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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Spark Icon

I am half producing this post simply to spur myself on to my design work.   This may only be interesting to a few diehards, but I figure that it is better to post something then nothing.  If anyone in the crowd has questions, comments or death threats, please feel free to leave them in the comments.

I have finished off a series of 3-4 story structured playtests which have been remarkably useful on my end.   Feedback from the three players (M., C. and J.) has led to me trashing the Glory mechanics where I had given thousands of words of examples with no consistency and unique mechanical effects.    I mentioned this a while back, but I thought that it should be emphasized seeing as it has been one of the most significant changes.  While I am not at the stage of a real externally playable draft, I am getting closer.

One of the other modifications that I am making is based on Vincent Baker’s innovative work “Apocalypse World“.   He decided to explicitly name all types of action as discretely named and very specific Moves.  In that game. players and GM’s alike are restricted to certain listed moves.    While I won’t be moving to that extreme with Spark, I am targeting a set of ~14 different “Resolutions”.  Most of the Resolutions performed can be done through mundane means, such as causing Damage or digging a hole.   Some of the Resolutions can be limited to the use of supernatural or superhuman Powers, such as the ability to Resurrect a character or to Transform into a wolf.    I am planning on tossing all of these into the old Powers Chapter, which will now deal with everything _after_ the dice have been rolled and counted.   My working title for this is the “Resolution” Chapter which may mess up some of my art as commissioned.    Oh well, I knew going into this that early art commissions were foolish.

This is what the new outline of the free / players content looks like;

Chapter 1: Character which focuses on exactly the process and traits used in Character Creation.

Chapter 2: Task which focuses on the task resolution system that involves rolling the dice.

Chapter 3: Resolution which focusses on the interaction of the dice roll and the world.

Chapter 4: Story which provides tools for enhancing the narrative, using character-focused tools such as Fate, GM techniques and storytelling principles.

Now, back to the revision process!

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Spark RPG Cover

Spark RPG Cover

Sorry for the slow update cycle of late; over the holidays I have been out and about which has slowed my development somewhat. That said I will have another fruitful playtest next Tuesday which should test some new design innovations. If things work out as well as I hope, I will finally have a solid base mechanical system to encourage the kinds of gameplay I am seeking.  I shall speak more if the playtest does go well.

The real reason for this post is to link to the cover art for Spark! Gabriel has done an excellent job in my opinion and I hope you agree.

I will hold off on doing the lettering and, well, the rest of the graphic design until I am dramatically further along in the design work.

Yeah, it’s premature to commission art but it also gave me a chance to solidify a standard artist contract template. Not to mention that Gabriel is remarkably good value for money. Check him out people!

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Two recent events in the world of the Spark RPG. Firstly, I have commissioned an excellent piece of art from Gabriel Verdon which I will be using for the Cover of the book. Lovely little piece and I thank him for his efforts. I will hold off from posting the image thus far, chiefly because I have yet to add the text. Keep tuned for more!

I am now fairly certain that I will be excising the old Glory mechanics. It used to be a very wishy-washy catch-all which would cover any weird drawback or special capability, but it grated on my design sensibilities. Instead, I am adapting the existing trait names and have fashioned a standard mechanic. It’s a variation of explicit aspect compels mechanics which were explained by Rob Donoghue found right here. Players declare situations where they are particularly capable or feeble. They will get very significant bonuses when they try those actions. Things are finally coming together, I believe. Certainly eager to see if it works out in playtesting.

So have any of you been inspired by Rob Donaghue’s insights?

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I am pleased to report that my design work has been progressing apace. I thought you fine folks might want an update.

1) I am officially out of the running for Game Chef 2010, but I have learned a great deal from the thoughtful reviews and the feedback I have acquired. My plan is to revise the game rather heavily and transition A Sojourn in Alexandria into a more versatile GM-less game with more structured resolution mechanics. This is going on the backburner. but eventually a more refined product will be released into the wild.

2) I am now undertaking some more serious alpha playtesting of the Spark RPG with my local crew. I will run a 5-session long game in a post apocalyptic Ottawa. At present we have a techno-wizard, a telekinetic thief and a military-ops samurai. I am experimenting with some novel mechanics for encouraging previews of future sessions with Fate (XP) and I have great hopes that this will add something solid to the gameplay.

Now, there are some fairly significant elements of the existing system that I am not currently terribly comfortable with. I am trying to determine how I might modify the system to streamline and prevent some of the need for delicate counterbalancing. My current design has “Glories” which are for all intents and purposes, mechanically complex merits and flaws. I think that I might be able to streamline and cut out some of the fiddly bits. I will keep you posted!

Do any of you gentle-beings in the aether have any questions for me? Now’s the time to ask!

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