Archive for the Projects Category

Spirit of the 7th Sea

(Note:  This was also posted in my LJ.  I’m cross-posting it here to keep it with all my other writing.) 

So, in discussing 7th Sea over on Rob’s blog a couple days ago, I got bitten by that bug again.  Nothing gets my juices fired up quite like that setting.

Today’s post is about how to use DFRPG to do 7th Sea.  And I’m rambling and spitballing, so don’t expect a lot of organization.  I already did some of this work using SotC as a model.  DFRPG opened up a couple new options, though.
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What *is* an RPG?

So, as I’ve mentioned here, I’ve been toying with a few different systems and settings for RPGs.  I was thinking about whether or not I could actually devise a new and improved RPG.  I’m sure that there is ground yet to be trod.  But, how to find it?

An awful lot of the indie games seem to delight in spewing forth wacky mechanics.  I think that, as a community, they are attempting to derive the perfect RPG through some sort of Darwinian process.  They create games like you create creatures in Spore, then have the games compete for “survival” (measured in mentions on Forge and RPG.net, as many of them don’t actually have sales).  Key features are then re-incorporated in newer games (though generally with the key terms changed, so that the writer can convince people his work is “original”).

I thought that I would rise above this mish-mash, powered by nothing but my own hubris.  I will devise the perfect RPG, not through some messy evolutionary process, but with SCIENCE!!!  (Please don your protective goggles at this time.)  (Ze gogglez!  Zey do nothink!!!)

In some seriousness (since I seem to be incapable of all seriousness), what I am looking for initially is some idea of what RPG rules actually do.  I know what an RPG is.  And I know a couple dozen rules sets.  But, if I want to make a contribution that is an actual revolution, and not just a gimmicky new mechanic, I need to have some idea what my goals are.  So, what needs do the rules of an RPG need to fill?

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Gear conditions

So, one of my biggest stumbling blocks in designing my post-apoc RPG setting is gear.  All the rest of it is actually relatively simple in concept, just somewhat lengthy in execution.

Here’s the basic block:  Gear needs to matter.  Post-apoc is one of the few settings where hand-waving gear actually detracts from the feel.  Scavenging for parts, babying your car because you can’t find another, and fighting off desperate bandits who want your stuff are all key features of the setting.  And yet, most of the solutions I’ve seen either fail to provide mechanical support for these features, or have a system that is over-detailed and heavy on the bookkeeping.  Indeed, the solution I’ve been working with to date falls into the “heavy on the bookkeeping” side.  I was looking at it a few weeks ago, and realized that, much like your average encumbrance system, no one would actually use it.

I had a brain-wave last night.  I think I now have a tweak to the system that radically reduces the bookkeeping, while still maintaining most of the effects I want.

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How fragile we are

IMO, any post title that has me singing Sting lyrics is a good one.

In working on my new PA setting, I came to a startling conclusion.  Our information-based infrastructure is like a gigantic balloon.  Press it at any point, and it will give.  Remove the pressure, and it will rebound.  But pop it, and it cannot be repaired.  It can only be rebuilt from scratch.

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New PA concept

So, I’ve been kicking around taking the work I did on d20 Rifts and porting it to the “MasterCraft” system (making it a variant of Spycraft 2.0 instead of Spycraft 1.0 and incorporating elements of FantasyCraft).  However, if I did so, I’d want to toss it over the fence to the guys at Crafty, which means I need to seriously file the serial numbers off the setting.

So, how else do you make a gonzo, kitchen-sink, post-apocalyptic setting?

My first idea (a series of mega-crises rather than one big event, plus a pretty awesome idea for introducing aliens) didn’t work.  Not kitchen-sink-y enough.  I had a fabulous explanation for non-human intelligences wandering around.  But, I had to hand-wave the introduction of both magic and psionics.  It was way too forced.

Percy Jackson, oddly enough, prompted the seed for the new idea.  Some time in the late 21st century (long enough for super-tech to be invented, short enough for the society to have not gone to singularity and become unrecognizable), the Second Coming of Christ occurs.  He is the child of both the line of Jesus (borrowing from Holy Blood, Holy Grail and suchlike) and the line of Fatima (and hence Mohammed).  (Being of the line of Jesus also, obviously, makes him of the House of David.)  He is the Messiah for all three Abrahamic faiths, uniting them for the endtimes.

He is opposed, however, by scions (see what I did there?) of other faiths.  The Norse Gods see this same time as Ragnarok.  The Greek Gods see the return of the Titans (*cough*Dark Inheritance*cough*).  Shiva the Destroyer returns.  I think you get the idea.  The point is, god war.

After several bloody, destructive years, the gods drive each other from the Earth, leaving the wrecked shell to the relative handful of surviving mortals.  They also leave behind two other gifts.  First, some of the gods indulged in shore leave while fighting the war, and left a passel of half-divine children behind.  By the time the setting proper begins, the bloodlines of those children are effectively psions.  Second, the knowledge of how to work true magic has returned to the world.  Oh, and they one other legacy: several creatures of myth now wander the world.  That is more curse than gift, though.

Two other quirky bits.  Artificial intelligences were created and became self-sustaining before the god war.  So, you can play a robot (some are just brains in boxes, but I’m not sure those are really playable), or a cyborg with a pet AI sharing your body.  Second, genetic engineering was on the verge of a massive breakthrough.  One of the surviving societies is able to grow carefully manipulated Genetically AUgmented Beings (known generally as GAUBlins) in vats.  Gaublins are treated more like clever livestock than even slaves, despite having human-level intelligence.

One area has also developed the ability to create massive robot vehicles, that run on bio-diesel and magic.  They have animal-level spirits bound to them, helping to animate and control them.

So, let’s see.  Psions, mages, ordinary humans, cyborgs, genetically-enhanced humans, robots, robot vehicles, monsters.  Tech levels will range from hunter-gatherer/cargo cult level, to a typically early industrial age, and in a few areas up to post-modern.  One of the sky gods ripped down all the satellites from orbit, destroying the global communications infrastructure, and no one has put together the resources to start lifting satellites back into orbit.  (This serves to isolate settlements from one another, an important element.)

Have I left anything out?

Cat-hattan

This is a concept that was birthed from the “Life after People” show on The History Channel.   Essentially, as our metropolises decayed, skyscrapers would become vibrant micro-ecologies.  As windows shattered and fell out, dirt and seeds would find their way in, creating gardens 15 stories up.  Birds would be the obvious inhabitants, but insects and rats would also dominate, living off plastics, woods, and insulation.  As the joists and beams deteriorated , the whole structure would become too unsound for any large animal, and would require significant climbing ability to negotiate.  The apex predator of this new ecological niche?  Cats.

In my post-apoc setting, Manhattan Island was abandoned, and all the bridges blown.  As water levels rose, the edges of the island became submerged under up to 6 feet of water, with skyscrapers towering above these channels.  Skyscrapers ruled by cats.  And, over the years, the cats had…changed.

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System concept 4: Skills

With Stats must go Skills.

I’m a little torn on Skills.  On the one hand, I’d kind of like to do “define your own” skills, like Unknown Armies.  On the other, since I am introducing Aspects, that would severely blur the line between Aspects and Skills.  Probably not a good thing.

So, here’s some rough thoughts on how to do Skills.

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System concept pt.3 - Stats

If the basic resolution is Stat and Skill  based, I suppose we really need Stats, huh?

(I’m tired today, so this is going to be more streamy and less organized.)

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System concept pt 2 - How to make checks

We’ll start with the basic resolution system.
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System concept

Watch this space.  It’s likely to change.  I’m free-thinking this right now.

I had a brainstorm walking the dog this morning.  I really like the Edge of Midnight resolution system.  I was talking to Kevin about it and his new idea for a game while I was in Seattle.  I think I might want to use it for my post-apoc setting.

Except, of course, I also want to use MasterCraft.  But that’s a different post.

Thinking happens in 3..2..1..

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