Passions in NGHB

•September 28, 2007 • 2 Comments

So I think I have a wacky idea for Passions in Neoborn Genesis Honor Blade.  A Passion reflects an aptitude or a skill or somethat that is derived from one’s desire to succeed at some particular task.  The idea being that in mecha anime, if I want to be best mecha pilot in the land, then chances are, I’m darn near the best mecha pilot in the land.

Passions will be fairly free form and each will come with a level.  So for instance:

  • I want to be a recognized Game Designer 3
  • I am the best Computer Programmer 1
  • I will meet Yvonne Strzechowski (watch Chuck, then you’ll understand) 3
  • I will keep my wife from reading my game design blog 8

So I have a mix of goals, desires, and aptitudes.  I am not sure I will subdivide them in the text as such, but basically I see passions breaking down into these categories, though I am trying to decide if there is a difference between a goal and desire.  I guess I see one (the goal) as more attainable.  In the above example, I want to be recognized Game Designer is a strong passion at 3, but I would classify it as a goal.  It is something that will likely come up in most scenes, throughout the course of play.

The passion to meet Yvonne Strzechowski and the subsequent need to keep my wife from reading this blog would then be desires.  They are flags I give to the GM that these are things that should happen in the arc, but I am fine if every episode is not centered around my quest to meet Yvonne.

How they’re used in play?  Well, that’s where things get interesting (let’s hope…)  Anytime I have an applicable passion, I can add one die to my pool.  And I think I mean anytime because anime characters tend to be passionate people.

Note that I said one die to my pool.  I didn’t say 3 in the case of Miss Strzechowski or 8 in the case of preventing the wife from knowing what I am up to.  You only get one.  Unless… you are ready to give up that passion and trade it in for something else.  In which case you get all your bonus dice for one roll, but then you have to scratch out the passion and write a new one.  So if I decide to burn not letting Tina find out, I get 8 dice.  But once I do, I no longer care about her finding out (in fact, this is a good helper for the GM who now has carte blanche to let her find out and make my life difficult.)  So I now have 8 points to invest in a new passion that needs to be in some way related to the old passion (either a new take or a complete opposite.  Either “I want to convince her I it’s just a design blog” or “I really want her to know.”)  Or something similiar.

I pulled this idea from my Sight and Sound game design contest entry and I think it works well here.

NGHB: The Idea

•September 27, 2007 • Leave a Comment

The idea behind Neoborn Genesis Honor Blade is to create a mecha anime game.  I know that there are several, so I am working to ensure I have my nitch.  Mecha games run the gamut from Robotech and BESM to games like Bliss Stage which are mecha anime, but with a decidedly different twist.

My interest lies in character-driven stories, which is one reason why I like longer running anime series.  The characters, who often start out as archtypes, wooden, caricatures and grow into fully realized people irrovacably changed by what they went through.  The crucible of combat, weirdness, and other anime activities has an effect on a character and that’s what I want to capture with the game.

I have other goals with the game as well:

  • Sweet combat.  I mean it is a mecha game, so I think that there has to be some cool combat.
  • I want to sell supplements.  I want the first book to be the core rules and then I want to sell supplements.
  • I am hanging on to archetype-based chargen.  More on this later.
  • I am thinking 4-5 attributes that change based on the archetype
  • No skills just passions
  • Passions can be swapped at anytime and perhaps compelled
  • Advancement is adding or increasing passions

That’s my shorthand for what I am going to do.

Joshua BishopRoby’s Sons of Liberty

•September 12, 2007 • 3 Comments

Through a fortuitous meeting with Judson at Gen Con, I got the chance to playtest Joshua BishopRoby’s Sons of Liberty: A Roleplaying Game of Freedom and Badassery.  I cannot thank him or Josh enough for the chance to get to this play this game.

I was able to watch it being played after hours at the Embassy Suites, so it was not a blind playtest, but getting to see the game once and understanding how it is played are two wildly different things.

Sons of Liberty takes place in an alternate history during the Revolutionary War where George Washington is riding around in a clockwerk Mecha fighting the steampowered forces Benedict Arnold and his British soldiers.  It’s the upstart Colonials vs. the evil Imperial Britians in an epic Battle Royale of incredibly odd dimensions.  Awesomeness and choas ensues.

In both cases, the games were played with three players which I fear is not optimal for the game.  It is not that we did not have fun playing the game, but there are special rules that apply to games with three players.  I wished that I could have had a four player game, but I could not get the scheduling to work out.  The mix in each case was myself (who I consider to be somewhat indie game experienced), a non-gamer, and a person with a moderate amount of traditional gaming experience.  We played over lunch, which kept us time constrained to a Travel Scene and the Primary Objective Scene.

In the playtest document, Josh noted five questions so I will order the comments made by the players according to the questions asked.

1.  Card Play rules:

The card rules were somewhat clear.  We understood how to play the Patriots, but we had a question on how Torries play cards.  There are rules for how the Patriots can play single cards, but I was a little confused as to where the Torries place their cards.  Do Torries play cards on the Patriots’ runs and sets or are they separate?  We played the first game with the Torrie cards being separate and the second game with Torrie cards being played on the Patriots.  In the first game, the Torries won and in the second the Patriots won by a landslide.

I think the biggest problem we all had with the rules was that they are too open.  Just about anything can happen.  In the first game, no one really minded that Benjamin Franklin knew kung fu and threw down with the British (nor that he published several treatises on the subject after the beating.)  It was also perfectly acceptable that Benjamin Franklin was trading raunchy letters with the Queen.  However, things started to break down when the Torrie player had a run of cards allow him to make up arbitrary rules.  Suddenly it was against the law to be out at night and againt the law to be out during the day, congregating in bars with more than two people were forbidden, etc.

Those were the cards that the Torrie player drew, but there was a sense that we were well outside the box of what could reasonably expected.  I guess it became to hard to suspend disbelief despite the fact we played the rules as we understood them.

It was also difficult to keep the goal in mind.  In the first game, the players determined a VERY specific goal.  That backfired because Sons of Liberty seems to be a game about large city or nation shattering events rather than one-on-one conflict.  The first goal was laid out with steps on how to accomplish it.  When I realized that was a problem, I tried to make a broader goal in the second game, but players still lost sight of the goal once the silliness (ie the game) started.  Only during narration of the conflict did we loop back to the goal.

Lastly, there was no sense of margin of success.  I did not see in the rules where a 2 of a suit was any different than an five or a King.  The players felt uncomfortable that they could narrate very powerful effects in the game with a two and with a face card.  They wanted the lower cards to generate less effect.

2.  Challenge- In the first game, the Patriots felt it was difficult to win.  The Torrie player won handily in both scenes, though I think this is because I misread the meaning of “Steal a Queen.”  I am guessing I could not pull her into my hand like I thought I could.  My confusion, though, goes back to how exactly a Torrie plays (see section 1.)

3.  Attention- There were some complaints of people losing track of what was going on during the Primary Objective scene.   For instance, in the second game, one player sat there with an amazed look on his face for literally the entire scene. 

I think that everyone was used to playing standard card games where there is time to think rather than the chaos of Sons of Liberty.  To counter the chaos, we tried running the Primary Objective scene using a turn-based scheme where a Patriot would act and then the Torrie, then the next Patriot and so on.  The other players reported they liked playing the game turn based far better than playing the game freeform, despite the fact I think the game suffered.  The time to think actually limited the amount of crazy, out of the box thinking.  Still, overall the other players found it more fun.

4.  Intriguing Fiction- When I asked this question, everyone always laughed.  In the first game, we had Benjamin Franklin opening strip clubs on every corner because they were exempt for the British rules about congregating in bars while Ethan Allen fought to reestablish the American court system while in prison.  In other words, we had a great time playing this game.

One thing that I did notice was that none of the players ever talked about the clockwork gauntlets, steampunk mecha, and other wild elements.  As the Torrie player, I started the travel scene with these elements, but they never were picked up by the other players.  It simply never came up.  One player mentioned that none of the character biographies make any mention of any alternate history (could George Washington be growing organic robots or Benjamin Franklin made part of his money by selling technical manuals?)  I think that would have helped them get into character.

5.  Fun- We had all kinds of crazy fun.  So much fun that it inspired one of the players to start working on his own board game.  The one thing every player did say was there was little sense of accomplishment.  There was not a lot of dramatic tension, so no one felt like they had been run through the wringer.  However, everyone seemed to understand that Sons of Liberty is game about acting silly and having a good time.  Across the board that was enough.  No higher purpose needed.

All in all, I am really excited to see the game in its finished state.  We all had a great time, even the more quiet player who I was afraid might not contribute as much.   That player was actually empowered and emboldened to act silly.

Welcome to Astral Beacon

•September 12, 2007 • Leave a Comment

Welcome to the Astral Beacon Blog.  My name is Chris Perrin and I will be your guide and host down this journey into the wild world of game design.  I am creating the Astral Beacon Blog for no other purpose than to have a place I can work out issues I am facing during my game design process.

A few things to note. 

  1. I am a member of the Mastermines which is a venue I use for workshoping specific ideas, communicating with other designers, and getting feedback.  This blog will much more stream of conciousness, lists of things that are of interest only to me, and a place where I discuss problems and the resolution to those problems.
  2. This is my attempt at Open Design.  Please read and comment.
  3. The name of the blog comes from Astreal Beacon Games, which will be the name of my company when I publish a game.

Thanks and come back soon!

Hello world!

•August 25, 2007 • 1 Comment

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