Tomorrow morning I will pick up the car and begin the 2 day trek to the geek Mecca of GenCon,  Coming from Canada, it takes a moderate amount of time to make the journey to the city of race cars.  Still, I am eager to attend *counts* 9 seminars and workshops pertaining to game design which might help me.  I will also get to co-host the Thursday afternoon session of “This Just in, from GenCon!” podcast. Please do listen in if you can.

Beyond that I have a few other events scheduled.  I will be attending the Ennies with Eloy of Third Eye Games, where I expect the Evil Hat crew will win several awards.   I will be attending “Indie Games on Demand” on Thursday Evening and Saturday morning for four hour time-slots.  I also expect to appear on the evenings at the Embassy Suites.  In each occasion, I hope to host some playtests of the Spark RPG and I would encourage you to seek me out and join in!

I hope to meet some of you at the con and I hope I can run a game or two with you!

Cheers

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Thanks to the incredible feedback over at the two threads here from the Grand Roludothon, I have made some fairly significant changes to the Spark RPG.

http://www.roludo.ca/forum/viewtopic.php?f=8&t=1300

http://www.roludo.ca/forum/viewtopic.php?f=8&t=1317

Here are highlights of some of the most significant changes.  I have also attached the new and improved version of that summary sheet which I will be using when I run “Seeking Suki” at GenCon.  Yes, this is the first time I am actually publicly posting the outline of my system.   I would love to hear your thoughts!

1) Trainings have been renamed as Talents
2) Pillars have been renamed as Beliefs
3) The old way of framing scenes has been replaced.  Now one person picks the basic situation, one person states what drives people act and one person decides the fundamental question that people want to answer.  I stole this partially from 3:16 and partially from Microscope/Primetime Adventures.
4) I cleaned up spending Fate.  Now you can only spend it in one specific way during a scene depending on the phase, or as a result of a resolution.
5) Fortune is gone.
6) A difference of 1-3 between sides in a conflict now gives each side a Resolution.  It is impossible to get a “wiff” result since every conflict has _something_ happen.
7) I simplified the list of Resolutions and added “Question” since it seemed to come up constantly.
8) Paradigms still exist, but only as an option and not one that I will bring out during the con demo scenarios.
9) Ritual Phrases will define when a conflict is started or when a scene ends.

Please let me know what you think about the changes and thank you all for participating!

Jason Pitre

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The gameplay is built from a series of scenes, each of which has 5 different phases.

 

Phase 1: Open the Scene and define what the scene is about.

Phase 2: Collaboration between participants in freeform roleplaying.

Phase 3: Conflict between participants, when the collaboration stops and participants disagree.

Phase 4: Resolution of the conflicts and dealing with the outcomes of the conflicts.  Go to Collaboration.

Phase 5: Closing the Scene and determine what the scene meant.

 

1 – Open the Scene

1)    Three different participants cooperate to create the scene.

2)    Roll your Spark dice or Support and compare what you rolled.

3)    The highest roll gets to pick the Platform, Tilt or Question.  The second highest gets the next pick one of the two remaining options.  The third highest gets the last option.

  • The Platform:  Define where the scene takes place and who is present.
  • The Tilt: Define what event or action forces players to interact with the Scene.
  • The Question: What is the essential question that you are trying to answer with the scene?

You can spend Fate to Decide;

Spend 1 Fate to immediately pick the Platform, Tilt or Question before the dice are rolled.


 

 

2 – Collaboration

1)    Roleplay freely, speaking in character and declaring actions.

2)    All participants can declare what their character tries to accomplish.

3)    If no one opposes what you declare, it occurs.

4)    If you want to add extra details about someone else’s declaration, say “yes, and” then elaborate.

5)    You can declare things outside of your character such as objects, events or non-player characters so long as they have already been introduced in the past.

6)    If you want to prevent someone else’s Declaration, say “We are in conflict” and move to the Conflict phase.

You can spend Fate to Flashback;

Spend 1 Fate to narrate a short flashback which introduces something new to the story.

Immediately after that flashback, reintroduce that new element to the current scene.


3 – Conflict

1)    Each participant picks sides in the conflict.

2)    Determine what dice you roll, based on your Attribute modified by any Conditions.

3)    Determine the highest Talent bonus on their side, used in step 5.

4)    Roll your dice

5)    Each side has a score made of the highest number rolled, plus their Talent Bonus as determined in step 3.

6)    Compare the scores of each side, with the greater score winning the conflict.

7)    The number of successes is equal to the difference between scores.

You can spend Fate to Confirm;

Spend 1 Fate to switch dice between two participants, if one of your Beliefs is confronted.


4 – Resolution

Every die which shows a value of 1 gives the opposing side 1 Resolution

If you have 0-3 successes, each side gets to choose 1 Resolution

If you have 4-5 successes, the winner may choose 1 Resolution

If you have 6-7 successes, the winner may choose 2 Resolutions

If you have 8-9 successes, the winner may choose 3 Resolutions

If you have 10-11 successes, the winner may choose 4 Resolutions

If you have 12-19 successes, the winner may choose 5 Resolutions

If you have 20+ successes, the winner may choose 6 Resolutions

Below are the 8 different types of resolutions.  You may pick them multiple times.

  • Heal:  Remove a Damage marker from an Attribute
  • Harm:  Add a Damage marker to an Attribute
  • Question: Force a character to answer a question
  • Compel: Force a participant to perform an action.
  • Boon: Add or remove a Boon condition from a character, potentially with a cost in Fate.
  • Bane: Add or remove a Bane condition from a character, potentially with a cost in Fate.
  • Inspire: Offer another participant Fate so they adopt a new Belief of your choice.
  • Summon:  Summon supporting reinforcements to help you in a conflict.

 

You can spend Fate to Push;

Spend 1 Fate to gain one additional Resolution for every level of Spark Attribute that you have.


 

5 – Close the Scene

Once the Question has been answered, any participant may close the scene by stating “And we move on.”  Proceed to open the next Scene.

 

You can spend Fate to Preview;

Spend Fate to narrate a conflict in the near future where you will need an Attribute or Talent. You will gain that Attribute or Talent just in time when that conflict occurs in the next Scene.

 

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So, Machine Age Productions will be releasing a brand new RPG at GenCon 2011 by the title of Amaranthine“Amaranthine is a game about yesterday, now, and forever. Amaranthine are immortal, destined to reincarnate from here until eternity. They’ve lived many lives before, and every other immortal they meet, they’ve met before.”

I pitched in on the Kickstarter drive and in honour of their release, I volunteered to produce a hack of the game system.   This is a hack of their resolution system, which replaces the dice with a chess board.  I hope some of you immortals enjoy playing the eternal game!

You can find it here and it is released under a Creative Commons, Attribution, Non-Commercial, Share Alike License.  This hack was produced by Genesis of Legend Publishing, but I chose to cede all rights to Machine Age Productions

Amaranthine Chess Hack PDF

Have fun and feel free to leave a comment if you have any thoughts concerning the hack.

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The Grand Roludothon was excellent and I was overwhelmed with the amount of excellent feedback.   I am currently in the process of analyzing how the system ought to change to reflect that feedback and how I can ramp up the fun.  I got confirmation that the core premise of the game is rewarding, but I now need to streamline and record what GM techniques work well.

My master plan is to make all of my corrections over the next 3 weeks and come prepared to run some sessions at GenCon.   Not that I know for certain that I would actually have players, but that is a minor issue in the grand scheme of things.

Would any of you be willing victims participants of a GenCon playtest session?  Let me know!

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Je m’excuse que j’attendais jusqu’a ce point d’écrire un poste en Français pour vous.    Mon Français est loin de parfait, mais je suis entrain de le pratiquer et j’espère qu’il serait au point que je pourrais traduire mes jeux de table dans cette langue. Un de mes priorités c’est de le produire mes jeux sans frais supplémentaires; je trouve comme frustrant comment chère les livres traduit sont d’acheter.

A tout les Montréalais qui ont été dirigées ici par la Grande Roludothon, bienvenus!   La plupart de mes commentaires ici sont en Anglais, mais je serais content de discutez en commentaires dans ce que vous vouliez la langue officielle de votre choix.  En addition, chaque page de mon site web présente l’option de le traduire par le service de Google.  C’est loin de parfait, mais il me semble comme une option que pourrais être meilleur que des toutes lires en Anglais.

Merci pour me rejoindre et si tu la aucun question, je t’invite de le partager ici.

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The Friday evening and Saturday at Cangames 2011 in Ottawa passed rather successfully. As soon as I post this I will dash off to “run” a game of The Extraordinary Adventures of Baron Munchausen followed by John Wick’s Wilderness of Mirrors. I just thought I would give a quick report on the first running of the Spark RPG yesterday.

It worked. The game held together and encouraged exactly the kinds of conflicts that I wanted to support. We had our cold and callous corporate scientist have a epiphany and change one of the pillars of her personality into “All people deserve respect”. The practical village headsman was inspired by the Shinto android and they were able to overcome great challenges.

There were problems, certainly. I had to alter how the dice were evaluated since botches were a mite too extreme in the old approach. Much of the rules presentation could be improved and I might need to rework some of the Resolutions (mechanical outcomes of rolls). Still, it was fun, fast and lively with excellent players who really seemed to get into it.

Speaking of which, if any of you fine players have found this post, welcome! I neglected to record your names so if you would like to be credited in the book and/or receive some other goodies, please email me!

Now back into the fray.

Links:

http://cangames.ca/

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I am very proud of this advertisement that I produced for the Houses of the Blooded expansion over  at Kickstarter

 

What do you think?

Spark RPG Ad

Spark RPG Ad

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I will be running a convention game of the Spark RPG at two local regional conventions.  The first of these is Cangames on the May long weekend in Ottawa,  where I will run my session on the Saturday morning (9-1).  The second convention will be the Grand Roludothon in Montreal on the 11th and 12th of June.

I would absolutely love people to attend these sessions, if they are available.  I will provide any participant with electronic access to my game as it is developed and add them to the credits if they are interested.  The adventure takes place in a “Kurosawa does Firefly” type of setting where the players try to discover what happened to a village and seek the headswoman Suki for reasons of love and honour.

 

Working on the design has led to a few delays in producing part 2 of that mechanics article, so please bear with me.  I will post that as soon as I can.

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The Foundations of Fun

Basic Decisions when Designing RPG Mechanics

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Gears

Note: This is only the first half of the article.  I will aim to release Part 2 of 2 dealing with Resolution Systems, as well as the full article in PDF format  within the next week or so.
I hope you enjoy  reading and please feel free to leave comments
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There is a great wealth of knowledge of Game Design that can be found online if you have the patience. There are forum threads describing abstract theory, blog posts on novel techniques and the occasional dialogue on Twitter on the underlying philosophies. It can be a challenge to learn though, since they tend to be I thought that it might be useful to have a high-level overview of how mechanics function and that such a document could be a boon for new designers.

Disclaimer: I am neither a wealthy nor a successful designer.  I don’t even manage to play one on TV. I have more then a few years of experience in the craft and spend far too much time reading up on game design theory and technique, but that’s it.

 

 

What this is about

Each game is fundamentally built out of a series of choices, each informed in turn by your central design premise. Rather then examining each particular application, I am focusing on providing a high level overview of the general types of decisions you will have to make. The major decisions fall into two categories; what kinds of Traits are on the character sheet and how that interacts with the Resolution System. Once you use this to build the skeleton of your game system, you will be able to go into depth and determine the specific traits and formulae. Those details will allow you to encourage specific behaviours and focus the style of play to meet your needs. That is where most of the real challenges lie, once you build a foundation

Traits

The typical format of an RPG has multiple participants who play different roles in the game. These characters are differentiated by the various Traits they possess. I am using the most generic form of the word to represent attributes, skills, aspects, abilities, merits, flaws, cash and an y other element written on the character sheet. This is intentionally broad and represents the Cues/dice in Vincent D. Baker’s “Clouds and Arrows” article in the Further Reading Material.

 

1 How many different Traits?

The number of traits is a good measure of system complexity. The more Traits, the more variables that a player will need to account for during play. Often some Traits are lumped together in categories to represent differences. For instance, Melee, Archery and Riding might all be Traits in a system where they are all categorized as different “Skills”.

 

1.1 Games with Few Traits

There are a number of advantages of a system with relatively few distinct traits. Fewer traits mean that the game system is proportionally easier to learn, to recall and to teach to others. These games are usually friendly with new players and allow for quick character generation. These lightweight games tend to be friendly to improvisation and will naturally reinforce character actions as driving the story forward.

Examples: Dresden Files RPG, Savage Worlds, Dogs in the Vineyard and even 4th Edition AD&D.

 

1.2 Games with Many Traits

These types of games tend to be more complex and more precisely describe the player characters. Many traits mean that the game models more complex interactions between the character and different elements of the settings. These heavyweight games tend to do excellent jobs in modelling certain situations in game and can promote a sense of realism. The heavyweight games tend to be friendly to planning and will naturally reinforce character concept/capabilities as driving the story forward.

Examples: GURPS, Hero System or Rifts.

 

 

2 What is the Scope of the Trait?

Each Trait has a range of situations where it applies. Athletics may be defined in the book as allowing running, throwing and climbing but not swimming (Proscriptive traits). Alternatively, the player may decide to write in “Track and Field” on their sheet and interpret the trait during play (Descriptive traits). The question is whether the applicability is defined by the game designer in advance or by the player in game.

 

2.1 Proscriptive Traits

These types of traits are common in RPG’s. The designer tells the participants exactly what each given trait does mechanically. Trait A will only apply in these situations, and will behave in a predictable fashion. This dates back to the early versions of Dungeons and Dragons where thieves might have a score in “pick locks”. It’s very clear that exactly what those traits do mechanically and there will be no confusion on where that particular trait applies. As a natural result, it limits the number of possible actions that a given PC might perform. This often allows for the designer to focus the style of play to match certain themes, moods and settings.

Examples: Almost every RPG in existence has proscriptive traits. Most systems have Skills as clear proscriptive traits.

 

2.2 Descriptive Traits

Descriptive traits are rare, but have been appearing more and more of late. The participant writes in some statement, question or word for one of their traits. When the player, GM or group determine that the trait is relevant, there is some mechanical effect. This means that almost every trait is unique in applicability and each player has drastically different capabilities. As the traits are determined by the player, they are custom tailored and flag exactly which issues and actions the player wishes to focus on. Descriptive traits also have the merit of being flexible and usable for any setting, as it is the player who determines them.

Examples: Unknown Armies (Skills), Dresden Files RPG (Aspects), Burning Wheel (Beliefs).

 

 

3 What values can the Trait have?

Once you know _what_ each trait applies to, it comes down to deciding what possible mechanical effect those traits have. While I know you haven’t determined your precise mechanical system yet, you will need to know what variables will feed into it.

 

3.1 Binary Traits (Lever)

Binary Traits, also known as Levers, are traits that have two values. They can have a value of Yes, meaning that the Trait exists and will apply the mechanical affect within it’s scope. Otherwise, the character doesn’t have the and it will not have any mechanical effects. Levers are simple to remember, easy to learn and fast to apply during play.

Many game systems treat languages as Binary Traits, with characters either fluent or ignorant of the language in question. Another common use of levers is for special traits called “Conditions”. When a character is stuck in the head, they may have a condition of “Stunned” which would have certain mechanical effects.

Examples: Dungeons and Dragons (Languages, Feats, spells), Storyteller System (Some merits, flaws)

 

3.2 Fixed Traits (Score)

Some Traits are fixed in values and are referred to as Scores. Other then occasional improvements, each Score will remain static. These are qualities have predictable and consistent mechanical effects whenever the Trait applies. It’s the most common type of Trait in existing roleplaying games. These are just written as integers on the character sheet most of the time.

Examples: Dungeons and Dragons (Attributes), Storyteller System (Skills)

 

3.3 Variable Traits (Dial)

Variable Traits, referred to as Dials, change frequently during play. Each Dial will have a minimum (usually zero) and a maximum value. The value of the Dial provides some mechanical effect and/or interacts with the resolution system. Conversely, certain kinds of events in the fiction can change the value of your Dial. These are the most customizable, complex and compelling types of Traits. Usually Dial Traits are tied to the players long term concerns and goals.

Examples: Don’t Rest your Head (Madness Dice, Discipline Dice, Exhaustion Dice) or Vampire: the Masquarade (Humanity).

 

3.4 Resource Traits (Currency)

Resource or Currency Traits are similar to Dials, but they have no maximum. They have values from zero (no resource) to potentially infinite. Resources can either be diminished in play or increased, but the actual amount of currency usually has no mechanical effect in the game. Often Resource traits function as “cheat mechanics” which allow for players to affect their chances of victory in specific conflicts.

Examples: Dungeons and Dragons (Gold, XP), Dresden Files RPG (Fate Points), Buffy RPG (Drama Dice).

 

To Be Continued

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I have manged to cobble together a two-page long summary of my game thus far. While it’s only understandable to me, it is solid enough for me to run a demo game I think and took dramatically less time then a fully detailed revision of the text. I have some pressure to prepare the scenario for a local convention (CanGames) and I want that session to be as enjoyable as possible.

By the way, I am pondering a quick little mini-review series of some of the indie RPG’s which I have picked up from the various DriveThruRPG disaster relief bundles but I am uncertain if there would be much of an audience. Anyone have opinions one way or the other on this? Highlighting the novel technologies and interesting implementations within the design community seems helpful but I am honestly uncertain if anyone would read the things. Can you let me know?

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