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October 31, 2004

Map!

Here's a quick mock-up of a world map for Frontier.  It doesn't have any cities, roads, etc. listed; I'll put them in when I do the detailed maps.

The large vertical continent to the east is where the colony is (well, the first one, at least); you can see the Crater Sea in the west-northwest.  The double-continent to the west is where the second colony will live, if I put one there.  The large desert islands are desert because the Government decided that they weren't worth the effort of soil reclamation.

October 29, 2004

Client software

Quick post!  I'm new to weblogs beyond LiveJournal, and so it occurs to me to wonder if there's a posting client for TypePad other than the web client and the bookmarklet.  Any thoughts?  I thought I'd seen a link to one, but I can't find it now.

October 28, 2004

Maps and terrain

(Before I go into the actual substance of the post, I just wanted to note that I think it's funny that one of the consistent links I get is when Eric - I assume it's Eric - checks Technorati to see who's linking to Websnark.)

It occurred to me that I've been thinking of Frontier pretty much as a sphere with occasional ocean beds - as though the entire planet were Kansas - and that really doesn't work very well in terms of verisimilitude.  So I really do need to draw up a map that gives me (and my four readers) an idea of what Frontier actually looks like.

In the meantime, I'm going to expand what's currently known about the world just a bit.

Most of the continent is grasslands, although this is slowly turning to desert along the equator.  There are, however, two (or three, depending on how you count) major areas where this is not the case.  First is the forest to the far north and south, which is entirely luxury hardwood.  The forests are there not only to promote continued oxygenation but to provide lumber for furniture, luxury construction, etc.  The second is the mountain range along the eastern edge of the continent; these mountains are riddled with rich veins of coal, iron, and other industrial metals, providing the settlers with not only fossil fuels but the materials to effect repairs on existing equipment and to create new equipment.  The third is the Crater Sea, which is nestled up against the western side of the mountains and was created by a mistimed comet strike back when the world was first being terraformed.  The capital city of the colony has been created on the shore of the Crater Sea, and there are four other secondary cities scattered across the continent connected to the capital by railroads and seldom-used surface roads.

Thoughts?  Comments?

October 26, 2004

Metaplot?

So here's a question for all four of my readers: What is metaplot, and is it a bad thing?

See, the idea popped into my head yesterday that instead of populating the entire world, I should focus on a single supercontinent stretching from pole to pole... and then, later, introduce the second, independent settlement on the far side of the world, who know nothing about the first settlement and whom the first settlement know nothing about.  (In other words, both colonies think they're the only people on the planet.)  In order to do this, I'd have to restrict the tech level of both colonies to landbound travel (or, at best, very limited sea travel), but it might be interesting.

The problem is that if I do that, and don't introduce everything at once, I run the risk of meandering into metaplot territory, which, I am told by certain parties, is a Bad Thing.

So there lies the decision before me: should I wait to introduce the Second Colony, should I introduce both colonies at the same time, or is the Second Colony idea a bad idea in the first place?

October 25, 2004

Quick note

This weblog is syndicated at LiveJournal (http://www.livejournal.com/users/aleae_iaciens), and it is possible to leave comments on the individual LJ-feed posts.  However, there are two reasons why, if you're going to leave a comment, I'd rather you do it here:

  • The LiveJournal feed is only going to archive ten posts at a time, IIRC.  Once those posts fall off the back of the feed, so do any comments you've left.
  • I don't get e-mailed notification of comments from the LiveJournal feed, so I can't guarantee that I'll see your comments there unless I'm actively trolling the feed.  I do get email notification of comments here, which makes keeping track of them a lot easier.

Thanks!

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Magic

So I mentioned last night that I wanted to include magic in the setting, and I thought I'd elaborate on that a little more.

I'm not looking for flashy, powerful magic; this isn't going to be Wild West Wizards (although that could be interesting in its own right).  What I want is subtle, low-key, low-power magic, and mostly what I'd consider "clerical" magic: healing, helping others, minor weather control, that sort of thing.  Magic should be uncommon, enough so that having two characters in an adventuring party with the ability will draw attention.

In addition, I have one particular meta-effect in mind for magic: the ability to remove one card from your hand and add it to the community cards, or to trade one card from your hand with one card from the board.

Okay, it's been an hour since I started this and I've completely lost track, so I'm going to stop here and pick up the thread in another post.

October 24, 2004

Setting: Frontier

The setting for this game, on the other hand, I don't know very much about at all.  Right now, this is what I have:

Frontier (for lack of a better name) is a planet at the edges of a decaying interstellar government.  Once a hot, dry world, the government terraformed it centuries ago, turning it into a world of grasslands and, where the air was colder and snow fell more often than rain, evergreen forests and tundra as far toward the poles as they were viable.  Colonists settled and expanded, and the planet was soon a vast prairie supplying grain and hardwood to the government.

Then the government stopped showing up, and the terraforming began to break down.  The grasslands at the equator has given way to a hundred miles of desert, and society - without the assistance of the government - has begun to give way to localized feudalism and global anarchy.  In many of the smaller towns, the law is what the gunmen and the sheriffs make it - and in the desert, the law is whatever you can lay your hands on.

Questions?  Comments?  I'm open to suggestions.  One of the things I do want to find a way to include is magic - whether it's of the "terraforming has awoken the planet's thaumic nature" or the "sufficiently advanced technology" model, or another variety entirely.

System basics

Well, to start this off, I figure I'll repost the very, very basic system I came up with last week.  This is a card-based system derived from draw and hold 'em poker, and it isn't particularly streamlined - that comes later.

I'll direct people who aren't familiar with poker to the Wikipedia articles on the subject:

On to the system...

First: characters have two salient statistics:

  • Attributes: These are basic characteristics of the character.  The canonical attributes are Strength, Dexterity, Intelligence, Wits, Awareness, and Resolve.  All attributes are rated from 1 to 5.

  • Skills: These are more specialized abilities.  Nearly anything that can be learned or practiced can be a skill: Running, Mathematics, Performance, Lockpicking, etc.  All skills are rated from 1 to 5.

I'll probably actually create a list of canonical skills at some point, too.

The way the system works is slightly different from the Baltimore draw 'em I've described above:

Before the hand: The GM must decide whether this is a simple contest, a hidden contest, or a full contest.  A simple contest is a test of the character against something that isn't another character, where the results are obvious.  A hidden contest is identical to a simple contest, except that the character won't know if he's succeeding until showdown.  A full contest is a test of the character against another PC or NPC.

  • In a simple contest, the GM declares a difficulty, expressed in terms of a target hand which the character must beat.  Easy tasks should have target hands of no-pairs or single pairs; moderately difficult tasks should have targets of two pair or three-of-a-kind; very difficult tasks should have target hands of straights or flushes, and extremely difficult tasks should have targets of four-of-a-kind or straight flushes.

  • In a hidden contest, the target hands are the same as in simple contests, but the GM writes the target down out of sight of the player, instead of declaring it aloud, and only reveals it after showdown.

  • In a full contest, the GM actually plays a hand against the character.  Full contests should be rare - GMs are encouraged to reduce them to hidden or simple contests whenever possible.

Betting can reduce the value of a target hand, in simple or hidden contests.  Each chip that a player bets reduces the difficulty by one face value on each named card; if this reduces a named (or implied) card below its minimum possible value, the target moves to the next worst hand, at its highest possible value.  For example, if the target hand is "jacks full of sevens", and a player bets two chips, the target hand drops to "nines full of fives"; if the target hand is a five-high flush, and the player bets two chips, the first chip reduces the target to an ace-high straight, and the second drops it to a King-high straight.

GMs may set minimum difficulties, which are always kept secret; regardless of how much a player bets, the target hand will never fall below this point.  GMs are encouraged to remember that the lowest possible hand is a no-pair with a 7 as the high card.  (A high card of 5 or 6 is either a pair of some kind or a straight; a high card of 3 or 2 requires at least a pair.)

In full contests, betting is done normally between the player and the GM.

Players are encouraged to remember that it is polite to wait their turn before acting - including the act of folding.

  • Ante: Each player involved in the action must place one chip into his pot, which is shared between him and the GM (or another player, if this is a PC-vs.-PC competition).  A player who cannot ante (due to lack of chips) may still participate, but if he wins the hand, he only receives one chip.

  • The Deal: The GM deals each player a number of hole cards equal to the rating of the attribute his character is using.  The GM also receives cards, if this is a full contest.

  • Bet 1: Players may add to their pot, if they want to increase the effort their character is exerting.  This reduces the difficulty of a simple or hidden contest; in a full contest, betting proceeds normally as it would in a normal poker game.

  • The Board: The GM deals four community cards to the board.  These represent the environmental conditions in which the contest is taking place.  During this phase, players may muck and replace a total number of cards equal to the rating of the skill their characters are using, and may discard and refill any number of times until they've drawn new cards equal to their character's skill.  The GM may do so as well, if this is a full contest.  Once a card is discarded, it cannot be retrieved.

  • Bet 2: Based on their new cards and the board, players may choose to increase their effort by adding to their pot, as in Bet 1.

  • Showdown: The players reveal their hole cards and declare their best hand.  If this beats the target hand (which, in the case of a hidden or full contest, the GM must now also reveal), the character succeeds; if it does not, the character fails.  The difference between the ranks of the two hands - 1 for each face value difference between the top cards, and 15 for each hand-rank difference - determines the degree of success or failure.  In a simple or hidden contest in which the player won, the GM keeps half of the chips - rounded up - that each character bets, plus one (the ante); in a simple or hidden contest where the GM won, the GM takes all of the chips in the pot; and in a full contest, the winner takes all of the chips in the pot.

Thanks to my friend Jamie's relentless pursuit of the truth, here's a better explanation of degrees of success and failure:

If your hand is the same rank as the target hand, but has a different value - let's say you have 10d-10h-9h-9s-5s and the difficulty is "two pair, eights and fours" - then you compare the highest-valued card in your hand against the highest-valued card in the target hand; the difference is the degree of success. In this case, you'd have a degree of success of 2 (10-8) - a marginal success.

If your hand is not the same rank as the target hand, then you still compare the highest-valued card in your hand against the highest-valued card in the target hand, but you add 15 for every rank you are above the difficulty, or subtract 15 for every rank you're below.

So let's say I have 3d-3h-3s-2h-2s, and the difficulty is "two pair, eights and fours". My high card is 3, and the target hand's high card is 8, so I start out with -5. But my hand is four ranks higher than the target hand, so I add 60 to that, for a total of 55 - an amazing success.

Similarly, if I draw As-10d-6s-4h-2c (an ace-high no-pair), and the target hand is "a pair of 2s", my high card gives me a +12 to start with - but because my hand is ranked lower than the target hand, I take a -15 to the degree of success. Result: -3, a marginal failure.

(The maximum degree of success in this system is 127 - a royal flush defeating a 7-high no-pair. Likewise, the maximum degree of failure is -127, for a 7-high no-pair against a target royal flush.)

Degrees of success or failure:
-60 or lower Abysmal failure
-45 to -59 Horrible failure
-30 to -44 Miserable failure
-15 to -29 Painful failure
-5 to -14 Irritating failure
-1 to -4 Marginal failure
0 to 4 Marginal success
5 to 14 Solid success
15 to 30 Excellent success
31 to 44 Triumphant success
45 to 59 Amazing success
60 or higher Spectacular success

An example of play

Bob is playing Olaf, the Viking Out Of Time.  Olaf is chasing an automobile down the streets of Manhattan, so Adrienne, the GM, asks Bob to make a Dexterity/Running check.  (Bob says "Well, Olaf has Chasing Down The Lesser Creatures, can I use that?" Adrienne sighs, says "Yes, your difficulty's going to be fives full of twos", and makes a mental note never to let Bob make characters on his own again.)

Bob tosses in his ante, and Adrienne deals him four cards, since Olaf has Dexterity 4.  (This is a friendly game, so Adrienne doesn't burn any cards before she deals to Bob.)  Bob sees 10h-10s-4h-2h, and drops five more chips into the pot.  This lowers the target hand to a ten-high flush (the first chip converts fives full of twos to an ace-high flush, since it reduces at least one named card below 2; the other 4 chips drop the ace to a ten).

Adrienne now deals the board: 9h-8d-6d-4s.  Bob sees one of the hearts he needs for a ten-high flush there.  Olaf has Chasing Down The Lesser Creatures 3, so Bob mucks the 10s and requests a new card, which turns out to be 8c.  Since this is no good, Bob mucks it and is dealt 5s.  Also no good, so Bob mucks it and draws his final card - Qh, the heart he was looking for.  He drops another three chips into the pot - reducing the target hand to a seven-high flush - and shows his final hand: Qh-10h-9h-4h-2h.  This beats a seven-high flush by five, a solid success, and Olaf manages to catch up to the automobile as it stops at a traffic light.  Bob and Adrienne split the pot, with four chips returning to Bob; Olaf is winded, but not badly, and he can smash the accountant inside the automobile with his axe on the next round.  (If he can bash through the window.)

(Actually, Bob didn't make as good a play as he could have if he'd been thinking about it.  A seven-high flush is the lowest possible flush - there are two flushes that start with lower values, but both are straight flushes and therefore have higher ranks - so, with one more chip, Bob could have pushed it down to an ace-high straight and added 8 to his degree of success, for a total of 13.  Assuming, of course, that "seven-high flush" wasn't Adrienne's minimum.)

In the beginning...

...there was the Blog.

I'm never sure what to say in introductions, so bear with me.  This is at once a conceit and an experiment; my goal is to discuss the design of games (primarily hobby games like role-playing and card games, but also occasionally board, video, computer, and miscellaneous games) and to chronicle my development as a game designer. In addition, at least at the beginning, this will showcase the design of both the system and the setting of a new role-playing game I'm creating.

This is not a diary; if you're looking for Day In The Life posts, I have a journal for that sort of thing.

Let's see if this is as interesting as I hope it will be.