Showing posts with label Retrospective. Show all posts
Showing posts with label Retrospective. Show all posts

Saturday, October 30, 2021

A Zero-Template Retrospective

 And that's it for my Zero-Template Challenge.  I hope you liked it, but judging from the comments and the responses on my discord, you did.

Let's touch on the specific races.

Karkadann

They seem good, a nice addition, and people were impressed by how much you could do with just a few features.  I think they highlight the core benefit of this challenge: it forces you to think about what makes your race different rather than pre-spending points somewhere (a DX +2 race with Combat Reflexes is probably much less interesting to a player than the Karkadann).  Someone also expressed surprise at the amount of lore; that's a lot easier to do when you have a lot of lore to draw on (world-building tends to snowball after awhile).

So they're in.  I'll work out some additional details.  I don't think they'll remain as a zero-template race, but most of the changes will be to either exaggerate particular elements or to give them a little more obvious physiology.

Vithani

Uh, these were passionately received.  It resulted in a lot of very heated commentary, not against them, not against one another, just the sort of commentary I often see when passions run high.  People really liked this race a lot.  It got comments, it got people planning characters, it got deep discussions about their proper place in the universe, what symbolism they needed to be a part of, etc.

They're definitely going in, and like the Karkadann, they'll get some adjustment... though less than I initially thought!  I will probably price things more fairly (Low Pressure Lungs should give points back, given how rarely it will benefit them, unless they also get some sort of extremely short-term vacuum support, which they might get, I don't know).  I'm rather inclined to at least keep Night-Adapted Vision; I might keep Ultravision too; people weren't too bothered by it, but I feel like it's the sort of thing a GM or PC would forget.  There might be some ways to tone it down, though.

Aura is popular, so we'll keep it.  I may reword their destiny, and give them back Dreamer.

I think the big lesson of the Vithani, other than sexy aliens with good art are popular, is that you can probably get a lot more mileage out of Power-Ups 9 than you think.  If the attributes are reworked for one specific race, it can create a very different sort of experience for that race.  I don't think I'd use it that much in Psi-Wars unless it's for a race that has a very different mode of existence, but it would be fascinating to approach a truly alien species in a more "hard sci-fi" game, especially a race that, say, has a very different form of intelligence. If you're looking for crazy inspiration for how to make a race play in a different way, consider looking though PU9.

The Herne

They got a more positive response than I thought, with a lot of discussion around the feasibility of the seasonal traits. Based on that discussion, I don't think I'll bring the Herne into the game.

First, a sapient race on Arcadius is already iffy.  I want that world to be a bit fey-touched, so people tell stories and they may experience things, but there's little actual concrete evidence of a race, and it might be something like sapient psychic deer or something causing all the commotion. Introducing the Herne would break that.  That's not necessarily a problem, we can discard this idea of a strange world and just replace it with a strange race (and anyway, the Labyrinth is already rather like this), but when you combine it with the second, it becomes clear this is more trouble than it's worth.

The bigger problem is obviously the seasonality.  But why? It's parasitic design, and my choices for fixing it generally amount to removing it, which suggests its a bad idea.  Let me explain.

Someone pointed out that one reason you'd want to play this race is to have a shifting toolbox, which I definitely agree with and was one of the comments that made me go "Aha!"  You want, as a Herne player, to be forced between multiple different modes; like if you have a social or combat mode, and you're in social mode and partaking in a heist, then you want to try to talk your way through. If you suddenly find yourself in combat mode, you'll shift to fighting instead.  An external force controls how you interact, and this is interesting.  But it can be troublesome, and so you might want to have some measure of control, but if you can control it, it ceases to function like a shifting toolbox: if you're in social mode but would rather fight, you just change back to combat mode and fight.  Then the interesting element is removed as just a small, weird speed bump to doing what you want.  If you want to have some player agency in their mode, some ability to influence it, but you don't want them to just flip between two modes, you might give them a variety of modes and let them shift between one or two, but most of their modes are locked out a time.  That gives them the flexibility to shift a little without losing the strange, mercurial nature of the character.

But it gets a lot more complex. The player needs to know a bunch of rules, the GM needs to know a bunch of rules, I need to write a bunch of rules, and what benefit is all of this complexity? The player is constantly bugging the GM to tell him about a season on a remote world and then sighing and telling the players that he cannot do the thing because it's the wrong season.  The rest of the players have no connection to this, and the only reason the GM knows this at all is because ONE SINGLE PLAYER decided to play as the Herne.  I do believe this is that the kids these days call Parasitic Design. So the solution is either to remove it as irrelevant or make it relevant to everyone.

One of my rules at work is "if it hurts, do it more." I think this applies, in a sense, to gameplay.  If it matters at all, then everyone should have an opportunity to interface with it. It should affect everyone's gameplay. It might not affect them directly, and it might not be something they even know about, but they should be able to capitalize on knowledge of it, if they want, without a major investment.  A good example of this is the Deep Engine: it's a secret that only certain sorcerers can directly access.  That said, even if you're not a sorcerer who is in the know, it's also a great source of bad guys, monsters, dungeons, etc.  You can run across Deep Engine Sites, for example, so its existence and knowledge is useful to the GM for more than just that once sorcerer.

So what if the Herne were influenced not by the season of Arcadius, but by the galactic season? In the Great Book of Destiny, I refer to these as Hours, and they would tie into Fortune-Telling, what sort of Destinies people could get, and might be something that other people could hang sorceries or other powers on. The Herne, then, would be tied to something that's useful for the GM to know for reasons other than just the Herne.  

Of course, this also sounds more like something the Vithani should be associated with than a race on Arcadius, and I wanted the third "Master" race of the Umbral Rim to have something akin to this, as this is a great thing to hang an "occulted system" on, if certain modifiers or available spells change based on a mysterious arrangement of stars or other things and you have to learn to read those and see how they interact with other elements of the game.  This third "Master" race was also set at the fringe of the Umbral Rim, which is where the Vithani are, and so we start to see some connections.  I'm not saying the Vithani are the third master race, but they might come from the same region, and a picture starts to emerge of a particular region of the Umbral Rim and its history and relationship with the early Ranathim Tyranny. 

Such a system becomes something integrated into the rest of the game, and greater complexity is much less of a problem, because knowing that complexity is rewarding to more than just the Herne player. But it also ceases to be something I'd associate with the Herne and Arcadius.  We could change it instead to be something more a reaction to the ambient temperature of the world, which starts to borrow on ideas form World-Walking, which is your available options depend on the nature of the world you're on, which is interesting for a world-hopping campaign, but then again the Herne lose their unusual connection to an unusual world.

So either way I see it, while this mechanic might be perfectly fine, I feel like the Herne are the wrong place to put it.  So we'll park it, park the race and see if we can cannibalize the ideas for a different race or set of systems.

The Rejects

The Blue-Skinned Arctic Monkeys saw some positive responses.  Infravision, blue skin and being naturally accustomed to colder weather is interesting enough to make someone stand out.  They're not especially interesting to play, but they're also not just a reorientation of points.  Humans aren't especially interesting to play, and this race is about that interesting. I'll think about this one. Psi-Wars doesn't have a lot of arctic content, but we can also borrow ideas from here for a "hot-blooded" race too.

The Gasping Maga-Pillars had more interest than I expected, but mostly discussions of alternate forms. I think there are some interesting ideas here, but few of them have anything to do with the actual design here and more the ideas they inspire. The Sylvan Spiral Needs Races Badly, but this one isn't it.

The Deep-Song Triton-Men got a laugh.  This one felt more like vented frustration with the challenge than a genuinely interesting race.

The Void-Dancers got more interest than I expected.  I think we can afford to have a vacuum-native race somewhere, but it feels more like a background element unless they have means by which they can interact with the rest of the part in a more face-to-face manner without always being in armor.

That said, always being in armor is actually an interesting racial concept. The Arkhaians sort of do this already, but there's room for more, something like the Breen, the Vorlon or one of the earlier conceptions of the Mandalorians.  As I commented before, I'm trying hard to get people out of their armor, but a race that is always in its armor is distinct, depending on what the armor is like.  It's not something I really touched on much, but a race native to a very different gas mixture might have something like that. I still wouldn't call it a feature, though, but a disadvantage.

The Challenge

I had fun.  It generated a lot of discussion and seemed to inspire a lot.  It also told me there's a lot of hunger for minor races, regardless of their point cost.  A proposed variation on the challenge is a race worth no more than +/- 5 points, with no more than an absolute value of 10 points in traits, advantages, disadvantages etc.  I will note that I often found features to be more sweeping than perks or 5 point traits so you'll still find it a fairly limiting challenge.

It did get me thinking about how much of my racial templates are largely cosmetic features, things like "Horns and fangs and teeth and tails." I wonder if it would be worth a sidebar discussion about removing those traits, or ignoring them, for greater simplicity. It's a rather fine-grained accounting to worry about minor levels of night vision of +1 crushing damage from a headbutt, even though these are certainly advantages.

Friday, November 1, 2019

Blog Roadmap: November 2019

Happy Halloween!

We had a very good month here on Mailanka's musing.  I've managed to beat all previous months for posts except for a very weird June (which I don't count) and the unbeatable cliff of May 2017.  So it's been a good month for views.

What did you read? Mostly the following:

  1. Doubtlessly spurred on by the provocative title, the Psi-Wars Fallacy was the most read blogpost.
  2. I should have done a second one, but alas, time.  Still, the Martial Arts Retrospective came in second. Don't neglect the other four martial arts, though!
  3. A surprising number 3, given that I just posted it, was Robots Revisited.  You guys are going to like November, I can tell you.
  4. Surprising only in that it didn't come in higher was the template a lot of you had been waiting for for a long time (and several of you seem to already have characters for): the Space Knight Template.
  5. And the winner of "Which martial art do you guys want to read up on the most" is clearly Knightly Force Swordsmanship, though, man, all the styles were popular (the next three were the Simple, Swift and Destructive forms)
We added no new Patrons and we lost no Patrons, thus a steady month. EDIT: That's not true, we had one new patron; he just came on really early.  Welcome, Kevin!

Looking Forward

Normally around now I would announce the results of the poll, but I've put that on pause for a few reasons.  First, I promised a Communion revision, and I have it.  It's sitting right here in a great stack of glorious, digital paper, but I need to get it out.  Expect that over the next couple of weeks.

Second, I really need to finish the military technological framework of Psi-Wars, and that includes the oft-forgotten, but extremely important, robots.  They sit in your fighters, they polish your armor, they tend to your wounds.  And people want to play as them, so I need to get them done.

And lastly, I've been putting off a playtest of all these rules for awhile, mostly out of fear that I'll be unable to make the time commitment necessary, but I think I can make it happen.  Disciple Mavrick, and creator of the Orochi Belt, have been quietly working behind the scenes to lay some ground work for additional setting material for the Orochi Belt, and then I'll try to get some story material done.  In December, I've got 4 weeks of vaction (yes, four, not a typo), so I should be able to get some stuff, done, but I need to really focus on this. More details will be forthcoming.

Thank you, as always, for reading the blog, leaving your comments here or on the discord server, and for being a patron!  Hopefully I can get some nice things out for you this month. 

Thursday, October 31, 2019

Robot Design Revisited

Psi-Wars needs robots.  Star Wars has its droids, and cute sidekick robots and ominous kill-bots clutter up Pulp Space Opera.  They tell you that you're in a sci-fi world, and they occupy an interesting niche between tool and character, especially in pulp space opera.  They let us waive the complex technobabble by having a robot do it ("Reverse the polarity of the neutron flow" becomes "No, shut them ALL down!").

We have a few things that we need Psi-Wars robots to do.  They need, of course, to be trusted allies, someone our fighter ace counts on to keep his starfighter in tip-top shape, or someone our noble trusts with his agenda.  People will also want to play as one, because they've already been asking.  In both cases, we need to know the point totals involved.  Finally, people will want to buy robots, like picking up a hireling.  Sure, you can have that trusted Tech-bot fixing your starfighter, but if you don't care about your starfighter all that much and you don't need to be on a first name basis with your robot, won't any robot off the market do? In which case, how much money do you spend on your robot? So, we need to know a price for our robots.  If we're honest, we also need to know the weight and power-consumption of our robots too, at least in broad terms.

Friday, October 18, 2019

Martial Arts Power-Ups Retrospective

If you enjoyed my Martial Arts as power-ups series, and you're just now joining us, you can see four more worked examples for Psi-Wars, my Space Opera setting:

Please note that Psi-Wars uses a "Technique Proliferation" optional rule: the costs of techniques are halved.

I wanted to take a moment and address some feedback and thoughts.  This turned into quite a retrospective, so I hope you don't mind long posts.

Tuesday, October 1, 2019

State of the Blog: The October Roadmap

It's that time again!

September Retrospective

Last month was, to my surprise given the volume of posts, a mediocre month for views. The big posts for this month were:

Of the vehicles, the Switchback seems the most popular, but the Nomad isn't far behind, and the Ranathim Mithanna get a special mention, likely because people like that picture.


I lost a Disciple Patron, which always hurts, but a I gained a new Companion patron, so overall Patreon is a wash.  I had a "drive-by" patron; some people really hate that, but I don't mind. I find most patrons stay for the long haul and join in with the community.  That said, I've seen a surge in comments and discord use, so I'm rather pleased with the direction of the Psi-Wars community.

The big wiki-updates this month have been:


An October Perspective

As always, I have a vote for what topics you guys would like me to cover.  The winners this month are:

For Rules Collation: Communion.  That'll be a big one.
For Template Collation: The Space Knight (with the Wanderer Background Lens in second place)
For General Topic: A tie between "What is magic, really?" and "Modular Robots Revisited."

Communion

Communion has been popular since I released it back in Iteration 3, and it's been largely uchanged since then except for Broken Communion, which keeps getting weirder.  We now have ghosts, and quite a treatise on them, and things like psychic diseases and loads of other problems that Broken Communion can cause.  I might also change how it's priced, as it seems increasingly reasonable to have True Communion miracles to break or override Broken Communion miracles (ie, you can use True Communion to purge Broken Communion sanctity) and perhaps you should be able to protect yourself from Broken Communion the same way you can protect yourself from ghosts.

The biggest change to Communion was introduced with the Divine Masks: occult communion and a greater role for Paths.  I had originally conceived of Paths as a way of specializing one's form of Communion, but I've been increasingly seeing it as a "road to Communion."  That is, a Templar or a Mystical Tyrant might command Communion, but most people who interact with it do so unwittingly by embodying archetypes.  This needs to be codified, and that means Paths need to be expanded, because normal communion gives you access to all of Communion, while a path gives you only a limited subset of Communion.

Finally, I've decided we need more paths.  I find three paths per form of communion a little constraining.  I'd like to add one more path per form of Communion, to better refine the concepts of the Paths, which means some things will get shifted around.  All names subject to change.

True Communion gets the Wounded Healer, who moves some of the gentle, self-sacrificing things from the Bound Princess, who becomes more of a self-sacrificing authority figure.  Domen Venalina (the Ranathim Sin Eaters) will shift from the Bound Princess to the Wounded Healer.

Dark Communion gets the Devourer, or the Hungry Beast.  This will focus on the "vice" of greed and gluttony, on self-preservation via base, animal means.  It'll have a strong resonance with wild animals and wild places, and take some of the bestial aspects of the Rebellious Beast and the hungry aspects of the Beautiful Fool for itself, making the Rebellious Beast more about thoughtless destruction and rage, and the Beautiful Fool more about lust and laziness.

Broken Communion gets the Void.  This will focus on thoughts of nothing of nothingness and emptiness, the inability to grasp both the infinite and the truly empty.  It'll touch on cosmic themes and, obviously, travel powers and higher dimensional powers.

The Space Knight

The Space Knight is a tricky one, easily on par with (or more difficult than) the Aristocrat.  It's not so much that we need a ton of setting information, because we have most of that.  We need to dive into force swordsmanship using my new approach, and I still need to work out a couple of styles.  Fortunately, you already know what "Martial Arts as Power-Ups" looks like, so that shouldn't be too bad.

The biggest problem with space knights is tackling their sheer variety.  One of my goals with Psi-Wars was to open up the "Jedi" template to a much broader range, and I think I've succeeded.  Templars feel like Jedi and the Tyrants like Sith, but Maradonian Space Knights feel like, well, knights, and the Satemo of the Umbral Rim feel more like vengeful ronin, and we have room for "Street Knights," like Dun Beltain.  We need to not only integrate all of these different cultural elements, but also their martial arts and their psionic powers or, in the case of House Kain, how one can be a space knight without psionic powers.

If that doesn't work, we'll shift to the Wanderer, which I suspect did as well as it did thanks to curiosity about Redjack, which seemed to be popular with the Discord community, and what sort of people might fly those ships.

Modular Robots? Magic?

Last but not least, we had quiet a discussion about robots recently, which led to some people criticizing my approach to ST.  I think it's well-founded... but it turns out there's an interesting counter-case to be made, which could lead to some different designs.  Using this approach could lead to new problems, and it might be worth discussing what works well with my old Modular Robots approach and how, possibly, we might be able to keep it.

If that doesn't pan out, I can rant about magic for a good 10k words.

Is that all?

If this isn't enough to keep me busy for the month, in theory the last part of the military doctrines series are robots.  We need to get stats on the robots that fill the tech-bot slot on most fighters, and we need to talk about the robots that tend to your wounds, or that Redjack pirates use to scout (or patrol) outposts.  This makes a revisit of Modular Robots quite timely.

It also means creating an entirely new set of rules to govern how they work as allies, how you can quickly design your allies, and how PC robots might interact with the system. This is a project on par with the Sidekicks supplement for Monster Hunters or Henchmen for Dungeon Fantasy, and so it might take a lot of work (though, compared to the ships, thus far, it's been pretty quick!).  With Communion and Space Knights on my plate, these might have to wait but, on the other hand, I have a week of vacation, some of which I might even be able to use to write.

If I find I still have time, I'd like to do a Patreon poll series wherein we build our own military doctrine and associated materiel.

Well, that's what I'd like to tackle for October, we'll see how it goes.  I'm glad to have you still with me and thanks, as always, for your patronage and your clicks.


Monday, August 19, 2019

The State of (My) GURPS Vehicles

If you've been following my blog for awhile, you know that I have a vehicles systems that's an update of 3e Vehicles with 4e values and rules, where I can find them. My patrons have asked me to give an update on that system, and you can find the latest rules here (Available to any $1+ patron).

I also wanted to talk about my experience working with Vehicles throughout the past year to build the gear for Psi-Wars, what I think works, what I think doesn't, and my feelings in general on the Vehicles vs Spaceships debate.


Friday, August 16, 2019

Martial Arts as Power-Ups: Retrospective

So, over this week I discussed an alternate take, or really a more detailed way to organize them, for certain games.  I came up with the idea while working on my force swordsmanship styles for Psi-Wars, and I thought I'd pitch it to the community and see what they thought.  So, let's see what you had to say.

This reminds me of how cool and detailed GURPS can be in its nitty-gritty combat. But in all my GURPS experience (with 5-6 players) you really have to skip over most of the details, making most enemies simple ‘mooks’ that go down in 1-2 hits. - Scott Mclean
This generated an entire conversation over on facebook about the ins and outs of handling martial arts detail.  If I can sum up for everyone here: 

If you want to run a good martial arts game, I find it best to focus pretty strictly on the detail you want and to make sure combat flows quickly.  Try to eliminate all rule-hunting mid-game, or long, complicated discussions about what the character wants to do. Instead, create cheat-sheets (trademark moves go a long way to helping with that) so all the complex work is done ahead of time and you just have to reference your trademark move.  As a GM, I also recommend what I call the "5 second" rule, which is if you don't say what you're going to do in 5 seconds of your turn, then you do nothing.

A lot of problems that I see with GURPS newbies is that they often come from games like D&D where a "turn" is conceived of as a unit of "work" rather than a unit of "time."  A turn, in the D&D context, is enough time to do something meaningful.  For example, in D&D, the idea (as I understand it) is that you're doing all kinds of things, but the action you actually take is the only meaningful thing that happens in your turn.  This means that ever turn, something should happen.

By contrast, GURPS is more about the flow of time, so you might stand around doing nothing for a second, or you might be drawing your gun, or you might be aiming. If you're used to D&D-style turns, it feels like you're wasting turns, and the idea that a fight might go on for 30 turns is just too horrible to contemplate ("That would take all day").  However, if you understand that a GURPS turn is like reducing an action film to a slideshow, then it makes sense that there are seconds when not much happens.  But to make that work, you need to keep more-or-less everyone taking a minimum amount of real-world time, hence my advice on keeping turns flowing.  If one player can kill three NPCs in the time it takes you to draw your weapon, he's really really fast, and probably paid a premium for the privilege.

I could probably talk all day about this topic, and I have, but I'll pause here.  Nonetheless, I find it an interesting topic; given some of the responses, perhaps I should revisit a generic martial arts setting at some point and discuss how to build it.

All three of your posts are helping me tremendously with my martial arts game world that I am creating. -Andre Troch
A few people commented on how "eye-opening" or how much of a "game-changer" these articles were for them.  Great!  I had hoped the design ideas would assist people.  Incidentally, if you'd like to get more help or advice, I have a Discord here you can check out if you'd like to talk to me or the Psi-Wars community, who seem pretty helpful chaps.

Did you ever consider style talents as part of this article? -Wiggles
I did not.  In fact, I had to go hunting around to even figure out what that meant, and I couldn't find a reference.  My best guess here is that Wiggles is referring to a custom talent that applies to a single style, similar to a Wildcard Skill for a style.  I actually have a few issues with these, and I think it can be boiled down to my shortlived time playing with Christopher Rice: I had taken a Wildcard Skill as a style, and he kept hedging on what it could do, because it was unclear and he was erring on the side of not letting it be too "overpowered," while I tend to feel that Wildcard Skills tend to be pretty marginal anyway, so you should really give them the benefit of the doubt.  The point here is not who is right, but the fact that such things lend themselves to ambiguities like this.

A talent wouldn't have to be the same.  Power-Ups 3: Talents actually has a side bar on defaults, which is that you handle the defaults without the talent, and then apply the bonus; that is, if you normally have a Karate of 14 and a Jeet Kun Do talent of +4, and you want to Elbow Strike someone (Karate -1), you work out the base level (13) and then add the talent (13+4 = 17).  It feels like a convoluted way of saying "Just apply the default normally, but the talent doesn't give you some double-dipped benefit).  Okay, simple enough: a Style Talent would be a very small talent (5 points, I'm guessing) that adds to the skills of that Style and the techniques of that style only.  So, for example, if your Jeet Kun Do guy has Jeet Kun Do Talent +4, he gets a +4 to his Elbow Strike (which is a JKD technique) but not to Choke Hold (which is not a JKD technique).

I think such a talent would look a lot like "I'm good at X skills within a talent, but only with some of the techniques, making this worse than just being talented at Karate or Judo."  It also tends to mean that you're better off improving your talent rather than your techniques, which means your facility with a style becomes your level of talent.  It also leads to a proliferation of talents (every style you learn becomes a talent).

This is not necessarily a problem, though.  It doesn't fit what I'm trying to do, but imagine a game with 20 styles that your character can learn, but you just buy them in talent blocks, like "I know JKD at +4, and Jujutsu at +1!" it might be a decent way to simplify the styles, though I don't know how much it would simplify in practice, and if your players would appreciate the simplification.

 Don’t worry about “real practitioners complaining a fundamental piece of an art is missing.”  MA book already does that for at least a few. -Mao
I want to clarify my statement on this a little.  My intention is not to say "Those crabby martial artists are always complaining," but to point out a problem with this approach and real-world martial arts.  This sort of approach tends to simplify a style down to a set of a handful of moves and forces you to approach the martial art in a particular way. This has the benefit of making the martial art really bold and distinct, but loses a lot of subtlety.

To use Smasha as an example, we had quite a discussion on the Clinch perk, with some people defending its inclusion.  One thing that struck me as I worked more with Smasha is that its strange construction makes more sense in the standard MA format if you see it as three interlocking styles: if you buy Boxing (A) DX+4 [16], Brawling (E) DX [1], Wrestling (A) DX-1 [1], then you're really a brutal boxer and you'll focus on the boxing techniques, and some people argued that Clinch makes sense in this context (I dunno, I feel like "Spend that point in Wrestling to get it up to DX and you'll get way more bang for your buck).  You can do the same spread but with different skills (16 points in Brawling, one in the rest, 16 in Wrestling, one in the rest), and you have three different fighters who all use the same style, but use it in completely different ways and have different relationships with the style.  This is not wrong, and it's the sort of thing that I suspect happens out in the martial art world (and, taken to extreme, explains sub-styles and how styles evolve over time; if Western orcs constantly focus on the Wrestling side, you may eventually get Western Smasha as some sort of Combat Wrestling variant that becomes its own distinct style).  I think it's a real and legit expression of martial arts too, but it's something that my approach doesn't handle that well.  Thus, you gain something, but you lose something else.

I've had some people point this out, and what I'd recommend for people who prefer the old approach is to keep the original martial art around, sort of how DF has its templates, but also a discussion of appropriate traits, as the latter allows you to make your own character  your way.  If you have a Smasha player that wants to build his own move (say, a Trademark Punch to the Vitals, which has great synergy with Secrets of the Ripperjack), they can.

Should you allow that, though?  Well, that's an answer I leave to you.  I would argue it's the same sort of debate DF people have over whether or not templates should be strict. On the one hand, those templates force people to be sufficiently flexible while having necessary core traits, they protect niches, and they help the players explore the world that DF itself is setting out for them.  On the other hand, sometimes people want to do their own thing and they're not hurting anything by it... most of the time.  I think there are reasons to go with either approach, and it depends on the sort of game you want.

Finally,

... - Peter Dell'Orto


Monday, May 28, 2018

Ultra-Tech Framework Post-Script and Comments

I wrote my Ultra-Tech Framework articles with a couple of readers/patrons in mind, who often had questions about how I put together my own technology frameworks in my campaigns, so I thought it might be nice to loosely document how I handled it.  It is, of course, more art than science, and I could do an entire series on game design elements, but I hoped it was useful.

Given that it might be useful to them, it might be useful to you as well, dear reader, so I thought it might be nice to make it generally available, and I was right!  It seems quite well received, and it generated quite some discussion.  I wanted to tackle, broadly, some of the comments and questions I received over the course of the series.  All the questions are paraphrased, because I received many of them on Discord, and I didn't save them at the time, thus they are remembered, rather than directly quoted.  Apologies if this makes some inaccurate.


Thursday, May 3, 2018

State of the Patreon: May, and an Iteration 6 retrospective

I am behind, as usual. You'll find this becomes relatively common in the next year or so, because my day has become traveling on a train for 3 hours a day, working 8 hours a day, and then putting my boy to bed and going to bed myself.  Paradoxically, this means I'm writing more than ever, as I purchased the dinkiest laptop ever (a Lenovo Miix 320) and I've been typing away, but having the time to really sit down, do proper research and editing, never mind posting, requires sitting behind my computer, and that's going to be a rare thing.  So, fair warning!

So, what happened last month?  What are we doing this month?  And where do I see the blog going?

Sunday, December 31, 2017

2017: A Retrospective

This is my second year of blogging, and as is increasingly traditional, I wanted to look back over the year, to see what my progress looks like, to see what I thought worked and what didn't, and what the next year has in store for us.


Thursday, August 31, 2017

The Alliance Summary and Retrospective

As usual, when I finish a major setting element, I work out the summary, the bit that would go in a simplified document so players can just jump straight in and play.

The Alliance took much longer than I thought.  In retrospect, I should have realized the additional complexity of what I was taking on.  Star Wars provides us with what amounts to the definitive space empire, the one which all other space empires tend to get measured.  It's fairly detailed, and it's not hard to expand upon the framework they built.  The rebellion, on the other hand, is something of a disaster as a setting element.  It has precious few details, and what details it has don't always make sense.  Like sometimes it seems to have organization (Rebel Intelligence, Rebel Fleet Command), and other times seems to just be a rag-tag collection of small insurgencies.  It has access to huge ships, but no shipyards or territory to call it's own.  It wants to be FARC, a small guerrilla band that loses itself in the jungle, while also being the Allied Forces of WW2!  And this is only what you can piece together on your own.  The various works on Star Wars just don't go that much into the rebellion as an organization, more as a group of heroes.

Thus, I ended up throwing a lot of it away and starting from scratch.  This created two problems.  First, the Alliance amounts to the opposite of the Empire: lots of heterogeneous powers rather than one monolithic one, which means I'm essentially stopping to right up "all the military forces of the Galaxy that aren't the Empire." While the Alliance only occupies a small portion of the Galaxy, its worlds tend to be representative of any generic, non-alien world you might find, whether it's officially affiliated with the Empire or not.  Thus, I ended up creating Planetary Governments and their associated organizations as well.

The Noble Houses, though, proved the most difficult but, I suspect, the richest.  Where a lot of material so far has been fairly generic, this necessarily gets specific.  I tried to write up a generic house, but such posts proved more useful as advice and rules for handling houses.  As with martial arts or philosophies, it's just easier for me to show rather than tell, and that's what I did.  But this means names, and more names, and titles, which means planets, and it means relics (which require names, and personalities, and historical events) and conflicts and politics.  You know, all the great stuff that really make a game come alive

I hope they work well, not just as fodder for politics and NPCs, but also as "splats" for players who want to be aristocratic and have it mean something.  That, more than anything else, has been what this cycle has been about.  This feeds into the Desiree ("Where do I come from? If I'm a princess, who do I want to marry?  What's the context of my house right now?  What am I worried about?") and Bjorn ("What totally sweet powers do I get?  What sets members of my house apart from members of other houses").  I worry a bit about the Bretts ("Like it's a rebellion, what more do you need to know? OMG politics?!") but Willow will love it, I'm sure.  It did prove that working out historical details in advance helped, though it necessarily expanded that history.

I've noticed that the aristocracy has probably had the single greatest response from my players.  Back during the Imperial run, I offered to let my patrons make signature characters, and the response was very tepid, while people were suggesting aristocratic characters to me almost as soon as houses dropped. Why? Context.  Thus fair I've offered fairly generic tools.  You know what a fleet is roughly like, and how they operate, but one officer can sub in for another officer, which is part of the intent of the Empire.  Even so, the players have very little to grasp.  What makes an imperial character interesting?  What sort of roles might they play?  While with the aristocracy, this is clear. You can see the tensions between various houses, the sorts of roles one might play, and what each member might look like specifically.  This partly arises from the heterogeneous nature of the Alliance vs the homogeneous nature of the Empire, but I think if I want to grab players, when I revisit the Empire, I need to find a similar point of tension and context, so GMs and players can see what their imperial character plays out as without necessarily having to draw on Star Wars sources they already know (we don't want every officer to be Thrawn, every imperial Space Knight to be Darth Vader, etc).

We're almost finished with the first half of Iteration 6 (It only took 8 months!  I had a baby, alright?).  Next: Philosophy!


Thursday, April 20, 2017

The Empire: Characters, and a Retrospective

(How am I doing, guys?)

I've written about the Empire for nearly 2 months and produced more than 70 pages of content (40k words).  Is it enough?  Is it too much?  Let me take a minute to think that through, discuss why I think my material is justified, and then to offer a summary of the whole thing, and a focus on building Imperial Characters.

My Target Audience

Back in the First Steps to a Setting, I described three sorts of people that I imagine might actually use Psi-Wars:
  • Star Wars fans open to something new
  • GURPS Sci-fi fans who want support for something Operatic
  • DF Fans who want to play something sci-fi-ish, but don't want to do the work.
My design has generally pushed towards a conservative design of the Empire: any fan of Star Wars will readily recognize the Empire of Star Wars in here, but with only a few major differences: Black Ops (and a similar organization surely exists somewhere in the EU), the fact that the Senate still exists, and the nature of the Emperor himself. Everything else is fairly recognizable.

From there, I've tried to focus exclusively on elements that directly support gameplay where I can.  The result should be organizations that need no additional work to play with (helping the DF-types), offering insights into how such organizations might work (for the GURPS Sci-fi fans), and offering Star Wars something familiar, but not too familiar.

I've chosen for the familiar path to cut down on the need to explain things to my players.  You don't need to read all 30 pages of the Psi-Wars Empire to get that it's like the Star Wars Empire: "Oh, it has dreadnoughts instead of Star Destroyers and Typhoons instead of Tie Fighters, and the Emperor is a little different.  Right.  Got it."  This means it lacks some creativity, but I don't personally feel this is the place for deep creativity.  Players should be grounded in a familiar world, and the Empire very much represents that world.  This helps the "Brents" who just want to jump straight into the game and not "do homework" to play.

Most of the material focuses on organizations, what they can do for you, and how they might oppose you.  This makes them a great grab-bag for the "Bjorns" who want to know which organization they should join, and why.  Perhaps he'll join Black Ops, play as a Black Op commando and get some great commando toys.  Or perhaps she'll play as a Imperial Security Agent who genuinely believes in the Empire, and is working to root out corruption from her post as an attache to a Minister of Justice aboard a Dominion-class Patrol Cruiser.  It also helps the Rebel player who wants to know what interesting opponents the Empire can throw against him.

This focus on organizations also helps the "Desiree" player who wants to know which factions to join and what they might want.  However, the elements that I expect will most interest her come at the beginning, as I discuss what it feels like to be in the Empire.

The player who will likely enjoy Imperial material the least is likely the "Willow." This material largely lacks rich lore, other than perhaps the true agenda of the Emperor, but the most fascinating elements are likely the secret cabal of evil space knights that surround him, which I haven't touched upon yet.  Why?  Because I need to understand space knights first, so we'll come back to them.

I also want this to be a grab-and-play sort of document for GMs, hence the inclusion of agendas (which amount to session seeds), and minions, who represent characters the GM can immediately throw at his players.

The net result is on the very small side of an SJGames supplement (on par with Boardroom and Curia) and smaller than the average Pyramid (which is about 40 pages long), unless we count gear.

Thursday, January 5, 2017

Blogging, One Year On

In retrospect (ha!) I really should have posted this last week, but I wanted to be close to one year on the nose as I could.

Last year, I committed to running one blog post per week for the rest of the year.  The result should be 52 blog posts,  The actual result is nearly 5 times that, though not all of that has been GURPS as promised.  Still, it seems I more than exceeded my goal.

My approach was to try to write about something that I felt would regularly generate content (that is, to have a framework) and to "write forward," to pad my post count by writing two or three posts in a row and arranging for their eventual release.  The result is that I always hit my deadline with loads of time to spare, so that pleases me.  It means this approach works.

What I didn't do is post about half the stuff I wanted to.  It's been all Psi-Wars all the time, and we're not even done yet!  People don't seem to mind, as my approach is multi-faceted, so even if you're tired of non-stop Star Wars, the specifics of a given post might still appeal.  It also showed me a lot about the work involved in writing up a particular setting the way I'd like to.  But it's also shown me just how much work you can get done once you commit to something.  I've generated some quality (by "my campaign notes" standards) material with a serious word-count associated with it.  I've also put my Nobilis campaign back on the map.  I think I'd like to continue this cycle of "4 posts a week for GURPS, one for some other campaign I want to get moving."  This year, I'd like to see if I can breath some life into an old Lady Blackbird project I had.

I think the blog has been modestly well received.  My blog is pretty high up on the front page of SJGames when it comes to view numbers, though not nearly close to the big two of Gaming Ballistic or Ravens'n'Pennies (and likely Dungeon Fantastic, though I don't think that has a thread on SJGames at all).  That suggests of "the other blogs" I'm doing pretty well. My views are fairly consistently neck-in-neck with the other big name to start this year, Let's GURPS (and the reason for our mutual success is likely similar: Consistent publication!).  For my personal views, I went from having a high of ~400-500 views a month to sometimes having 400-500 views a day.  I'm not sure if that comes from the quality of my material or from more extensive advertising on my part.

Or the part of others.  I've received some traffic from aggregation sites, Reddit, 4chan and RPG.net where people, not me, have plugged my sight.  I feel honored by that, I must admit.  I've also seen a few people start up new campaigns inspired by my work.  That's even greater praise for what I'm doing.  On the more critical side, I've had some complaints about my Psi-Wars material, but I think those criticisms have largely strengthened my work.  Early on, some people suggested I was brave for "showing how the sausage was made," but I think the result is more people figuring how to build their own campaigns, and my own work becoming better, so I feel it's been win win.

This year I released my first PDFs for Psi-Wars and I've been able to track their downloads.  I'm close to 75 downloads of the core PDF and nearly 200 downloads over all.  That says my material is definitely getting out there!

What's also surprised me is where my views have gone.  Early on, I would try to predict what would be a big hit, or I would be especially proud of a particular piece, only to have something I ripped out in an hour completely dwarf everything else I've written.  My general articles tend to be the biggest draws, but sometimes I feel like what works and doesn't is more determined by zeitgeist than anything I can do, or perhaps that I'm just a terrible judge of my own quality.  A selection of notably popular posts are:

  • Psi-Wars: Don't Convert; Create! which likely gained popularity due to being one of my first posts, but it's also a topic I see pop up in a few places, so people like to reference it.
  • The Riddle of Systems, a general gaming post that evidently spoke to a lot of people.
  • Rewriting Combat: Optional Rules likely earned a lot of views because it speaks very much to the sort of thing a lot of people need in their game.
  • Starfighter Tactics has had more than its fair share of views despite being something I tossed together larger as an after-thought because, I suspect, it addresses a hole in the GURPS system that a lot of people would like to see filled.
  • The Luke vs Vader Breakdown is fantastically popular, in my top ten of all time, despite being very specific.  Breakdowns seem evidently rather popular, and this one seems to touch one something a lot of people would like to see, and is also paired with a sense of nostalgia.
  • Rafari 2.1, one of my signature characters, is peculiarly popular.  Like, one of my top ten posts of all time.  He has no comments or +1s, just a ton of views, don't know what that's about.
  • Assassin 2.0, and Scavenger 2.0, both templates, are also peculiarly popular, in largely the same way.  Surprising, given how new they are, and their lack of artwork.  Perhaps people are using them for their characters?
  • Psi-Wars: Linguistics just came out and is already rocking nearly 400 views, which is shockingly quick growth.  As a fan of languages, that pleases me!
  • And last but definitely not least, the Psi-Wars Primer has not a single +1, but is the most viewed post of the year, and I regularly see traffic from it.  It's proven an ideal touch-stone for people who want to jump into Psi-Wars late in the game.  This is probably my favorite post, as it's the smartest one I think I could do.
If you have any thoughts on particularly beloved posts, dear reader, feel free to leave them in the comments below.

Going forward, I want to wrap up Psi-Wars (finally!).  I'm about half-way through Iteration 5, so I don't expect it to take more than another 4-6 weeks. After that, I'd like to jump into Iteration 6, which will be a concrete setting, ready for play.  I might go on to an Iteration 7, wherein I put together some adventures and run them as a final playtest.  I'd like to be finished by summer.

Expansion Plans and Justifications

My original plan was to write for a single year to practice self-discipline.  My original intent, after writing a year of GURPS material, which I would enjoy, I'd dive into something more difficult: Writing blog posts about programming.  I already have such a blog, and with the sort of time and effort I've put into Mailanka's Musing, I could write my own game or greatly expand my skillset, both of which have considerable economic rewards.  However, I've been impressed by the warmth of the response of the community and, in particular, the number of people who've said that my material is worth money.  If that's so, I can certainly justify continuing to write at the pace I am "for free."  And, in fact, if you're really willing to spend your pennies on me, there's some interesting things I can do, like commission artwork!  So, if you're interested in furthering my writing, then by all means, check out my fully operational patreon!



Next, after tackling not-Star-Wars with Psi-Wars, I'd like to tackle not-Star-Trek with Heroes of the Galactic Frontier, which is actually a project I've already put considerable work.  Where Psi-Wars has been the conversion of largely existing material to create a facsimile of another setting, Heroes of the Galactic Frontier will be about building new campaign frameworks and about using design elements to give us precisely the gameplay we want.  It also won't feature its own setting, but a more direct, toolkit approach for building your own setting (as a good Star Trek game needs to be able to conjure civilizations, space empires and planets whenever players go into a new star system and figure out what's there)

Finally, I'd like to expand my look at the community: I happen to believe that the average gamer is more creative, more innovative and more interesting than he realizes, and there are a few fellow gamers and creators I'd like to highlight with interviews.  I'd like to see if I can drop one interview a month, to introduce the larger gaming world to you, and to help particularly creative gamers get their message out.

So, here's to an interesting 2017!

Thursday, December 1, 2016

Ending Iteration 4

Well, that was quite an iteration, wasn't it?  While it was entirely focused on one thing, ("Powers", and giving characters access to upgrades), it covered an enormous amount of ground.  I think you could make the case that it was 2-3 smaller iterations.  Psionic powers and Communion certainly took up a considerable amount of time, as did martial arts, and I've spent more time playtesting this iteration than nearly any other iteration.  In total, this full iteration has taken up nearly as much time as all of the rest of Psi-Wars put together.

Why is that?  Well, I suspect it comes from the fact that building powers is ultimately about building gameplay.  What I did this iteration is the equivalent to putting together all of those powers for D&D 4e, or the Charms of Exalted: They're the meat of what players will fuss over when discussing the choices they make during their game, and what they'll focus on with their experience.  After all, the Jedi is the soul of Star Wars, so the Space Knight will naturally be enormously important to many people who choose to play Psi-Wars, so they need to work very well, and the game needs to fit together.

Friday, June 10, 2016

The May Retrospective

In May, Douglas Cole issued a GURPS Day challenge, which was to get a new blogger on his roles.  I succeeded.  He also asked us to talk about how GURPS Day has influenced us, or if GURPS Day has improved our blog.

When it comes to numbers, the share of traffic directed to my site from Cole's has actually decreased, at least as far as I can tell.  The metrics don't show me everything, and Cole's site has multiple possible urls, and so there might be a mess of them that are sufficiently low that they've fallen off the radar.  I'm not sure why this is so, but I suspect it's a combination of a surge from traffic from other sites, while a general watering down of Cole's site traffic (as the number of blogs increase, the chances of a click on my specific links drops), but it's just a guess.

My traffic is up.  Way up.  When I started this, I had nearly 3000 views.  Last month, I had nearly 7000, and my numbers keep climbing.  It's not clear how many are real views however.  I get huge surges of like 100 views in one minute that don't actually track with any specific page or link, which says "Spiders!" to me.  Those spikes only account for about a quarter of my traffic, though, so I suspect I'm getting real growth.

I wanted to take this moment to pause and give a retrospective because it completes my "the Force As" series, which gives some insights into what people liked and what people didn't.  My top viewed post was... the May GURPS Challenge!  Which logged nearly 250 views, and has +11 on it, making it my most popular and most talked about blog post, but not my most viewed (That's currently my "Don't Convert, Create!" post, which actually has enough views that it's showing up in my top 5 overview.), which just goes to show that my most popular posts are when I don't talk about Psi-Wars.  What lessons one might draw from this, I have chosen to studiously ignore.

The Stats


My top five blog posts, excluding the May GURPS Day Challenge post are:

  1. The Mysterious Power of Psi-Wars
  2. The Psionic Space Knight
  3. The Tao of Psi-Wars
  4. The Other Side of Space Magic
  5. Iteration 4: Cool Powers and Martial Arts
That's a nice and interesting spread, suggesting that all 4 of my approaches drew interest (Divine Favor isn't in the list, but it's also the newest and needs some time for the community to really decide on). Psionic Powers seemed to interest people the most, given that the top two both came from that series.  I'm a little surprised (and pleased) to see that the Chi-version of the Force drew so many eyeballs (It was the most work, and I rather think it had some of the cooler designs), and I'm not surprised to see "the Other Side of Space-Magic" doing well.  It had several reshares and was mentioned in quite a few comments.  That particular version of the Dark Side of the Force seems particularly appealing to quite a few people.

The most +1ed were
  1. The Force as Space Magic
  2. The Other Side of Space Magic
  3. The Force as Chi
  4. The Faith of Psi-Wars
  5. The Mysterious Power of Psi-Wars
The above rankings are somewhat arbitrary: The Force as Space Magic topped out at +6, making it one of the most liked posts I've ever written.  The next three are all +4, and then there's a mess of +3s, and I chose the most commented on.  Interesting, these are almost all theory articles, discussing the idea of these powers, rather than the specifics of their execution, with the exception, again, of the Other Side of Space Magic.  Here too, we see a broad array of interest, which doesn't surprise me.  Everyone had an opinion on how to treat the Force, and I knew that going into it, which is why I didn't sit down and say "This is so!"  but "This could be so."  I hoped that some people would see my ideas, and run with it.

What I'll find interesting is how the community will react once I've made my choice.  On the one hand, I can see a dwindling of interest (The more specific my work becomes, the less people can use it as a generic aid to their own work), or increased interest (the more detailed my work becomes, the more usable it is for people who want to simply run it without doing the work themselves).  Time will tell.

My biggest sources of traffic were:
  1. SJGames
  2. Dungeon Fantastic
  3. Google+
  4. Facebook
  5. Gaming Ballistic
Dungeon Fantastic shot up to the top of the charts.  Whenever that goes nuts, I like to dig around Peter's site, to maybe see if he's mentioned me or linked to me and that's what's driving the traffic, but no.  It seems it's entirely coming from a sidebar he has which lists blogs.  That is, people are reading my stuff from his site because they think it's interesting, and the traffic is coming from that site because a lot of people go to his site.

Google+ beat out Facebook again (there's a huge spike in the android version of Google+, which I suppose means more people are reading me on mobile devices), but I think it also speaks to the strength of the Google+ gaming community.

But the winner is, as always, my thread on the SJGames forum.  I think the vast majority of my readership simply clicks through that when they want to read.  I do get a few direct searches... though one, sadly, was "effect of Gods Divine Favor on my life".  I suspect that poor soul was disappointed by his click.  Or he's not just religious, but also a Star Wars fan!  Who knows.

New Projects

In the course of inspiring the Gentleman Gamer, I was inspired in turn, and started up a new series on my currently defunct Nobilis game.  It seems to have an entirely different sort of readership, which doesn't surprise me.  I'm not sure how my audience takes it, yet, but I will note that Kenneth Hite (yes that Kenneth Hite) left a comment on my blog.  I'd like to think I comported myself well in my return response and kept my fanboyishness to a minimum.

A Total Retrospective

I decided to start this blog 6 months ago.  I intended Psi-Wars to be "quick," and it hasn't been, and for that, I apologize, as it may give the impression that this stuff takes longer than it does.  I do have a love of theory and research, which I'm afraid have spilled out into my blog as I expose more of my process, and that has slowed stuff down.  I have, however, written nearly three months ahead (I have posts scheduled into September as of writing this post), so if you actually look at the time it took, remove the time taken from writing a bunch of unnecessary posts, I think I would be done and ready with my setting by now.  Six months from start to finish for a full "quick bash" campaign, complete with templates, new power frameworks, a new spaceship rule set, etc, isn't so bad, I think.

Has it benefited me?  Yes.  I've enjoyed writing much more than I thought I would and it's generated a lot of useful material, and it's building a following and comments.  But better, it's encouraged at least one other person to take up the torch as well.  I haven't heard if this has helped crystalize any campaigns just yet, but I do see hints of it here and there in some comments.

I think it was a good direction to go.  It's a shame that some of my other ideas have lain fallow, but we'll get to them soon enough.

Thursday, May 5, 2016

Iteration 3 Playtest Notes

By and large, I'm quite pleased with the results of that playtest.  Some of the highlights:

Iteration 3: My lord, that took me forever.  I probably had the least fun with this iteration, and I clearly see now, looking back on previous sci-fi games, that this is where I get stuck.  I've also noticed quite a response from my audience, and in retrospect that's not a big surprise: it's probably where you get stuck too.  Spaceships were probably the hardest bit, but cycling through every little detail, making sure nothing got lost was also very difficult, and the worst part, honestly, was working out that playtest and all the signature characters.  I think this will be the last time I go into that much detail.

I also probably condensed too much.  I'm writing this post in about the middle of March.  Iteration 1 took me about a week.  Iteration 2 took me about 3 weeks.  Iteration 3 took me about 6 weeks.  I could have easily stretched my posts out into 3 months (as you can see from all the data dumps), but instead I chose to condense them down into two months.  I learned a lot about my own motivation and attentiveness during this iteration.

Armor: The trooper armor was more than sufficiently tough to deal with most attacks.  The Heavy stood up to a barrage of Kendra's fire without being virtually invincible, and Kendra's heavy blaster pistols are close in strength to a full carbine.  While nobody actually hit dear Ferdinand in the armor, I suspect the higher DR would have certainly been noticeable.

I lack goggles!  That cannot stand!

Weapons: So, uh, it turns out that there are two sides to attacking a jedi in melee: You need to be able to parry without having your weapon destroyed, but you also need to attack without your weapon being destroyed.  The Neurolash Field Parry is a nice concept (though the Assault Trooper favored dodge over it), but it needs to be expanded and made even more effective:

Neurolash Field Mastery: You have learned to use the magnetic field charge (or whatever technobabble nonsense) of a neurolash weapon that you may both attack and parry a force sword without fearing its destruction.  A force sword wielder can still deliberately attack your weapon as normal.

Shields: Okay, I liked that they could block blasters.  It felt fine, it didn't feel like it needed any special Precognitive Block to make it work, or that it was "unfair."  I'm also not convinced it should apply a -2 to attacks, as you can see through it just fine (one of the perks of the Riot Shield, specifically mentioned in Ultra-Tech).  Still not clear on how "reflecting" the attack should work.  Can a sniper from a mile away hit you and then you hit him back with a basic DX roll?  And if the shield can just block a beam weapon attack and reflect it without precognitive block and doesn't penalize your attack, wouldn't everyone become a sword-and-board wielder?  I'm going to leave this for now: the next iteration will be martial arts and powers, which seems a perfect time to look into it.

Robots: The robots seemed to fit quite nicely.  The battle-bots were somewhat pathetic... but they allowed the troopers to shine a bit more in comparison, and how they fought had sufficient contrast with how the troopers fought (in particular, their lack of surprise or fear: Heartless Machine, a late addition in the iteration, was a good idea).  DD-6 was absolutely destructive and highlighted how powerful a non-mook robot can be.  She actually worked better than I thought she would.  Berserker on a robot, in particular, is terrifying.  I dread what a full-on Combat Android would be like.  It might be worth playtesting, because it might be too powerful for a Psi-Wars game.

Economics: I still feel like the typical character has too much money.  Even Leylana just ditched most of it into a robot.  What will PCs do with all that money?  On the other hand, I find modern games have a similar feeling.  After you've picked up your pistol, your clothes, your cell phone and perhaps a bullet-proof vest, the average city-based investigator or thief is basically done and doesn't know what to do with the rest of their $20,000 starting budget.  Psi-Wars feels the same, so I'll leave it.  The ships feel right too (I had originally given them $20 million, then dropped it to $10 million, then went back to $20 million).  Some of the penalty options don't work (Bad Smell?)  so looking over them often felt a little frustrating, as what you want should give character and offer a potentially interesting element, but some of them feel too steep, or the sort of thing I would disallow as a GM.

Ships: Ships feel fine, of course, as they got a ton of work.  But I'm not sure about Hyperspace yet.  See, you always need to make a Navigation roll or you get lost.  That means the average Joe Spacetrucker with his Navigation of 10 or so is running into Stars half the time, even on the easiest hyperlanes!  The typical GURPS GM is saying "That's nonsense, he gets a +4 for doing something that's particularly easy," and I think we should codify that.  Certain hyperjumps have been so thoroughly charted that even a child could navigate them.  Your ship carries standard charts that grant a +4 to navigate those areas.  I also feel like 30 minutes is too long.  The "Five minutes to escape" rule is pretty nice, but it only applies for charging the hyperdrive.  It should apply to navigation as well: It takes 5 minutes to come up with a navigation course.  You can increase the time: 10 minutes for a +1, 20 minutes for a +2, 40 minutes for a +3 and more than an hour for +4, and you generally cannot do better than that.  We might allow something like Mathematics (Pure) rolls to allow even longer rolls as someone works out the precise math and model of how navigation should work, blah blah, but then this starts to sound like Star Trek rather than Star Wars.  If you're having that much trouble getting somewhere, get an NPC guide, or find a lost starchart.

Mooks: I need pilot mooks, and unique ways for them to fight, but I need to figure out how to differentiate wild and wooly pilots from by-the-book pilots and what have you.

Electronics: I liked how they played out.  The scenario played like a typical Action scenario, in that characters with the right tools/skills for the job made their skillsets work, and those without had to find alternate solutions.  Security and Surveillance seem to be king, but I expected as much.  Electronic Warfare is similarly powerful in a variety of wars, though it didn't come up.  Communications strikes me as less valuable, though Hacking is probably quite useful.  It's probably worth mentioning that Hacking might allow you to hack open doors or gain access to security feeds, etc.

The tracer hasn't worked out as well as I would have expected.  I don't mind tracers as tracers, but tracers doubling as bugs seems a bit odd.  You noticed in the playtest when I pointed out that a tracer could have been attacked to the camera feed to read it, and that seems counter-intuitive, not the sort of tactic a player would use, and that defeat the "simplicity" of the device.  Instead, it may be better to have tracers and sort of "omni-bugs" that act record both IO, video and audio (I think most players will grasp the difference between "bug" and "tracer" without finding it arcane)

Other Stuff: I'm sure there's more that I could look at, or haven't really checked, but I don't have the time to go through each nuance and detail yet.  By and large, though, it feels like I have the basis to a pretty good setting/campaign.  The templates begin to come together, to feel sufficiently broad and also sufficiently competent

Saturday, April 2, 2016

March Retrospective

Upfront, I want to say something, so that if people skip the rest, they at least get this bit: I don't mind questions.  If I wanted my notes for myself, I wouldn't publish them.  I want you to read them and to use them and I know the best way to use them is to ask about them, push the boundaries, try to figure out how they work.  Kalzazz on SJGames is forever complaining about my characters and templates and telling me how he would do things totally different.  The result is that I know he's definitely inspired, and many of his complaints have solidified my designs.  I see some people apologizing for asking questions.  Don't!  Feel free to ask.  I enjoy it.

Alright.

Normally these retrospectives coincide with the end of an iteration, but such is not the case this time around.  Our technological iteration continues apace, so I have no "Summary of the Iteration" for you. You'll have to wait another month for that.

This has been an absolutely amazing month for views.  I broke all previous records twice, first on March 10th with the most views in a single day (219), and then again on the 31st, with a staggering 322 views.  This month also finally broke 3000 views for a total of nearly 3500 views!  I suspect that I'm getting more views because I'm posting more, but I had roughly as many posts in February and didn't get nearly this many views.  It may well be the subject matter: I assumed people would be more interested in seeing templates that would actually allow them to sit down and play, but instead people seem more interested in getting Ultra-Tech and Spaceships to work for their sci-fi campaign.  I also suspect that I'm slowly building a viewer-base, by keeping those who started checking me out in January and February, and adding new people.

SJGames remains the top source of traffic, of course, and Google remains secondary (especially Google+, where the GURPS community continues to be exceedingly supportive). Douglas Cole has ascended to spot 3: His weekly blog-roll has definitely helped funnel traffic my way.  Coming in at 4th is Facebook, where people either are less interested in my material, or it's simply less active there (given that I see more posts in general on the Google+ side of things, I think GURPS just has a stronger presence on Google+).  In fifth place is some site called "Feedly," where I evidently have 15 loyal followers.  Dungeon Fantastic has fallen to 6th place.  I don't believe it's because less people go through there so much as these other sites have grown.

My top five viewed posts were:

  1. FTL Travel
  2. Weapons and Armor
  3. The Gear List
  4. Robots
  5. Spaceships

The popularity of Weapons and Armor and the Gear List doesn't surprise me at all.  They represent the sort of thing I imagine most people most immediately want from a sci-fi campaign, especially in a section about technology "What gear can I get for my character?" Robots rather surprises me, as I saw a precipitous drop during my discussion about robots overall, but the generic discussion about robots seemed to please people more than my advice for modifying robots, or turning robots into grab-and-go templates, which did surprise me.  Similarly, FTL Travel and Spaceships were generic discussions about concepts, like Robots, and fared very well.  FTL is the most viewed post I've had since the Iteration 1 announcement post, to give you an idea of the scale of the popularity of that post.  I suppose it's a topic a lot of people wrestle with.

My top five most liked posts were:

  1. FTL Travel
  2. The Gear List
  3. Weapons and Armor
  4. Spaceships
  5. Simplied Space Combat 1.2
I try not to put too much stock into +1s as they're relatively random.  Someone might love the post, and then just not think to click +1.  On the other hand, not every view results in a happy person.  Perhaps people come back again and again to point and laugh, or to tremble in rage at how wrong I am, or whatever.  Thus, +1s are the closest I can come to seeing what people actually like or not.  Again, FTL travel tops the charts, and Gear and Weapon follow behind it, though they flip positions. This certainly suggests people generally like those elements.  Spaceships remains on the list, but Simplified Space Combat joins it.  Given how very new it is, that bodes well for its eventual view numbers (I suspect people might come back to reference it, or people will only discover it, say, today or tomorrow or what have you).  Robots had a +3, which suggests that its fate might be as "random" as the Gear List/Weapons Armor switch.  Also, I should note that a few people +1 my announcement posts, but never +1 the post itself.  So, again, it's somewhat random.

My top five most discussed posts were: 
  1. The Gear List
  2. FTL Travel
  3. Weapons and Armor
  4. Simplified Space Combat 1.2
  5. Rewriting Space Combat
Comments are, of course, a place where I tend to interfere, as I'll need to respond to comments, especially questions, so a high value might just mean I felt that I needed to talk more about a topic.  Also, why people make comments varies, but I can actually look at the comments to give you a feel for response.  They tend to vary between praise and questions, and most of the questions tend to be "Why did you do X?"  Rewriting Space Combat had some cautionary notes that were, of course, completely valid (hence the need for a Revising the Revision post), and FTL had some excited "Let me tell you about my own FTL!" which probably made me the happiest.  The real intent of the Psi Wars series is to help people turn their ideas of a sci-fi setting into a fully realized one.  Sometimes what I do is to offer material for that ("Here, use these rules to make your starfighters work right!"), sometimes it's to show people how to make that material themselves ("Have you considered using Action or Monster Hunters as a base for your sci-fi campaign?"), but often it's just to inspire ("If I can do it, you can do it too!")

Personally, this mini-iteration on spaceships is perhaps the most important version of this that I've done yet.  A lot of people find spaceships troubling, especially for a space opera campaign (I want to note that this is only one version I have. Heroes of the Galactic Frontier has a More Star-Trek/FTL-inspired version, and I have yet another version I'm working on for Echoes In The Dark), but what matters more to me is showing you how I did it.  The best approach I can offer for doing these things is to cycle through the three following steps:
  1. Research
  2. Write
  3. Test
Rinse and repeat.  Every writer will tell you to do the same.  First, dig up as much material as you can on the topic, then synthesize it, then write out your new version, then test it, and then rewrite it based on the results of your testing, over and over if necessary.  The fact that I have two versions of simplified spaceship combat is important, because for my other systems I often had far more than that.  You will too, if you do something like this, and that's okay, that's normal.  Of course, you don't need to write a complex journal about it, or create characters and give them a story.  I generally don't. But you should at least walk through a mental experiment, poke at the sides, and then revise again.

My one real "disappointment" this month, in regard to this blog, is that I've been so busy that I've lost some of the lead time I've built up (I've got less than a month of lead time now), though I'm happy to report that I've already begun compiling my notes on Iteration 4: Cool Powers.  The reason that I've lost lead time is that I got married, and I've been doing more important things than blogging, like eating cake, dancing, moving, and honeymooning (or, I will honeymoon shortly).  I have no regrets! And, in fact, this is one of the reason I worked so hard on building up a lead, I just a lot of ground when I condensed a lot of this material into extensive data dumps.

Next month, we'll round off the spaceship series with more gear, then I want to touch on scavengers, character-economics, stealth-in-space and how it relates to smugglers, then we'll do a giant test of Iteration 3 and see how well everything works.  See you then!

Saturday, February 27, 2016

Iteration 2 Retrospective

As promised, at the end of every Iteration, I post a summary of the iteration for those who want to just dive in without my droning on about the whys and wherefores. And so, here it is:


Looking Back

I expected Iteration 2 to be much better received than it is.  I'm not saying people disliked it, I just expected it to make a much bigger splash than iteration 1, and it didn't.  I suppose in retrospect that makes sense.  People tend to be excited when something new happens, because something is more than nothing, but each iteration is only an improvement on the idea.

Overall, my views are down, but not by very much.  I think this is to be expected as well: Everyone tunes in when a new blog starts, and then a portion of them tune out when they realize the current content is not for them.  For example, one of my largest posts in the past year has been my announcement that I would start a blog.  Since then, I've been pretty consistently at about 2400-2600 views "a month" (blogger keeps a running tally).

Word is getting out, though.  Someone dropped a link to the blog on reddit, and I've managed to get onto a sight called "Feedly."  Douglas Cole's GURPS Day is starting to funnel traffic my way: He's now neck-and-neck with Dungeon Fantastic for the amount of referral traffic I get. Incidentally, joining him for Melee Academy resulted in one of my more popular posts: Wu Wei.

Google+ remains a better option for me than Facebook, though I'm not sure why.  Most of my posts on facebook generate a small amount of traffic and get, perhaps, one like.  Google plus, however, inevitably results in a like or two, often more than five, and generally more traffic.  Given that facebook is supposedly more heavily trafficed, I find that odd.

Edit: Oh, I forgot my traditional break down.

The winner of the most liked character this time around was Dun Beltain.  He was also the most viewed.  The most liked template was the Space Knight, but it was also one of the least viewed.  The Spy was the most viewed.  The most liked post of this iteration was the first one: Adjusting the rules, of which I approve (I think it was the most innovative and broadly useful of the posts).  It was also the most viewed.  The second most viewed was the post on adjusting templates, which I also approve of.  When I spoke of expecting this to make a bigger splash than it did, I refer to those posts, and they certainly did make a splash... I was just surprised Iteration 1 seemed to generate more discussion and likes than Iteration 2.

Looking Forward

The next iteration is technology, because you can't run a sci-fi game without carefully defining your tech.  This is the heaviest iteration I've done yet, and it took me the entire month to put it together.  I originally had it set up for nearly 4 months of posts, but I took a gamble and condensed it down into several data dumps, so we're going to have a very busy two months!
  • Next week is all your basic technological concerns, from FTL to infrastructure to gear.
  • I'll discuss robots, how they fit into the setting, and how to make use of the robot templates in Ultra-Tech to rapidly prototype your own robot companions
  • Then we get into ships.  And we go on and on about ships
    • First we playtest the space combat system, find its flaws and its strengths.
    • Then we rewrite the space combat system to better fit our vision
    • Then I discuss how to use, and modify, the various ships given in the GURPS Spaceships series for campaign
  • Then I discuss how the various choices I've made impact the game design and the templates, including introducing a few additional rules to cover more general technological concerns
  • Then I'll rebuild the old templates (and introduce a few more!) and run one last playtest to see that it all works.
I hope you like Ultra-Tech as much as I do.
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