Archive for July, 2009

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Yuuyake Koyake Supplement: Kore Kara no Michi

July 15, 2009

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The Sunset Games website now has some info about Kore Kara no Michi, the third and final Yuuyake Koyake supplement, due out this September. According to the description, it’s going to have one new character type, additional rules, and three scenarios, in a 64-page book like the prior supplements. As I’ve reported before, the book is indeed going to be about playing as humans. Here’s a quick translation of the description on the website, which looks very much like it’s going to be the introduction from the book:

It starts with one step.

First, you’re reading this book.

Thank you.

If you’ve never read Yuuyake Koyake and you’re reading this book, please see if you can borrow that book from a friend to read it. That book will let you become a henge and tell stories in the countryside. You need to know about that, or even if you read this book nothing can begin. How you begin the stories, and how you finish them, are not written in this book.

Yes, this is the final Yuuyake Koyake a book. It represents the end of Yuuyake Koyake, at least for now. Previously, there were Yuuyake Koyake, Mononoke Koyake, and Hitotsuna Komichi. Together, these tell you all about the mysterious inhabitants of the town. These prior books tell you the secret of how to become these beings, and tell stories about them.

Henge, mononoke, and elder henge. If you’re reading this, have you enjoyed becoming them and running all over town? Have you become them, and used mysterious powers that a person cannot? Have you spread more smiles around the town? If so, that makes us very happy.

You’ve become animals or monsters, or perhaps the narrator. Hopefully you’ve come to see the town from a different point of view. How people live, how things are, feelings, and surprises. You’ve given many things, and received many others.

That is the road that has led you here.

This book is the road from here.

What do you think of the town full of people, the town that you’ve been watching from the outside? You seen it as a henge, but what about as yourself? Yourself as a child, as you are now, or when you’re older. Was it as you really are, or as you wish to be?

The road that has led us here. You’ve seen the town as a henge, as a mononoke, as one who has watched the town since olden times. Now, let us take a first step onto a new road. It is not path either of us have walked before. Even the henge of the town have not walked this path before. This path is here for you to move ahead. It will not open until you do.

You can participate in stories as a normal person. People don’t have any wondrous powers. They simply have their feelings. But, their feelings, and the fabric of their connections to each other, are the most important thing of all.

Please remember, these people’s feelings created the town. Their feelings accepted the henge. The henge and the people joined hands. Up until now, the henge have been helping the people, but really, they’ve been supporting each other. People and henge, let’s walk together, one step at a time, on the road from here.

Now, gather your courage. As you’ve walked this road, you were never alone, and you never will be.

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Ewen vs. Slime Story

July 9, 2009

Slime Story continues to be a game that fights against its own completion every step of the way. I tried to do a very simple test of the conflict rules by myself–let’s have Phoebe and Matt have an argument!–and it totally fell apart. But, as has been the case since the beginning, each step leaves me with a bit more usable stuff.

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(Joe Hunter Archetype illo by StreyCat)

Aside from the fact that just because stuff sounds good on paper doesn’t mean it’s actually going to work (something every designer knows, or will learn very quickly), there are two Slime Story specific things I noticed:

First, making players spend their one action for the round on changing footing doesn’t work with the game as written. It works with the range map in 3:16, but then 3:16 works quite a bit differently. This led me to have “Full Actions” and “Maneuver Actions”, and you can take one of each (or two Maneuvers) during your turn. This lets players change footing before (but not after!) attacking, and lets me put some other nifty things into the game. Of course, it also makes the rules a little more baroque, and a bit more like 4e. This will hopefully alleviate the overwhelmingly optimum status of planting oneself in one footing and making an attack every round.

Secondly, the death spiral sucks. I originally had it as a -1 penalty for each point of Stress a character takes, but when you’re rolling 2d6+Attribute (ranks range from 4 to 10 or so for starting characters), getting hit with a -3 penalty from taking one hit is just too damn much. I need to find the right balance between giving players an incentive to avoid damage, and punishing them too severely for taking it.

Once I get the conflict rules down, I’ll have the proper chassis on which to mount the rest of the game. Probably the single biggest reason I’ve been procrastinating on working on the game more is that I have to get this one highly mechanical and game-y part of things all nailed down before I can really go any further. The Talent descriptions and monster writeups all depend heavily on interacting with the conflict rules, so I’d be wasting my time if I tried to work on them, even if they’re potentially more candy-like and interesting.

In Other News: Shinobigami
I special-ordered a copy of Shinobigami (“Ninja God”), published by Role&Roll Books, and designed by none other than Toichiro Kawashima, designer of Meikyuu Kingdom and Satasupe. The game is sold in the form of a small paperback, and it’s uniquely Japanese in that the book starts with a 160-page replay (littered with explanations of the game), and then has about 60 or 70 pages of actual rules. The game is about modern-day ninja with over-the-top powers having epic battles. I’ll be posting more about this when I’ve had a chance to read through it, which will probably take a while. I’m especially intrigued by the “Velocity System”, which involve a chart that goes from 0 (Mundane) to 7 (FTL).

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Revenge of the Random Thoughts

July 2, 2009

Deep Blue Sea
The blue ocean strategy podcast is taking a bit longer to put together than I had hoped, in part because, when it comes down to it, it’s potentially a very broad topic. The thread I started over at Story Games has generated over 80 posts over the course of two weeks, and produced some very interesting discussion, that has in turn helped me better figure out what to do with the podcast. In particular, I think that while RPGs have done a lot of innovation in terms of what the medium can do, there hasn’t been nearly as much innovation in how people market and sell those games. (Though needless to say, design and marketing can and probably should inform one another.)

Four Ee
D&D4e is a great game for campaigns, but it’s really not that great for one-shots. I’ve yet to play in a con game that didn’t run for 6 or 7 hours, even with the party focusing on getting through the encounters. A 4e character has enough of a learning curve that it’s not worth playing one for just one session.

I got a copy of the new Eberron Player’s Guide, mainly because I wanted to see what 4e could do with a fantasy setting less generic than Forgotten Realms, though frankly it’s not quite wacky enough for my tastes, which makes me want to get around to working on the Nine Towers setting I’d tentatively started a while back.

Potential Spaces
At Webstock 09, Ze Frank gave a talk on “Potential Spaces”. Although he’s a very talented guy himself, where he really shines is his ability to create spaces for people to contribute, and over the course of his 50-minute talk he gives several fascinating (and uplifting!) examples. Early on in the video he also talks about the relationship between the rules of a game and what actually happens, and this is something every game designer should be thinking about.

Dragon Oracle
As kind of a short side project I’ve started trying to design a (non-collectible) card-based RPG. It’s a simple fantasy game, tentatively titled Dragon Oracle. I’m trying to stick to using two decks of 54 cards (a Hero Deck for the players and a Dragon Deck for the GM/Dragon Master) and as few other materials as possible (which is why it wound up being non-random), though I ended up having to allow for simple character sheets. The number of cards limits the number of classes for the base Hero Deck to 3, which will be Fighter, Mage, and either Thief or Acolyte (priest/cleric). I’m not sure where I’m going with this. If it works out exceptionally well I may see about POD printing through Guild of Blades, or try submitting it to game publishers, but it may just wind up as a free PDF, if that. Right now it’s kind of stalled, partly because of the dilemma over class choices (though I’m leaning towards putting in the thief and letting the mage heal a bit, so it could be Fighting/Magic/Trickery rather than Fighting/Magic [arcane]/Magic [holy]).

Sunset +3
Over on the Sunset Games blog they’ve posted up an announcement and cover image for the third and final Yuuyake Koyake supplement, Kore Kara no Michi (“The Road From Here”), which as I understand it will be about playing as humans. Ike’s art is awesome as ever.

Slime Story
I haven’t been getting much done on Slime Story, but I did get the commissioned art for the game’s archetypes:
Karate Star (Matt)
Suburban Ninja (Phoebe)
Joe Hunter (Doug)
Custom Character (Rita)
Dedicated Archer (Christine)
Nerdy Alchemist (Kenny)
Monster Lover (Kelly)

Dragon Ball Zeeeee
I have a vague notion of trying to put together a DBZ game loosely based on the Budokai Tenkaichi (or “Sparking!” in Japan) video game series.