Friday, November 13, 2009

Dice Mechanics

DICE MECHANIC

You roll the dice (2 d6) to perform an action that involves risk or immediate danger.

Option 1) Conflict Resolution - The more rare the roll (2 or 12 being a ‘legendary’ action.), the more control you gain over the situation. The thing being risked is the intention of the specific task.

Example 1) Player is gathering supplies in an old office building. He spots a supply closet across the room. There is a gaping hole in the floor covered by a plank. He takes his roll.

Result 1) Player rolls a 6. He states that he walks across a beam that leads to the other side of the pit and grabs the supplies. DM interjects; No, while Player is walking back, he loses his balance, he slips. His hands are full so he doesn’t catch himself, so he falls into the office space below.

Result 2)Player Rolls a 10. He states that he walks across a beam that leads to the other side of the pit and grabs the supplies. Player then finds an album in a milk crate. Player can use it after he puts it on his Playlist or finds a turntable.

Result 3) Player rolls a 2. He states that he walks across a beam that leads to the other side of the pit and grabs the supplies. DM interjects; Yes and the Player then finds a song and adds it to his Playlist. He also sees a red light on top of a tower in the distance.


Option 2) Task Resolution – Rolling common represents failure. Rolling rare represents success. The thing being risked is the specific task.

Example 1) Player is in combat. He stabs a Gremlin with a shard of broken glass. He rolls to attack.

Result 1) Player rolls 3, he stabs the Gremlin and deals an indeterminate amount of damage.

Result 2) Player rolls 8 and hits nothing but air.


Option 3) The undecided combination of the two. Conflict resolution deciding all non-combat procedure as well as about half of the combat procedure, and task resolution covering Awakening.

Saturday, November 7, 2009

Fleshing it out mechanics.

STORY
Collective unconscious, sometimes misgiven as collective subconscious, is a term of analytical psychology, coined by Carl Jung. It is a part of the unconscious mind, shared by a society, humanity and all life forms, that is the product of ancestral experience and contains such concepts as science, religion, and morality.

At the turn of the century, weird stuff started to happen. In some places, people started turning into stone, other places, they turned into zombies. Giant monsters burrowed up from the ground, animals and wildlife dominated areas and transformed into terrible angry beasts.

The collective unconscious runs deeper than Carl Jung ever imagined. There is an energy that ties everyone together. When people started dropping off, other creatures tapped into it and were corrupted. The only ones who remained were the young and outcast, people so severely detached from the collective unconscious that it couldn't effect them. These were teenagers specifically, Metalheads, Alt-Rockers, Goths, HipHoppers and Ravers.

Communities of these people are forming in places across America. Discoveries have been made about the nature of music, and that through the use of music, a survivor can safely tap into the collective unconscious in order to defend themselves. The process is exhausting, physically demanding and psychologically corrosive, but in a crunch, It could save your life.

CHARACTER SHEET

Character sheets consist of a name, a style, a short description or backstory, lists of characteristics, Items, Spells and Play-List, and a gauge.

DICE MECHANIC

You roll the dice (2 d6) whenever you perform an action while in immediate danger. The low DC is 6, medium DC is 4 or 8, High DC is 3 or 11. If you roll extremely high (12) or low (2) your action is considered awesome. Your gauge goes up.

AWAKENING

When your gauge reaches certain points, you can Awaken for a short amount of time and you get a song. One person should be able to awaken at least once per encounter.

Awakening puts you into a narrative position. Your character taps into the collective unconscious, their eyes glow like a god's, their form becomes elemental or animalistic in nature and when channeled through music, they take on characteristics of their style. You overcome the obstacle and decide how it happens. Your influence only lasts until the end of the song. During an awakening, you are defining your powers. If you collect enough inspiration, you can spend these to grab a power that you had used while you had awakened.

When your awakening is over, your character passes out and is considered helpless.

SONGS

When you get a song, you take something from the title,lyrics or subject. You can spend points from your gauge to keep something from that song. It may be an item, a characteristic or a spell.

Not all lyrics can be used as spells, you may not be able to use every song. In that case, the song becomes recycled into inspiration. These are points that can be used to enhance current spells or characteristics.

If you draw the same song a second time, the characteristic or spell you chose becomes more powerful.

CORRUPTION

Any time a player gains a characteristic or spell, they have a chance of becoming corrupted. When this happens, they lose control of their character for a certain amount of time.

DM NOTES
  • Durring each encounter, at least 1 person should awaken. An awakening should mark the climax of the encounter.
    Characters should be given enough risks to take in and out of combat in order for
  • Players to go home with 3 or 4 songs in their play-list.
    Default gauge levels set at prime numbers after 2. So 3,5,7,11 and so on.
    Characters will be spending a certain amount of time in survival mode. This consists of gathering supplies, finding music and completing tasks. Encounters only creep up once in a while. There should be enough danger without incorporating enemies.
  • Encounters say something about the area. If its an office, it might be corperate zombies. If its suburbia it might be wildlife reclaiming its domain. If its arazona, it might be giant sand worms. The monsters you throw in there should be derivative of things that already exist.
  • Players who are reading this even though you shouldn't be - Animals, beasts, other people, kitchen appliances, what have you, are just as corruptible as you are, but you have music as a tool to help you handle it.

Side note: Character sheets are to be stylized to look like notebook paper that's been doodled on. This can be easily rectified by simply creating characters on notebook paper and doodling on it.

Monday, October 19, 2009

Writing

I know, I know. I should've started writing again a long time ago. Fortunately, Listening to Wil Wheaton's Just a Geek kind of kicked my ass into remembering the fun I had writing country curse.

Time to use all that info stored in greymatter that i've meticulously collecting and organizing for the past years.

Soon i'll be rocking out. You don't even know.

Oh, by the by, this Megaman OC Remix; Braincooler? Yea, I <3 that.

You know what i've learned over the past whatever? Process. Thats what i'll be pushing into my works.

What is the purpose of this sentance? Does it accomplish what i'm trying to say? What part does this fall under? Does this relate to the theme? What can I do to make this sentance say more? Does it stand out? is it weak?

This is going to be awesome.

The not so far Future.

I've been working on ideas for this media center pc. I've wanted to build one for a few years now... or maybe ever since I got the xbox and put it into the living room. The thing is, I want something cheap and small, something that I won't have to worry about cost with.

The Idea is that you have one of these in every major tv room. You'll be able to navigate with a wiimote or floating trackball style mouse. Its an effort to reduce cash spent on media (Think Reducing cable bills). The application for these devices extends into the realm of function. I want to be able to access all computers on the network; files and desktops. The wattage on this is so small that you'd be able to power it from a battery bank and a fist full of solar panels.

This brings me back to the mobile device. That mystical magical [i]thing[/i] that would have a touch screen or inferred camera for basic functionality, be small enough to fit in a pocket or be an MP3 style device but large enough to comfortably type papers on.

Its still a very grainy field, but that mesh of function and form is what i'm looking for. That mystical magical box that lets you do it all for under 300.

All in time my friends, just you wait.

Tuesday, September 29, 2009

Podcast Bullet Development

-What is this podcast about?
-Why community over content?
-Who are we?
-What do we do?

-The backstory
-Meetup, Sarpa and Larpers
-Dinner and Debates
-New Games other than DND

Monday, September 7, 2009

Podcast Agenda

I don't know if you've been reading the papers, but since I joined the local Dungeons and Dragons crew at the (also local) major university, I've been cobbling together a podcast crew.

Really, this explanation is just another excuse to show how awesome I plan to be, but here's the tentative schedule for our podcast.


Thursday Agenda
Equipment pool and test
Software test
Identify and script sections
Plan for first show
Set date for first show


Podcast Agenda
First, all audio show
Second, Audio/video show
Third, full published show, established format, first podcast is on website.

First podcast Schedual
1.open letter to closet gamers

Thursday, August 6, 2009

Review of Reviewer: Kurt Wiegel's Game Geeks

Kurt Wiegel gives youtube a fresh face for Pen and Paper role playing games, and an introduction to such games. The internet doesn't seem to have many people who have reviewed a handful of rpgs, and with over 100 episodes, Kurt has done his share. What he offers is variety, allowing players to see games beyond the big two (Dungeons and Dragons, Cthulu).

Reviews start with a core rulebook or set of rule books, followed by a subject to subject overview, all along injecting personal experiences of a seasoned GM.

He talks a lot about who each game is made for and why, how one game might have some weird mechanics, be roleplay-heavy or combat-heavy. He provides information for people actively or passively looking for a new game or game ideas. I would suggest him to anyone looking to learn new GM tricks, searching for a new game, or looking to find interesting setting for their existing games.