I realise the following contains references you folks don't yet have available, but I occasionally write these, 'for the record', as it were. I hope it is at least moderately interesting.
After 'refreshing' the Spectral Index to make it more intuitive, I rolled up a 'long-form' character and spotted a tweak or two in the order of tables, or a formatting glitch that needed correcting.
--I then decided to see if the background skills (Environmental Activities, and Training points) could be abused RaW, and when I saw that it could, I then placed a hard limit on the letter code (skill level in common parlance) that could be purchased. Now (although 'levelled' figures can increase Training through Adventure Points), starting folk (such as NPCs and the Base PC), cannot be more than an average of 75% proficient in any given Activity. When I upload the Spectral Index this will all make good sense.
I must make certain that even casual readers of the Players' Manual will not be able to confuse the 'long form' character generation routine with the 'roll-and-go' (ostensibly 'old school') method which allows for importation of many/most other 3d6-based characters.
--That EPT thread on Dragonsfoot sent shivers down my spine. I don't want to deal with anything of the sort.
My decision to switch over to a Gamma World scale for a figure's 'HPs' and weapons damage makes me very happy, and opens up a lot of great official and fan-based GW material for cross-pollination, so to speak.
--Since I've always favoured GW over D&D, this is a sort of 'homecoming' for me in a similar way to many OS bloggers'/gamers' re-discovery of 'the old ways.' That Mutant Future is enjoying the fan-success that it is only bolsters my confidence in my decision.
Now, parallel to that change, the implementation of many of the ideas/principles found in Ward's MA articles in The Dragon, and a general memory of Jorune chargen, 'long form' PCs are very playable without one drop of Point Design prior to game-start, which was one of my goals that hadn't been made clear in the beta .pdf, to my chagrin.
Since UWoM is another creature altogether, and I am not in the Orthodox Old School church, ;) I strongly believe in games that have official settings:
* Tekumel
* Greyhawk (don't kid yourselves, you know 1e was keyed to reflect Greyhawk)
* The Vilani Imperium
* Glorantha
* The Warden
* Gamma Earth/Terra via its series of adventures literally expanding the known world's map
* The Morrow Project's earth
* The world of Palladium
* Car Wars' earth
* Jorune, among others.
--Having a strong setting in no way diminishes one's ability to 'sandbox', and some of the above required one to do so if only due to the grandeur of the setting.
With a strong setting comes the knowledge of the world's baseline and the origins from whence a character arose. The parents/guardians, the local environs, pastimes and home-education in familial trades/crafts and culture-ways, as well as years of hearing of the daily goings-on 'at work', if not actually apprenticing in that field. Then the local society and its concerns, diversions, interests, mores and standards of conduct, pastimes, philosophies, religious thoughts and ideals (if any), sexual congress rites, and burial practises, etc.
--In game terms, even if a young (teens) character is rolled, these things are already resident within the person, and figure into their ability to navigate the considerable dangers upon Urutsk, while the player is still the one in charge, and the one challenged. The details of a character's background are a goldmine for gaming possibilities.
So, for gamers who enjoy Urutsk as a backdrop, but want to roll 3d6 six times in order and optionally pick a class, it'll work fine, as will it for folks who'll find rolling up a native in their full glory to be rather nifty.
A blog for The Urutsk Cycle and Related Subjects,
including the URUTSK: World of Mystery RPG.
Shipwrecked survivors of a galaxy-spanning empire (ruined when the core exploded) settle upon a wetlands world occupied by humans and other species. They then poke through ruins of their Ancient ancestors as they strive to regain space and then, starflight.
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Showing posts with label James M. Ward. Show all posts
Showing posts with label James M. Ward. Show all posts
Tuesday, December 15, 2009
Wednesday, December 9, 2009
[RPG] Updates Notification: 9th, December-
I am busy describing life in all of the Imperial Castes based upon the ancestral traditions of former starship crew positions (Astrogator, Medical, Survival Instructor, etc.), and their applicability to contemporary Urutskan life.
--Mechanically, this works with both the Spectral Index, and traditional d100 rolls equally well, so both camps are accommodated without diluting the system.
Likewise, the micromanagement of Skill % has been eliminated through the introduction of the Spectral Index, which itself, eliminates the use of d100 while still maintaining as great a range through the addition of PC bonuses for Ethnicity, etc.
I have also updated the Dynamic Pool rules to align more precisely with Gamma World's (nd6) HP, where n is equal to the figure's Constitution score. Although, Urutskans are generally of a lighter build overall than inhabitants of a full G world, rather than .95 G or so of that smaller, watery world.
--Now, commoners and non-Fight-die gaining persons are still as durable as an average GW character, and any gained DP from Fight Dice are simply added to the total.
---The effect this has upon the Combat System is that Critical Strikes will conform more closely to the established 'Double Damage' sort of operation than my, 'straight into the negatives' method. Concurrent with that, however is a 'Wound Level' mechanism which emulates similar effects I find desirable in my games; namely that folks really ought to go unconscious before kicking the bucket more often than not.
Also Combat-related, Critical Strikes now occur only on iterative '5+ what was needed' results, and taken off of the raw die (dice) results of a '20', etc.
With all of the talk of Mass Combat and the Deendee End Game in the blogs, I brushed-off my work from earlier in the year and combined it with the Spectral Index to provide a standard wargamey matrix with the added granularity of a subjective, colour-logic system.
--I'm letting all of that simmer, but have taken efforts to support a seamless integration with the PCs so that 'on-the-fly' change of focus 'zoom' can be used to affect both the Strategic and PC scales of action.
---The results of 'heroes' are then stepped-down one level for the aligned warriors around them, but also, poor troop rolls can drag-down the heroes' efforts. It is the most synergistic and compact mechanism that I have seen in a system tailored to such high degree of integration with an RPG, so I hope I succeed in my lofty goal.
My entirely random character, Eresenkh Elik, using the CharGen tables, and before expending any 'PC' currency, is pretty interesting and serves to illustrate the sorts of folks who surround and support/undermine the PCs in their efforts/exploits, and from whence PCs are derived.
--This makes UWoM PCs somewhere on the order of magnitude between D&D and GW starting characters, which is where I intended.
---This ought to further facilitate the use of GW and UWoM materials back and forth between the two games, and a few of the tables are based on concepts put forth by James M. Ward in early Dragon articles for Metamorphosis Alpha.
I'm certain other bits are escaping me at present, but that's the gist of the changes.
--Mechanically, this works with both the Spectral Index, and traditional d100 rolls equally well, so both camps are accommodated without diluting the system.
Likewise, the micromanagement of Skill % has been eliminated through the introduction of the Spectral Index, which itself, eliminates the use of d100 while still maintaining as great a range through the addition of PC bonuses for Ethnicity, etc.
I have also updated the Dynamic Pool rules to align more precisely with Gamma World's (nd6) HP, where n is equal to the figure's Constitution score. Although, Urutskans are generally of a lighter build overall than inhabitants of a full G world, rather than .95 G or so of that smaller, watery world.
--Now, commoners and non-Fight-die gaining persons are still as durable as an average GW character, and any gained DP from Fight Dice are simply added to the total.
---The effect this has upon the Combat System is that Critical Strikes will conform more closely to the established 'Double Damage' sort of operation than my, 'straight into the negatives' method. Concurrent with that, however is a 'Wound Level' mechanism which emulates similar effects I find desirable in my games; namely that folks really ought to go unconscious before kicking the bucket more often than not.
Also Combat-related, Critical Strikes now occur only on iterative '5+ what was needed' results, and taken off of the raw die (dice) results of a '20', etc.
With all of the talk of Mass Combat and the Deendee End Game in the blogs, I brushed-off my work from earlier in the year and combined it with the Spectral Index to provide a standard wargamey matrix with the added granularity of a subjective, colour-logic system.
--I'm letting all of that simmer, but have taken efforts to support a seamless integration with the PCs so that 'on-the-fly' change of focus 'zoom' can be used to affect both the Strategic and PC scales of action.
---The results of 'heroes' are then stepped-down one level for the aligned warriors around them, but also, poor troop rolls can drag-down the heroes' efforts. It is the most synergistic and compact mechanism that I have seen in a system tailored to such high degree of integration with an RPG, so I hope I succeed in my lofty goal.
My entirely random character, Eresenkh Elik, using the CharGen tables, and before expending any 'PC' currency, is pretty interesting and serves to illustrate the sorts of folks who surround and support/undermine the PCs in their efforts/exploits, and from whence PCs are derived.
--This makes UWoM PCs somewhere on the order of magnitude between D&D and GW starting characters, which is where I intended.
---This ought to further facilitate the use of GW and UWoM materials back and forth between the two games, and a few of the tables are based on concepts put forth by James M. Ward in early Dragon articles for Metamorphosis Alpha.
I'm certain other bits are escaping me at present, but that's the gist of the changes.
Labels:
DnD,
Gamma World,
James M. Ward,
Metamorphosis Alpha
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