Monday, October 6, 2025

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.

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