Showing posts with label RPGs. Show all posts
Showing posts with label RPGs. Show all posts

Monday, 3 August 2015

What Comes After? - Notes On An RPG Setting For Overpower

As the seasons change and the wheel of the year moves inexorably onwards, a young man's thoughts turn, inevitably, to RPGS. Well, the thoughts of the younger men anyway. I'm feeling about 80 over here. But some members of the collective (who presumably are only feeling about 60) have expressed the desire for playing a new RPG game. And one of them said:

Quite fancy something rules-light...and theme-wise I'm feeling superheroes or modern horror (zombies, etc.)

Which got me thinking.... Why not both?

Wednesday, 18 March 2015

S&W Episode 3rd Edition: A New Setting

I've been thinking a bit about RPG stuff lately. Specifically about super hero RPGs. After all, we've been playing quite a bi of Sentinels Of The Multiverse recently. In addition to which the spectre of actually trying to get an RPG going has been mooted, and I've actually had some positive feedback on the notion of running Overpower. Which is gratifying. It's always nice when you manage to do something that people actually enjoy. So, on the way to work one morning I was thinking about setting ideas for games, when I had a REALLY good idea. One of those rare ideas you have where the more you think about it, the more sense it seems to make, and the less you can believe that someone hasn't already thought about doing it.

What if you ran a super hero game set in the Star Wars Universe?

Tuesday, 7 August 2012

Chase Them If You Must. But Never, EVER Deal With One

Let's talk about Shadowrun for a bit. Or, more specifically:

FOR THE LOVE OF GOD PEOPLE, KICKSTART THE HELL OUT OF SHADOWRUN ONLINE.



I certainly am. As are many others. Whether or not enough of us do remains to be seen. But I REALLY want this game to happen. And I figure the only thing I can do to help, short of defaulting on my mortgage, is to take the time to wax lyrical about the whole thing.

Because I am so incredibly popular that everyone automatically does what I say.

Thinking about it I should just upload this to my okcupid profile.


Thursday, 21 June 2012

Comic Sans Part 3: We Are The World

So, I've already been over the (admittedly loose) mechanics and character building used in my Overpower game. And I said I'd talk a little about setting in this instalment.  So let me see if I can remember enough about how the worlds worked to actually describe them.

Wednesday, 20 June 2012

Comic Sans Part 2: We Are Here, Where Are You From?

So, last time I talked a little about the basic mechanics of the Overpower system that I came up with some years ago for doing super hero games. It's fairly rules light, but still has a few. And this of course means that we'll need some way of recording the relevant details. So today I'm going to go through the character sheet and character generation.

Tuesday, 19 June 2012

Comic Sans Part 1: Maths And Stuff.

It is a given fact that, when running a game, I tend to favour the rules light approach. Often to the exclusion of actually having any rules whatsoever. Now, partly of course this allows me to concentrate on story, character and drama without having to worry about the fact that only one person at the table is capable of rolling above 10 on a D20.

Every time. Every. Damn. Time.

But equally I suppose it's simply that I can't be bothered to do all the maths and have to stat out every little thing just in case. Obviously there are both advantages and disadvantages to any way of running a game, and one is not necessarily better than the other. It all depends on the type of game you're aiming for and the people involved.

But anyway, at least one time I DID write up a system with actual rules. Not many, I admit. But some. And since some of my players have expressed an interest in maybe digging the game out for another go at some point I figured this was a good opportunity to dig out my notes and write it up.

So, ladies and gentleman, let me introduce you to the Overpower system.

Tuesday, 24 January 2012

D&Don't Part 9: Terms Of Engagement

Okay, this time the issue that we're talking about is actually a lot more general than being a purely D&D issue. D&D certainly suffers from it, but then so do a lot of games. And curiously this is one of the few areas where D&D has actually taken some positive steps.

Yeah, you heard me. This may be the only time I actually have something good to say about the game, so buckle yourselves in, it could be a bumpy ride.

Monday, 23 January 2012

SEXWANG

So, the guy from D&D with porn stars posted a questionnaire and invited everyone to fill it out (ooo err). Let's have a crack at it and see what happens.

D&Don't Part 8: A Question Of Competence

You know, I really wish Blogger had a word count function. It would be nice to see how much verbiage it is exactly that I've been dedicating to this ongoing screed against D&D. I certainly didn't plan on it going on for this long. I'm almost getting tired of it. However I did resolve to myself that if I was gonna do this I was gonna do it properly, and thus we must press on.

Today I'd like to talk about the competence of the characters.

Friday, 20 January 2012

D&Don't Part 7: Misaligned

Following on from my last post on monsters, I'd now like to take a moment to talk about alignment. And since the purpose of this series is simply to complain at length about stuff in D&D I don't like, you know that I'm not going to have anything good to say.

Thursday, 19 January 2012

D&Don't Part 6: Nigglings

After having vented at some length over the shortcomings of the magic system in D&D I'm not sure that there's too much left for me to complain about really.

Well, actually that's a lie. The next issue I wish to discuss is one of terminology.

Wednesday, 18 January 2012

D&Don't Part 5: Nine To Five

Following on from my last post, I'd like to take some time to finish moaning about the awful, awful magic system present in D&D. For all the long, rambling intro I included last time, I didn't really have the room to properly get into my main problem with the Magic system.

The purpose of having a magic system in a game is, after all, to provide a framework to allow spellcaster type characters to actually, you know, cast spells and stuff. The issue I have with D&D is that it doesn't actually do this. Quite the opposite in fact.

Tuesday, 17 January 2012

D&Don't Part 4: It's (Not) A Kind Of Magic



Okay, we've come to the point in this little series where I'm going to have to discuss the magic system. This is something of a problem, because the main problem I have with D&D, the primary source of all my rage and aggravation, the one irredeemable suppurating turdbag that forever sets me at odds with the game and ultimately prevent me from overlooking any of it other flaws however minor, is the magic system.

Monday, 16 January 2012

D&Don't Part 3: Class Is Dismissed.

I fucking hate class based systems.

There, I said it. If there's one thing I've learnt from my experiences playing D&D in it's various forms it's that classes as a gaming concept need to be lined up, stabbed, beaten, shot, set on fire and then pissed on by an elephant. Not necessarily in that order.

Sunday, 15 January 2012

D&Don't Part 2: The Basics

Okay, well let's start at the beginning, and try and work out way through in some sort of coherent order to the major bugbears. +1 Infernal Dire Bugbear Zombies to be precise. The first I'm going to mention is the stats.

Now, what could possibly be wrong with the base stats, aside from my obvious inability to roll highly for any of them?

Friday, 13 January 2012

D&Don't Part 1: An Introduction Of Sorts

I've been think quite a bit about D&D lately. Mainly because lately we've actually been trying to play it. It's odd, for all the various gaming I've done over the years very little of it has been actual D&D of any flavour. Even in terms of of computer based RPGs the only D&D I've really managed was Planescape Torment, and that was only because the fantastic story managed to outweigh the atrocious game mechanics.

See, as far as I can tell, there's only really one major issue with D&D. Put simply, it isn't very good. At all.

Tuesday, 20 December 2011

CR4


That's right class, today we will be talking about Owlbears. Now, you may well ask "Why Owlbears?". But then that's my point entirely.

Tuesday, 4 January 2011

It's A Kind Of Magic

I've just had a great idea for how to run a magic system in rpgs.

See, I've long had a problem with magic systems. And I don't just mean the fact that a level 1 mage redefines the definition of both useless and liability in EVERY SYSTEM EVER WRITTEN.

No, the problem is that magic systems simply don't tend to feel very magical. A lot of this is of course due to the fact that rather than exploring the infinite arcane wonders of the cosmos you're always just shopping from a fixed list of spells with absolutely ZERO room for imagination or creativity on the past of the PC. However another issue is the managing of spells itself. Basically you have one of two systems depending on wether you're playing D&D or not.

If you are playing D&D then you get to cast a spell once per day whereupon you instantly forget it completely in what I an only describe as COMPLETE AND UTTER BULLSHIT. Or you have mana points. Now, mana points do work okay, and are obviously a big improvement over the D&D system  as the idea isn't obviously retarded. But it's still very precise and scientific. There's no mystery there. Once you've used up your magic points you can't do anything else. At all. You don't even have the option to try, even at great personal risk or anything.

And somehow I've come up with an idea that strikes me as potentially being better than these standard options. I'm sure someone MUST have thought of this already, but I don't recall seeing it anywhere.

Basically, the idea is to have saving throws with a cumulative penalty. So the more you cast the harder it gets until eventually you simply can't do it any more. You know, like actually wearing yourself out or something.

So, for example we'll say we're using a d100 system (because it keeps the math simple). We'll take a fairly simple spell, say magic missile (because the darkness isn't going to attack itself).



And we'll say it has a difficulty of 10 for some reason. That is you need to roll over 10 on a d100 to cast it. The we'll give it a fatigue value of 2, why not? So every time you cast it adds 2 to the difficulty of all subsequent spells. So the first magic missile is 10, the next is 12, then 14, 16 etc etc. Big complicated spells have higher difficulties and fatigue burdens, simpiler ones have lower. If you've got a spell that needs maintaining then make the fatigue bigger. So continuing our example whilst our one shot magic missile has a low fatigue of 2 raising up a zombie minion could have a fatigue of like 15 or something silly, thus representing the mental drain required to maintain and direct the minions.

If you want a system with crunchy muchkin maths then make all the values bigger and give the pcs stats and feats to offset them. Reserves of willpower or arcane strength, masteries of whatever arcane schools are appropriate to the setting. If you want something rules light keep the numbers lower and just use it as gauge. Either way we then get some great fun working out what happens when a mage finally pushes past his limits and it all goes horribly wrong. Or, conversly the mage will always have a chance, no matter how slim, of getting of that one final spell.

Even better you can provide temporary offsets in the form of highly addictive mana potions, and watch as all the wizards try not to become complete crack heads.

Obviously the fatigue can be reset by whatever recharge is appropriate; a good nights rest, arcane meditation, fellatio or whatever.

It just seems like a fairly good idea to me. I'm certainly gonna give it a try in my next game. If nothing else it should help determine what point the idiot spellcaster passes out.