Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Friday, June 9, 2023

Did you know I wrote a Universal/Generic RPG in the 1980s?

...and that the free PDF version has been downloaded nearly 14,000 times since it was "re-released" back in 2011?

It's been a while since I mentioned The System around these parts. The System is the universal RPG that I originally wrote as a high-schooler in 1985, abandoned when I realized GURPS had hit the market, then finally resurrected when I discovered the OSR back in the early part of 2011 (though had yet to understand what a retro-clone was... which The System is definitely not). If you've never heard of The System, it was actually the first New Big Dragon RPG product ever published (in the early months of 2011), and the one that set the ball in motion for what I've done since. Below is how the "original edition" appeared in the mid 80s (on the left) and how it appears now in the "25th Anniversary Edition" (on the right). I suppose I should start getting ready for the 40th Anniversary Edition in 2026.



I'm quite willing to admit the game has its flaws... I mean, c'mon, I was 16 or 17 when I wrote it. (e.g., there is a very convoluted constitution-to-hit-point system, and there is an innovative but ultimately ill-conceived initiative and movement tracking system, and while it purports to handle supers among its genres, I can't claim that it actually scales to reflect the expanse of power levels between the weakest and strongest heroes). But over time, I have more and more appreciation for the fact that it uses d6s only, and led to some underlying things that Welbo and I would like to see become part of a "2nd Edition" of The System. (Should we ever get back to it.)

There have been some interesting developments over the last ten or twelve years. For example, it was poised to become a guy in Brazil's replacement for GURPS. I've also received several emails over the years with people asking about using the underlying system as a framework for other games (both tabletop and computer-based), though nothing has ever materialized from those inquiries.

• If you want the full story on The System, check out this post.
• To download a free PDF from MediaFire, click here
• To buy a print copy of The System from Lulu, head over here.

Monday, November 6, 2017

The System Surpasses 10,000 Downloads!!!

So it seems that while I've been asses and elbows over the last few months with real-world client work, PDF downloads of my generic RPG The System surpassed 10,000 total downloads! The System is the universal RPG that I originally wrote as a high-schooler in 1985, abandoned when I realized GURPS had hit the market, then finally resurrected when I discovered the OSR back in the early part of 2011 (though had yet to understand what a retro-clone was... which The System is definitely not).

As a published RPG product, it predates the other things for which I'm known (including the d30 DM Companion, the otherwise first of my published products). It has been available as a free PDF download (direct from this link) and in print-on-demand from Lulu.com.

If you've never heard of The System, here's the topline overview... I originally wrote/designed this in late 1985/early 1986 (when I was about 16 years old) before other universal role playing systems were available on the market. As I was getting ready to playtest it with my friends, a guy in our gaming group brought in a copy of the (then) newly-released GURPS, and I shelved my system in the disappointment that comes with having someone beat you to the punch. In 2011, I "rescued the from oblivion" (that is, I scanned the old daisy-wheel printed version that came from my dad's word processor at work), gave it a (very) quick polish to the ruleset, and typeset it with a decidedly retro (1st generation) RPG feel to it.

As stated previously, I'm quite willing to admit the game has its flaws... I mean, c'mon, I was 16 or so when I wrote it. (e.g., there is a very convoluted constitution-to-hit-point system, and there is an innovative but ultimately ill-conceived initiative and movement tracking system, and while it purports to handle supers among its genres, I can't claim that it actually scales to reflect the expanse of power levels between the weakest and strongest heroes). But over time, I have more and more appreciation for the fact that it uses d6s only, and led to some underlying things that Welbo and I would like to see become part of a "2nd Edition" of The System. (Should we ever get back to it, but may something it takes us 10 or more years to complete.)

• If you want the full story on The System, check out this post.
• To download a free PDF from MediaFire, click here.
• To buy a deeply-discounted print copy of The System from Lulu.com, head over here.

Thursday, July 7, 2016

The System Surpasses 9,000 Downloads

It seems like the only time I mention The System on this blog is when it hits another download milestone (which is because the only time I mention The System on this blog is when it hits another download milestone). The System is the universal RPG that I originally wrote as a high-schooler in 1985, abandoned when I realized GURPS had hit the market, then finally resurrected when I discovered the OSR back in the early part of 2011 (though had yet to understand what a retro-clone was... which The System is definitely not).

As a published RPG product, it predates the other things for which I'm known (including the d30 DM Companion, the otherwise first of my published products). It has been available as a free PDF download (direct from this link) and in print-on-demand from Lulu.com.

Well... some time over the last few days, the free downloads of The System from my MediaFire link surpassed the 9,000 mark (which does not include downloads from co-located downloads, like the one at 1KM1KT).

If you've never heard of The System, here's the topline overview... I originally wrote/designed this in late 1985/early 1986 (when I was about 16 years old) before other universal role playing systems were available on the market. As I was getting ready to playtest it with my friends, a guy in our gaming group brought in a copy of the (then) newly-released GURPS, and I shelved my system in the disappointment that comes with having someone beat you to the punch. In 2011, I "rescued the from oblivion" (that is, I scanned the old daisy-wheel printed version that came from my dad's word processor at work), gave it a (very) quick polish to the ruleset, and typeset it with a decidedly retro (1st generation) RPG feel to it.

As stated previously, I'm quite willing to admit the game has its flaws... I mean, c'mon, I was 16 or so when I wrote it. (e.g., there is a very convoluted constitution-to-hit-point system, and there is an innovative but ultimately ill-conceived initiative and movement tracking system, and while it purports to handle supers among its genres, I can't claim that it actually scales to reflect the expanse of power levels between the weakest and strongest heroes). But over time, I have more and more appreciation for the fact that it uses d6s only, and led to some underlying things that Welbo and I would like to see become part of a "2nd Edition" of The System. (Should we ever get back to it, but may something it takes us 10 or more years to complete.)

• If you want the full story on The System, check out this post.
• To download a free PDF from MediaFire, click here.
• To buy a just-over-cost print copy of The System from Lulu (for $3.95), head over here.

Sunday, June 28, 2015

The System Surpasses 8,000 Downloads

It's been a while since I mentioned The System around these parts. The System is the universal RPG that I originally wrote as a high-schooler in 1985, abandoned when I realized GURPS had hit the market, then finally resurrected when I discovered the OSR back in the early part of 2011 (though had yet to understand what a retro-clone was... which The System is definitely not).

Some time on this Friday just passed, the free downloads of The System from my MediaFire link surpassed the 8,000 mark (which does not include downloads from co-located downloads, like the one at 1KM1KT).

If you've never heard of The System, it was actually the first New Big Dragon RPG product ever published (in the early months of 2011), and the one that set the ball in motion for what I've done since. Below is how the "original edition" appeared in the mid 80s (on the left) and how it appears now in the "25th Anniversary Edition" (on the right).



I'm quite willing to admit the game has its flaws... I mean, c'mon, I was 16 or 17 when I wrote it. (e.g., there is a very convoluted constitution-to-hit-point system, and there is an innovative but ultimately ill-conceived initiative and movement tracking system, and while it purports to handle supers among its genres, I can't claim that it actually scales to reflect the expanse of power levels between the weakest and strongest heroes). But over time, I have more and more appreciation for the fact that it uses d6s only, and led to some underlying things that Welbo and I would like to see become part of a "2nd Edition" of The System. (Should we ever get back to it.)

There have been some interesting developments over the last four years or so. For example, it was poised to become a guy in Brazil's replacement for GURPS. I've also received several emails over the years with people asking about using the underlying system as a framework for other games (both tabletop and computer-based), though nothing has ever materialized from those inquiries.

• If you want the full story on The System, check out this post.
• To download a free PDF from MediaFire, click here.
• To buy a print copy of The System from Lulu, head over here.

Monday, July 28, 2014

Getting all "game theory" on your asses...

DOCUMENT LINK [PDF]
MDA: A Formal Approach to Game Design and Game Research
Authored by Robin Hunicke, Marc LeBlanc, Robert Zubek

I downloaded this doc (above) a while back, "re-discovered" it floating around my desktop this morning, and thought I'd share it with all of you. I think I may have originally found it on the internet while googling my name in relation to game design, as you'll notice one of the authors is a "Marc LeBlanc" (no relation to yours truly).

Here's the paper's abstract:
In this paper we present the MDA framework (standing for Mechanics, Dynamics, and Aesthetics), developed and taught as part of the Game Design and Turning Worshop at the Game Developers Conference, San Jose 2001-2004.

MDA is a formal approach to understanding games – one which attempts to bridget the gap between game design and development, game criticism, and technical game research. We believe this methodology will clarify and strengthen the iterative processes of developers, scholars and researchers alike, making it easier for all parties to decompose, study and design a broad class of game designs and game artifacts.

"MDA" (Mechanics-Dynamics-Aesthetics) is a game design framework used a tool in game analyzation. It breaks a game into three components (mechanics, dynamics, and aesthetics... duh), and provides "precise definitions" for each, as a way of understanding how they relate to one another, as well as how they relate to the player experience. From wikipedia:
Mechanics are the base components of the game -
its rules, every basic action the player can take in the game,
the algorithms and data structures in the game engine etc.


Dynamics are the run-time behavior of the mechanics
acting on player input and "cooperating" with other mechanics.


Aesthetics are the emotional responses evoked in the player -
joy, frustration, fantasy, fellowship.


I could go on here and list a bunch of other stuff from Marc's website (including his classification of "eight kinds of 'fun'"), but I'll just send you his to web page instead. Dig through the stuff there, and feel free to comment below on what strikes your interest and feels particularly relevant to you and why. (I, myself, am overwhelmed with client work right now, so I have not had too much of a chance to dig, and will likely have little chance to respond right away, but don't let that stop you.)

Tuesday, July 15, 2014

Borrowing Champions' Damage Model for D&D?

NOTE: 3.5's Unearthed Arcana introduced a similar system to the one outlined below. I have never played 3.0/3.5/4.0, so was unfamiliar with UA's integration of this concept into D&D when conceptualizing and writing the post below, and only found it in retrospect as a result of research for this post. I also believe that the overall mechanics of later D&D editions are substantial enough that the system below would be more in line with OD&D than almost any other edition.

Sometime over the weekend, I had a thought about appropriating Champions' use of Stun/Body points for D&D. If you're not familiar with Champions', it uses a "stun" rating to track the kind of damage that might knock out a character (either through bashing, system overload, or just plain wearing them down), while a "body" rating tracks truly lethal damage. Stun is calculated by adding up all the pips on the damage/effect roll (Champions uses only d6s), and each result of a "6" does 1 body point of damage (in addition to any stun points.)

Here's where my D&D thinking is going right now...

A monster's (or character's) hit points are treated as their stun rating, and their hit dice are treated as their body rating; the stun rating would include hit points modifiers to their hit dice (e.g., the "+2" in "3+2" would be included), but the "body" rating would ignore it (e.g., a 3+2 creature would only have 3 body points). Character hp/HD would work the same.

– a small weapon (e.g., a dagger, an arrow, etc.) would do 1d6
– a medium weapon (mace, sword, axe, etc.) would do 2d6
– a 2-handed/pole weapon (halberd, 2-handed sword, etc.) would do 3d6

Reducing a monster/creature/character to 0 hp (or lower) is simply knocking them unconscious. But reducing their HD to 0 or below would kill them. The number of rounds a creature remains knocked out/unconscious is 1 round per hit point below 0 (e.g., -3 hit points would mean the creature remains unconscious for 3 rounds). Kill shots are automatic for anyone attacking a knocked out creature (basically the same as if they were put to sleep).

In this context, a 5th level MU and a 5th level fighter would take the same number of body points to kill them (after all, they are both rather experienced by this point), but the MU would be knocked out much sooner than the fighter (assuming, of course, an median number of hp rolled on variable HD).

Now, imagine an encounter where a party of first level characters is locked a battle with a bunch of 1HD creatures (e.g., skeletons). The MU is out of spells for the day, so he pulls out his dagger; he's got a decent chance of knocking the skeleton down/out for a bit, but only a 1-in-6 chance of killing it on any successful strike. By comparison, the fighter pulls out his halberd; each time that fighter lands a successful hit on one of those skeletons, he's got a 3x greater chance of killing it.

Healing would have to be re-figured overall. For example, a healing spell would now need to restore a limited number of body points (rather than stun/hit points). And since hit points restore more quickly, healing would be more directly related to body points.

I don't see reduced HD ("body") points affecting attacks. E.g., a 5HD creature would not attack/save as a 4HD creature if reduced from 5 to 4 body points. Experience/ability doesn't go away as these body points are lost.

Thoughts?

Wednesday, July 2, 2014

The System Hits 7,000 downloads!!!!!!!

If you've followed this blog for longer than a year or so have heard me mention The System, the universal RPG that I originally wrote as a high-schooler in 1985, abandoned when I realized GURPS had hit the market, then finally resurrected when I discovered the OSR, but a year or so before I became part of the OSR blogosphere proper.

Long story short, it's just hit 7,000 downloads from MediaFire (which does not include downloads from 1KM1KT). So you don't have to search through that site, download links can be found at the New Big Dragon web site.

If you've never heard of The System, the original story is here. It was actually the first New Big Dragon RPG product ever published (in the early months of 2011), and the one that set the ball in motion for what I've done since. I'm quite willing to admit the game has its flaws... I mean, c'mon, I was 16 or 17 when I wrote it. (e.g., there is a very convoluted constitution-to-hit-point system, and there is an innovative but ultimately ill-conceived initiative and movement tracking system, and while it purports to handle supers among its genres, I can't claim that it actually scales to reflect the expanse of power levels between the weakest and strongest heroes). But over time, I have more and more appreciation for the fact that it uses d6s only, and led to some underlying things that Welbo and I would like to see become part of a "2nd Edition" of The System. (Should we ever get back to it.)

Tuesday, June 24, 2014

Valley of the Five Fires Microgame Update

Over the weekend, I finally received my beta print chits/counters for the Valley of the Five Fires microgame. Superior POD is seriously backed up right now, so the chits I'd hoped to have for the NTRPG Con (on June 6th or 7th) just arrived Saturday (June 21st). Even the expected date was more like the 10th or 11th. Knowing the chits would take a while to get here, I delayed finishing up the edits to beta version of the rules, but given the chits are here now, I suppose I can finish this up by end of week. Give me another week or so, and I'll put out the official call for playtesters. (BTW, feel free to express interest here, but please understand I will probably only cull testers from the "official" calls when they happen.)

Tuesday, March 4, 2014

Valley of the Five Fires Wargame Test/Update
Beta Version 98% Ready

Welbo and I actually finished our most recent playtest of the Valley of the Five Fires wargame on Sunday night. Long story short, it was a rousing success! Huzzah! (Which is to say, "I won!")

THE BIG CHANGES...

Combat
The original mechanic was based on a number of d6s rolled equal to the chit's Attack Rating (from 1d6-4d6), both sides rolled, and the difference was subtracted from the lower roller's Wound Points as damage. This was repeated until one of the two combatants was dead. While it seemed good in theory, in practice it was... well... it just wasn't fun. Weaker opponents died pretty much 100% of the time, regardless of whether the advantage was 4d6 to 3d6 or 2d6 to 1d6. The reworked mechanic was based on a 2d6 roll on an odds table (like the ones on this post, but with 2d6 instead of 3d6), and a separate damage roll (based on the result of the 2d6 roll). At first glance, it would seem that 2 rolls per "round" would be more confusing and take longer than 1 roll per "round," but not so. It was smoother, much more balanced, and makes even the 1d6-Attack-Rating Skeletons potentially deadly (but mostly "potentially").

Encounter Wound Points
Given the deadliness of even minor encounters under the new combat paradigm (yes, I used the word "paradigm," what of it?), the Wound Points (i.e., "hit points") for all the animals, monsters, and warriors (player and NPC warriors alike) had to be re-thought. In most cases, their Attack Ratings stayed the same, and only the Wound Points were adjusted (usually down by about 1/2) so that combat resolution didn't take forever.

Added Victory Condition
Originally, winning the game required only acquiring all four of the Luuzhin coins. The updated victory condition requires the player make it back to their base camp to return the acquired coins to their Khan (the player parties are searching on behalf of their respective khans). This creates a bit of a gauntlet during the last moments of play, and creates some extra tension.

TO ANSWER THE PLAYING TIME QUESTION...

Somebody asked the playing time. I think given the most recent experience, whether you're playing with 2, 3, or 4 players, I'm thinking about 2 hours. Ironically, having more players potentially shortens the game time, while fewer players means it could take longer. With a certain number of spaces on the board that have to be investigated, more players means investigating them goes more quickly. And fewer players means investigating them goes much slower (duh).

WHAT'S LEFT...

At this point, I just need to retype the rules to accommodate all the little tweaks we've made along the way, as well as the re-figured combat rules. I'm not quite ready for volunteers yet, but give me a week or so, and keep your eye on this blog. Most likely, the next post I make about the game will be the call for beta playtesters, and I'll tell you what/who we're looking for, and how we'll choose. Welbo and I will probably run a few sessions via Roll20 (with 2 recruits per session), but we'll also likely be sending out some "prototype" versions to a few others (for blind play, without our assistance with the rules).

Saturday, February 22, 2014

The Return of Riot Squad Saturdays

"Soldiers of Ukraine's Internal Troops in riot gear and protesters clash at Bankova str, Kiev, Ukraine.
December 1, 2013" by Mstyslav Chernov/Unframe .


Partly due to the recent events in the Ukraine, and partly due to the fact that Welbo and I are in the final stages of the pre-beta release of the Valley of the Five Fires wargame, and partly due to the fact that I'm having to give a serious "re-boot" of my blogging after a period of work-load inundation, I'm re-starting Riot Squad Saturdays.

At this point, I really have nothing new to share or report regarding further development of the game, other than I think I really need to focus on what the basic scenarios are for the game. (This is something I knew but didn't want to admit, and it took Welbo pointing it out for me to say, "Okay.")

Now, some of you who've read these posts in the past may remember this is an idea I've had sitting around since the mid-90s. (Damn! Really? This idea is 20 years old? Wow.) Okay, anyway... back then, I'd only developed the thinnest of skeletons of an outline (e.g., movement was nothing more than a outline item labeled as "Movement"). I did, however, think through how I wanted the dice mechanics to work - simple counter vs. counter resolution, where (based on initiative) the "attacker" rolls and decides the fate of the "target". The charts were originally 4d6-based. Why? I have no freaking idea why I wanted something that cumbersome, or peaked at its center-point (percentile-wise in terms of chance of the result). But in re-looking at those charts, I realized 2d6 was more than adequate, provided more variance in result, and felt more "old school." Below are the adjusted charts (only the numbers under "roll" changed from a 4d6 to a 2d6 spread, otherwise, the content is essentially the same per the original mid-90s charts).



At this point, my thinking is that movement will be scenario-based, and that game resolution will be primarily driven by the resolution charts. By comparison, the Valley of the Five Fires games requires a lot of referencing of the rules based on the specific encounter (e.g., there are 8 different types of place encounters, each of which has its own way of affecting the game). Ultimately, the Valley of the Five Fires game is encounter driven, while I see Riot Squad as very resolution driven.

As a reminder, here are the various scenarios I've imagined so far...

SCENARIO 1A: "Protective" Protestors vs. Police
Protestor Goal: Protect target zone from "invading" force (e.g., eco-protest vs. corporation).
Police Goal: Break protestor zone of defense to occupy target zone.

SCENARIO 1B: "Aggressive" Protestors vs. Police
Protestor Goal: Expand zone of control by increasing protestor population.
Police Goal: Reduce protestors' zone of control (minimize population).

SCENARIO 2: Revolution
Revolutionist Goal: Expand zone of control to entire map.
Government Goal: Quash revolution (eliminate all zones of control).

SCENARIO 3:Traditional Riot
Rioter Goal: Looting and vandalism.
Police Goal: Arrest looters and vandals while keeping collateral damage to a minimum.

SCENARIO 4: Gang War
Gang Goal (Multiple Gangs): Increase zone of control and grow body count of opposition.
Police Goal (Optional): Arrest as many gang members as possible.

"Black Vulmea" Mike suggested an alternate condition regarding the arrival of media/reporters on the scene. This actually brings up a new discussion point regarding the game. Welbo and I have always tried to rely on the conceit that anything we develop for "old school" products (e.g., this sort of "zip bag" wargame) be seen from the POV of the time period in which we wished we'd developed the game. In 1980, that meant something much different than 2014, where social media outlets put things in the public eye within seconds of its occurrence. But I'm not opposed to offering "1980 Conditions for Victory" vs. "Contemporary Conditions for Victory," with the alternate rules conditions based on "the way things were" vs. "the way things are."

Thoughts? Scenario ideas? Feel free to comment below.

TO BE CONTINUED... next Saturday.

Saturday, February 8, 2014

Valley of the Five Fires Wargame Test/Update


Welbo and I finally had a chance to dig back into playtesting the Valley of the Five Fires wargame last night (using Roll20 rather than face-to-face per our last test). Playing time was approximately 1 hour and 45 minutes from beginning to end (including a bit of set up). It actually went pretty damn well! I can't think of any play contingency encountered that wasn't already dealt with in the rules. And even though I was losing the entire game, the rules allow plenty of chances for come-from-behind victories (and even within the last couple of moves, I still had a chance to come from WAY-WAY-WAY behind and win). We actually played the entire thing out using the standard victory conditions, so 1:45:00 wasn't a bad time.

We just need to tweak the stats for the monster and animal encounters, and may be ready to open testing up to others in the next week or two. (Look for updates/calls to come.)

Saturday, January 11, 2014

V5F Microgame: Test Session Report



Last night wasn't so much of a "playtest" of the Valley of the Five Fires Microgame, as it was a chance to put the encounter/player stats through the ringer. It consisted mostly of rolling d6s, doing some minor math, and trying a bunch of variants.

After the first playtest, were afraid of some of the encounters being too deadly, and others being too much of a pushover. But after a discussion of potential player strategies, we came to the following conclusions:
1) Math is hard.
Seriously... when you're rolling multiple d6s (e.g., one person is rolling 2d6, and the other is rolling 3d6), and then each side gets bonuses to the roll (e.g., 2d6+3 vs 3d6+2), and then you have to subtract the lower roll from the higher, it slows the hell things down! Not what we want in this kind of game. It's different when all of the penalties/bonuses are to a single target number on an attack roll. But when there are modifiers to two opposing rolls, and then you have find the difference, it was WAY too cumbersome.

2) Encounters should be deadly.
The worst that happens is that you "start over" from your home space with a "new" Player Party. Early on in the game, the risk for the Experience Points earned is worth the chance of losing anything you've got. Late in the game, you've hopefully earned enough XP that the encounters aren't so deadly.

3) The pushover encounters are really there as a nuisance.
They force the end of your turn, and the Experience Points earned are almost insignificant. Early on the game, they provide the chance of "safely" earning Experience Points. Late in the game, they remain a nuisance as you race to complete the quest (and win the game).
Here's the conclusion to which we came...
"It was fine the way it was. It needed some tweaks, but not an overhaul."

I think we Welbo and tested the game on New Year's Day, we played it too safe. We were both trying to avoid encounters and acquire the quest items as quickly as possible, and we paid for it... with our lives! (We were playing the "quick" game option where you didn't "start over" when you died, you were just out of the game. We're thinking about eliminating this play option altogether; hopefully it will change the player strategies, so they're not so concerned with dying that they're always trying to play it safe.)

The next full playtest should be interesting. We're looking at trying it through Roll20. If that goes well, we'll probably start reaching out for other virtual playtesters the last week of this month.

Thursday, January 2, 2014

Valley of the Five Fires Microgame Playtest Report



Welbo and I met yesterday to run the first official playtest of the Valley of the Five Fires Microgame, and I am more than pleased by the results. Regardless of the detail, play was moderately quick and easy to pick up. More importantly, play really captures the spirit of the module, which was the intention. There is a lot of rich detail to the setting that really comes through in the monster, place, and special encounters.

Really, at this point, we only see two minor issues which need some refinement:
1) the spaces on the map -
are there enough, and are the placed to be fair to all 4 players?

2) the balance of monster attack dice/wound points -
are they balanced enough to provide a challenge but not be unfairly deadly should the player encounter one?
Honestly, if these are the biggest issues at this point, we're in good shape! (I shouldn't get cocky, though. There are a lot of Special NPC encounters we have yet to play through fully.)

Sunday, December 22, 2013

Clearinghouse Post #1: The Three Os of GM'ing

As I near my 500th post in the next week or so, and in an effort to get rid of a few draft posts that will give me an inaccurate count of published posts (which I'd rather not count in that 500), I'm running a quick series of blog posts as attempt to "clean house." These posts may not be fully formed, or even make total sense, but did not want to delete/dismiss them entirely.

CLEARINGHOUSE POST #1:
The Three O's of GM'ing: Obstacles, Opponents, and Objects


Back in the mid-90s, during my anime fascination period, I was working on an Anime RPG originally entitled Gokko (the Japanese word for a game of make believe). I believe that, since that time, there actually might have been a manga produced with the same title, but having lost my interest in the genre, I really wouldn't know. I've written about Gokko before, only it was called by its new title, StoryCode AG. I actually shared the Gokko character generation tables, as well as some sketches for the interior art.

One of the things I was particularly proud of in Gokko (which could still one day see the light of day as the StoryCode AG RPG) was boiling the GM information down into small digestible "chunks." This includes "The Three Os."

The following is from a draft edition...

THE THREE Os
For the most part, anything a normal-sized character will come up against will be able to be detailed within the characteristics described by the basic GOKKO rules. These things will usually fall into one of three categories: Obstacles, Opponents and Objects.

Obstacles
Obstacles are typically inanimate, or autonimically animate, items that operate of their own accord. Some examples of Obstacles are a slimy wall that has to be climbed, a giant razor trap to be detected and disarmed and an ice-covered lake that must be crossed. (This section goes on to talk about appearance, interaction, and resolution.)

Opponents
While Opponents take slightly more effort to create than Obstacles, they should seem slightly more familiar. After all, Opponents are simply NPCs that are specifically enemies of the PCs. Opponents fall into three categories that not only describe their importance to the story, but also the relative threat they present to the PCs. The three Opponent types are: Disposables, Baddies and Supreme MVs. (This section goes on to talk about the different types, the challenge level they should present, and the number of each that should appear. BTW, "Supreme MV" stands for "Supreme Master Villain"; I took pride in creating several anime-isms throughout the rulebook... you know... just putting the pussy on the chain wax.)

Objects
Objects, as a category, encompasses a number of different types of items that all have one thing in common – Objects are physical items that respond to the commands, or are used by, a character. This ranges from a magic wand to a suit of body armor. (The content in this section is short, but features two examples of constructing mecha; an entirely separate book for mecha and mecha combat was planned.)

So here's the question for discussion...
"Does a modified form of this cover everything that one might find in an adventure on the way to achieving one's goal (apart from the actual environment, which is the meta "container" for the three Os)?"

Tuesday, June 18, 2013

How did the piece-of-$#!T game I wrote in 1985
get downloaded 6,000 times in the last 2½ years?

More than that, how did it become a guy in Brazil's replacement for GURPS?

Wait! What's that you say? You've never heard of The System? You must be new to the blog, then. I only mention this 28-page crapfest every time I get the chance.

This is the universal RPG I originally wrote in 1985, composed and printed from my dad's Wang (the computer, of course; not his penis), and published in a select run of only THREE COPIES! Then one day a buddy showed up to school with this brand new game called GURPS and I said, "Damn. There goes that idea," and I shelved it. Bitten by the OSR bug a few years back, I dug it up, only minimally polished up my crappy high-school writing, did a real typeset job on it, and published it in February of 2011 (with a retro-type-feel reminiscent of the old Traveler books, and strategically-selected-but-quickly-growing-tiresome public domain art). And now PDF downloads from MediaFire have topped the 6,000 mark! That's 6,000 folks who've downloaded a free PDF copy of The System from MediaFire, not including any Lulu or 1km1kt downloads. (BTW, the PDF is no longer available from Lulu because I don't like not being able to track free downloads. They need to remedy that situation.)

As per my previous 1K-interval blog posts, I have to thank Chris's Compendiums of Free Role-Playing Games, John Kim's Free RPGs on the Web, and Rob Lang over at 1KM1KT (1,000 Monkeys, 1,000 Typewriters), all of whom have taken on the vocation of helping rule-makers and home-brewers to get their work out there. Rob even goes above and beyond, working double-duty with the 24 Hour RPG competition, and triple-duty with the Game Chef competition. But now I also have to thank Heder at the RPG4Free blog; more people download the PDF from his blog every month than they do from the New Big Dragon web site.

• If you want the full story on The System, check out this post.
• To download a free PDF from MediaFire, click here.
• To buy a print copy of The System from Lulu, head over here.

Pictured below at top: Cover and first 3 pages from The System, as published in 1985.
Pictured below at bottom: Sample page from "25th Anniversary Edition" published in 2011.



Wednesday, November 14, 2012

Another NaGa Demon Update Wherein I Cannot Say Much

I wish I could. I REALLY wish I could.

Just sent majority of entire character section to Welbo for review.
It's about 2/5 of the entire book. So things are going well.

Just wish I could say more.

Saturday, November 10, 2012

NaGa DeMon Update

Good news is, the character class section is 90% complete, and it pretty much wrote itself. That being said, my co-conspirator Welbo and I have decided two things: 1) we'll let the game keep writing itself while the ideas are erupting and juices are flowing, but 2) we won't force ourselves to finish by the end of the month, for two reasons: 1) we need to finish proofing the content of the d30 Sandbox Companion (which is 98% complete), and 2) I have got to try to finish converting the submissions for the Community Geomorph Project. There isn't a hard-and-fast deadline on the Community Geomorph Project, but I'm a couple of month behind where I wanted to be on the DM Sandbox Companion.

Monday, November 5, 2012

Jumping into the NaGa DeMon Pool!

A very small note to say that my co-conspirator Welbo and I have jumped into the NaGa Demon pool. Unfortunately, we like our idea so much, we're having to keep it a secret. Let's just say it's been a LOOOOOOOOOOOOOONNNNNNNNNGGGGGGGGGG time coming for this.

What I can tell you...

It's nothing we've ever mentioned on this blog before.) So, it's not Starmasters, or The System: Expanded, or Riot Squad, or StoryCode AG, all of which are "ground-up" designs based on our own mechanics and systems. Instead, it's an OGL "retro-clone based" mechanic (hopefully allowing us to finish before the end of the month), in a setting that's been oft-talked-about, but (to our knowledge) never attempted. So, it is a retro-clone in the sense of mechanics and spirit, but it's not a retro-clone specifically, in that you will not see fighters, dwarves, owlbears, and so on. You will see classes, and you will see saving throws. More importantly, we're hoping that you'll see it and say... "Why didn't anybody do this before?"

I just hope that when it's done, it's playable.

Saturday, November 3, 2012

The System Hits 5,000 Downloads!!!!!
(+Other Free RPG Downloads)

It's been a while 'round these parts since I've mentioned The System, my universal RPG written originally in the mid-80s and finally typeset and published in February of last year, but the PDF downloads have now topped the 5,000 mark! That's 5,000 folks who've downloaded a free PDF copy of The System from MediaFire,, not including any Lulu or 1km1kt downloads.

Here's something ironic... though I wrote the game originally in the mid-80s (pre-GURPS, but post-Champions), and though the PDF has now hit 5,000 downloads and has been floating around the interweb for about 1-1/2 years, I've only recently seen anyone out there talk about The System. About a month ago, RPG4FREE, a Portuguese-language blog, posted about it. (BTW, you'll have to hit the "translate" button if you don't read Portuguese). Heder (the host over there) said some rather kind words about it... "The System... presents a system of simple rules, which fits in less than 30 pages, but is built on a solid enough to be capable of magnifications without becoming a patchwork of contradictory," and "Highly recommended for general interested in versatility and strong candidate to replace GURPS as my main system." (The translation is by Google Translate; I'm sure it flows better in its original Portugese.)

As per my previous 1K-interval blog posts, I have to thank Chris's Compendiums of Free Role-Playing Games, John Kim's Free RPGs on the Web, and Rob Lang over at 1KM1KT (1,000 Monkeys, 1,000 Typewriters), all of whom have taken on the vocation of helping rule-makers and home-brewers to get their work out there. Rob even goes above and beyond, working double-duty with the 24 Hour RPG competition, and triple-duty with the Game Chef competition.

• If you want the full story on The System, check out this post.
• To download a free PDF from MediaFire, click here.
• To buy a print copy of The System from Lulu, head over here.

Sunday, September 23, 2012

Riot Squad Saturdays Sunday:
Scale Considerations Revisited

Photo: "Officer Calls Paddy Wagon for Disturber of the Peace" by Yoichi R. (Yoichi Robert) Okamoto
(for the EPA, now in the National Archives.)


Yes, I know this post is officially a day late. But if you think about it... it's actually 8 days late (since I missed last Saturday as well.) Regardless, let's turn our attention to where we left off... scale considerations.

THE COUNTERS (A Short Recap)
Recalling the post from 8/25, the counters were originally intended to represent an individual type. Then, as I thought about what the game was meant to simulate, it made more sense to let each counter represent a "unit" rather than an "individual" (per my 9/8 post). Which brings up my newest consideration...

STACKING
Stacking hinges on 2 factors: 1) the map scale, and 2) finding a way to track unit "volume" should a unit lose individual "members." Let's say you're inside a building and dealing with a lone gunman situation. Scale and unit size for this type of simulation would suggest no stacking. However, on a city landscape, where the units could represent everything from paddy wagons to a dozen protestors/marchers, stacking should be allowable. Which brings me to a related consideration...

TWO SETS OF RULES?
I strongly believe that the game will need to accommodate both of these very different scales of play: 1) the "smaller" man-to-man scale, and 2) the "larger" unit-to-unit scale. The two are obviously related, but it does help me focus on one type of interaction at at time. And since the name Riot Squad suggests the latter, this is where I will concentrate as I continue over the following weeks.

To be continued...