Wednesday, October 22, 2025

MTDAA Actual Play 2 - the Need for Speed

Mary and I continued our mission last night, trying out a few new rules along the way. I really like how combat feels in this version of the game, and things flow really well. I feel a little pang of regret, because I wish that I'd crafted this system a decade ago... the rules for Army Ants: Legacy (2013) are double-edged; the core system is vaguely similar to this, but is very clunky and counter-intuitive by comparison. I've tightened and streamlined so much in the intervening years. That book is pretty to look at. I love the organization of it, the design, and all of the 'fluff'. There is very little of that I would change, but the actual mechanics of the rules themselves are worlds apart from what I'm working on now. 

I'm still planning on releasing the game in 48-page books (core rules and then sourcebooks). You can see the progress of the current rules right here.

I'll discuss one thing in a little detail... I was working yesterday on vehicle rules and travel. One of the biggest challenges I've always had with the Army Ants is the conversion of scale and movement. When you look at actual proportions of how fast insects move (and especially how fast they can fly), and then scale these things to comparable 'human scale', the numbers get way crazy. Here's a for instance... a human can walk about 3 miles per hour. In conversion scale-wise to the game, this would mean an ant can walk about 12 meters per hour (a meter is roughly a quarter mile in an apples to apples comparison). However, in the real world, a black ant can travel 8 cm per second! This is 288 meters per hour... scaled to the game, this is the rough equivalent of 72 miles per hour, or 24x as fast as a human. 


Ultimately, I decided that insect scale movement, rated on a scale of 1 to 10 with 3 being 'average', suggests that a typical ant (move 3) can sprint up to 3 cm in one action (1-2 seconds), or can patrol up to 3 cm in one round (6 seconds). This equates to patrolling 30 cm per minute, or 18 meters per hour. This 'feels' appropriate for insects and is pretty clean.   

It gets even crazier for air travel; in reality, a dragonfly can travel 35 miles per hour. This would be over 50 km (we'll round down to 50 km for convenience). This is 50,000 meters. Again, using a meter as 1/4 mile conversion to the game world, this means that a dragonfly (in game terms) can fly the equivalent of 12,500 miles per hour, or 16x the speed of sound. Ultimately, I created a hybrid of truth and fiction as I did for 'walking', setting a vehicle's speed rating of 1 as the baseline for 'slow vehicle', and scaling up to about 10 for most vehicles. Vehicle speed represents meters per round (6 seconds), which 'feels' like a reasonable speed to travel, even though it is not how fast things actually travel. A rating of 1 is still very, very fast in a direct scale conversion (being the equivalent of 150 mph). This becomes a speed that I can live with (and is much faster than ants walk). An ant can sprint 3 cm with one action, or can patrol 3 meters in ten minutes (so 18 meters per hour). I decided that for flying insects, I would keep things at insect scale rather than moving them to vehicle scale; in effect, a jeep or tank is still going to be faster than most flying insects. An insect with fly Move 6 (6 meters ) is slower than a jeep, with its Speed 1 (traveling 1 meter per round of 6 seconds, or 10 meters per minute). Land vehicles are going to have Speed ratings of 1-3, while flying vehicles are going to have Speed ratings of 4+ (capped out at about 10 for a fast jet).

Conversion: Vehicle Speed ratings in km per hour

.5 = .3 km/h (300 meters per hour); equivalent of 75 mph

1 = .6 km/h (600 meters per hour); equivalent of 150 mph

2 = 1.2 km/h; equivalent of 300 mph

3 = 1.8 km/h; equivalent of 450 mph

4 = 2.4 km/h; equivalent of 600 mph

5 = 3 km/h; equivalent of 750 mph (MACH I)

6 = 3.6 km/h; equivalent of 900 mph

7 = 4.2 km/h; equivalent of 1,050 mph

8 = 4.8 km/h; equivalent of 1,200 mph

9 = 5.4 km/h; equivalent of 1,350 mph

10 = 6 km/h; equivalent of 1,500 mph (MACH II)

12 = 7.2 km/h; equivalent of 1,800 mph

15 = 9 km/h; equivalent of 2,250 mph (MACH III)

20 = 12 km/h; equivalent of 3,000 mph (MACH IV)


Tuesday, October 14, 2025

The Heart of the Army Ants RPG

I've made no secret that all of my fantasy RPG work is an effort to recreate the vibe of B/X, while my supers work is always trying to evoke FASERIP. Army Ants comes from a different place, and is very much rooted in the WEG Star Wars game. I specifically loved how the core rules presented the foundation of the game world, but how each supplement fleshed out a specific era or facet. There was the Rebel Alliance sourcebook, the Empire sourcebook, one for each of the movies... it was a pretty cool way to go about building on the core game. I've always envisioned the Army Ants game in the same way; I still have a draft of the 'Ant Forces Sourcebook' and the 'Empire of the Wasps Sourcebook' on my hard drive somewhere, that I started thirty years ago. In a perfect world, I would have been publishing Army Ants supplements for the last thirty years, a la GURPS.

At present, I'm envisioning the latest Army Ants core rules being in the same format as Hack'D and Slash'D. I LOVE that little booklet - it's 48 pages, but the complete rules you need to play. Lulu helps a lot with this; I love the little saddle-stitched format, but they only print those up to 48 pages; it becomes a design challenge to get the core rules down to 48 pages, but I have always liked design challenges. However, it also means that I know a deeper Ant Forces sourcebook and a deeper Wasp Empire book (at the least) are on deck. I mean, I'll probably never get around to actually publishing these, and nobody would buy them if I did, but they're still in my imagination somewhere.

That's the funny thing about Army Ants; I literally have no reason to ever go back to it. It is, far and away, my least successful creative project of all time. I mean, people know me for it, but few people really like it very much. When I release game material for Army Ants, it always sells less than fantasy or supers work. In fact, I kind of know the trends at this point; I will sell 100+ books of a supers system (I've released a few), maybe 50 of a fantasy system, and will struggle to get to 20 copies sold of Army Ants.

But I'm also at the point in my creative process (and in life) where I don't really care how many books I sell. That used to be my primary (if not only) measure of success. Now, my primary (if not only) measure of success is how I feel about it when I'm done. I guess that makes it a vanity project, but I'm okay with that.

Sunday, October 12, 2025

MTDAA AP Session 1

Mary and I did session one for my newest iteration of the MTDAA rules (that you can see here), and it went well. After their helicopter crash landed, the Ladybug Covert Operative Daisy and the Ant Ranger Nomad snuck into the Gnat Compound, took the two towers, and proceeded to machine gun the eighteen gnats and one cockroach that were stationed here. They took some significant damage (both down to fewer than 3 hits by the end), but were victorious. They managed to capture the plans for the new rifle the cockroaches were going to get, and they destroyed the facility where they had created a set of prototypes. Now they are 20 meters from the Hill, and have to find a way to get back home...

The rules are the same rules (basically) for Stalwart '85, so I was familiar with them (duh) and already knew a lot of what worked. This did, however, give me the first opportunity to play test the new rules for actions (everyone takes their first action, then everyone takes their second, then everyone takes their third)... this worked really well. I like it better than how I had it before, so this is going to be something I formalize for S85 in some way in relative soon-ness. The enemies were appropriately-scaled; the gnats they usually could one shot, but the cockroach was really, really tough to kill (because, you know, cockroaches).

I was CLOSE to getting these rules right ten year ago when I did the MTDAA Kickstarter. A lot of the numbers are the same, and character stat blocks ultimately end up being quite similar to those stat blocks, but the math to get there and the way that things work in play are significantly cleaner, simpler, and more intuitive. This is ending up being the game that I wanted MTDAA: Legacy to be. It's really a second edition of that game.

Monday, October 6, 2025

Stalwart '85 Character Advancement

I just posted about how I had to get some clutter out of the way, and suddenly I'm thinking of Stalwart '85 and character advancement... I was thinking that in the comics, characters do grow over time, but it tends to be very slow, with gradual increases in character effectiveness and power, and (once in a great while) bumps in character growth. I was thinking of something like this to tinker with for S85 and character progression...

OPTION ONE 

After every adventure, you have a cumulative 1 in 20 chance of advancing (so after the first adventure, you would have a 1 in 20 chance... after the second a 2 in 20 chance... after the third a 3 in 20 chance)... once you are successful, this resets. If after your third adventure, you roll a 2, you'd get to advance in some way, but the chances of increasing again would be reset to 1 after your next adventure. When you advance, you'd roll 1D6 to see how you advance...

1. Shift Body +1 Die
2. Shift Mind +1 Die
3. Shift Power +1 Die
4. Shift Reflex +1 Die
5. Gain one new Gift.
6. Increase Tier/Level +1.

On average, you would advance once every ten adventures, and you'd advance your tier/level once every 60 adventures. The GM would (of course) set caps on such advancement (or not. Think of Jean Grey becoming the Phoenix as an example of a character who got a pretty significant upgrade).

OPTION TWO

This is a more traditional XP progression. You earn experience points (an average adventure grants 5 xp... you earn 2 xp for an adventure that you do poorly on, but can earn up to 8 xp for a very successful adventure). You bank XP and then spend them to increase traits or tier, or to purchase new gifts.

Traits are 10x the dice value you are moving to... to shift from Might D10 to D12 costs 120 xp.
Tier are 20x the dice value you are moving to... to shift from level 4 (D8) to level 5 (D10) costs 200 xp.
New gifts have a default cost of 100 xp.


My Fickle Muse

First of all, a brief health update: I had my second round of nuclear medicine treatments on October 1, and I'm feeling remarkably well for someone who was given less than 12 months to live 10 months ago. I'm looking forward to crossing that barrier (which is December 10, for those keeping track). I keep setting new objectives for myself: as of now, I want to live long enough to watch my daughter graduate high school in June. Once I accomplish that, I'll set another goal. 

On to gaming stuff. I've been feeling well enough the last week or two to work on gaming-related stuff, and I keep trying to sit down and work on Doc Stalwart. I still have a few miscellaneous things to finish from the Kickstarter before it is 'complete'. While the primary items (the game itself and the adventure; all of the stat blocks for the public domain characters, all of the original character drawings) are done, and I've finished the core items and some stretch goals, I have a few stretch goals yet to achieve. I don't have a dedicated web site (okay, I had a domain but didn't do anything much with it), I have yet to finish the 8-page comic story, and I still have to figure out some VTT support. So, stretch goals remain incomplete, and I'm aware of that. However, I have released several other things (a bonus adventure and some Stalwart Philes with stat blocks, a database of Doc's comic adventures), so I don't feel TOO bad about it - however, these items are still on my to-do list.

The things is, each time I have sat down to work on any of Doc's stuff, I struggle to focus, and the material I've been able to knock out is not up to my standard. I'm having trouble locking in on Doc Stalwart stuff at the moment.

However, my muse REALLY wanted to work on some Army Ants stuff (because that's how she rolls), so I ended up starting a draft of a new Army Ants RPG that is a hybrid of MTDAA Legacy and Stalwart '85. I have come to think that the basic engine for S85 is really, really malleable, and could be used for any sort of setting. You have a basic action ('attack') die based on your character's level, and you have four traits. Three traits are basically the same across games (might/body, reflex, and mind). However, there is always a fourth trait that is unique to that game. In Stalwart '85, it's Power for your superhuman powers. In the Army Ants game I'm tinkering with it's your Spirit (intuition and connection to the natural world). In a fantasy RPG, it would be magic (your ability to wield arcane or faith-based powers). In a Sci-Fi game, it would be whatever stand-in I'm using for the Force. The cool thing is, I can just set thresholds for 'activating' it, and then it's tiered already. For example, it would be easy in a fantasy RPG to say that at Magic D4, you can read magical scrolls, but you don't have any ability to use magic on your own. At D6, you can cast rudimentary spells, but by D20 you're throwing huge fireballs and raising the dead. The force would work similarly; you don't unlock "Jedi" type powers until maybe D8; D6 might be 'sensitive', allowing you to maybe sense things or have a greater connection to the Force than others, but at D8 you get to start minimal telekinesis, while by D20 you're lifting battle cruisers and surviving for short periods in space.

It's a very adaptable basic game engine.



That said, the newest iteration of Army Ants, MTDAA Final Frontier, uses a version of this system. I've got the playtest document that you're welcome to tinker with (as I am doing), and we'll see where this goes. I will get back to Doc stuff soon enough, and maybe I just have to get this out of my system. I often talked with my students about journaling helping writers because you get the clutter out of your mind and onto the page, and then you can do more focused writing. It might be that this is some clutter I need to clear before the next phase of Doc stuff hits me. Thanks, as always, for your support of and kindness towards me. It is truly appreciated.