. If a foe is dumb enough to walk up to you and try to go toe-to-toe, that’s its fault.

Capping Out the Game

I've spent the evening jotting some notes... here is post 1 of 2 for the night:

I’ve conceived of 99 CPs as max level for the game, and this is all well and good, but I think that the realistic high end for gaming is going to end up in the 50 CP category. I basically see every 50 CPs as approximating an old school D+D level 10, based on this:

5 CPs = level 1
10 CPs = level 2
15 CPs = level 3
20 CPs = level 4
25 CPs = level 5
50 CPs = level 10
100 CPs = level 20

This means that Resolute characters cap out just before achieving ‘level 20’ in D+D terms. It also means (as I always felt with D+D back in the day) a hero hits his max playability around level 10 or so (i.e. Resolute level 5, or 50 CPs) and beyond this, becomes quite powerful and difficult to truly challenge. Resolute appears to do the same thing, on the whole. At 50 CPs, with access to excellent gear, you can build a killer character who can take on pretty much anything. I'm using this as my rationale for some of the house rules I'll be proposing and playing with over the next while...