Gears

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New Year’s Gaming Resolutions

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calvin-and-hobbesBefore talking about the plans for 2012 let’s have a look back at the last year. Back in January 2011 I set one goal for 2011: play more. And while I discovered Google+ Hangouts as a perfect medium for online gaming, I didn’t actually achieve that goal. When I am not totally mistaken I did actually play less than in 2010. Scheduling has been more difficult than ever and a lot of the plans I made fell flat in the end.

But that doesn’t mean I have given up. So my first gaming related resolution for 2012 is the same as last year: play more. We actually scheduled our first game for the second weekend in January where I want to wrap up the Call of Cthulhu game from New Year’s Eve.

But aside from that I want to run a campaign from start to finish in 2012. It doesn’t need to be long, but a story arc that covers at least a dozen sessions would be a nice change. I have a couple of ideas what I would love to run in the new year, but before making any plans I should consult my players. More than once I’ve made plans for a game that I never ran because I couldn’t interest my players in it.

One of the things I would love to do is running a sandbox campaign with Lamentations of the Flame Princess. I recently got my print copy of Carcosa and I utterly love that book. The setting is extremely weird, has a lot of Lovecraft influences and looks and reads great. I’ll also have to think of a way on how to make use of Vornheim, too, since it’s another book I would like to use someday. I am not sure if my players are into old-school D&D, but it might be worth a try.

When it comes to game design I still have a couple of unfinished projects on my harddrive that need some more work. So another goal for 2012 is to at least finish one of those projects. Heck, perhaps I should resurrect the Gearbox project or finally finish that game I’ve been working on in secret for way too long…

So what are your gaming resolutions for 2012? Please share your thoughts in the comments below!

Gears is not dead yet

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Some of you may still remember that I was working on another RPG project earlier this year, called Gears. In June I decided to put Gears on a backburner and focused more on Warrior, Rogue & Mage. I had put too much pressure on myself and Gears wasn’t really turning out the way I wanted to.

Some days ago, I looked at what I’ve written months ago and started thinking about what I want to change and what I want to keep. The 3d6 roll-under dice mechanic will be mostly unchanged, but the degree of success/failure will play a larger role than before especially when it comes to combat and weapon damage. I’ve also overhauled the skill system. The skill ladder is still there but I made some tweaks. The talent system in Gears will be close to what you’ve seen in WR&M. I also love the Fate points from WR&M, so expect to see something similar in Gears, too.

Overall Gears will still be rules-light but it will definitely more crunchy than WR&M. I have some great ideas for character creation but I don’t want to spill the beans right now. But rest assured that Gears is not dead yet!

Why isn’t Gears done yet?

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As you probably know, I have been working on the roleplaying game project “Gears” quite a while now. In the meantime I even released an early draft to the public, which looked pretty playable, if you ignore the fact that it still laceds magic rules and talents. The problem is that I basically keep rewriting the rules from scratch.

The gist is that I don’t “feel” that the current rules are as they should be. That’s a pretty fuzzy description on what’s currently going on in my head. When I write something, design a rule, etc. I want it to have the right feel to it. Much of what I do is more by intuition than an exact science. When something I work on, doesn’t feel right, I keep rewriting it as long as I am happy with it. And alas this just doesn’t work with Gears.

While I love a lot of the concepts I added to the game, it just doesn’t work out (for me) as a whole. The core mechanic is cool, but when combined with the skill ladder and other parts of the game, it feels awkward and unwieldy. I keep changing the combat rules and damage mechanics and fiddle around with the skill lists.

While I was working on Gears I had this idea for a smaller game which uses the classic fantasy archetypes to describe the capabilities of characters: Warrior, Rogue & Mage. And to my surprise the game works great and it’s very easy to adapt to other genres. Instead on working on Gears, which makes me want to tear my hair out, I would love to put more effort in WR&M or something derived from it.

That’s pretty much the reason why Gears isn’t done yet and why I think it’s probably best when I put it officially on the backburner for now. As long as Gears looms like Damocles’ sword above me, I can’t put some serious effort into anything else.

Ok, I just needed to get this off my chest. Now let’s return to our regular program.

Gears v0.5 released

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This morning I decided to release an early version of my Gears RPG to the public.

Although it’s still missing a couple of features, you should be able to run at least a simple playtest game with it. You can download the 17-paged PDF over at Stargazer Games.

I also added a forum to the Stargazer Games site, so that you can discuss Gears and my other games there. Enjoy!

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Stargazer Games

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Today I finally finished the work on my new site, dedicated to the roleplaying games, settings and supplements I created over the last one and a half year. And don’t worry, I am not going to commercialize my works. Everything is still free and licensed under Creative Commons.

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On this new page you’ll fine all the games I’ve designed so far, my SF campaign setting Ad Astra and  my one page dungeon “The Horror of Leatherbury House”. Please let me know what you think about the Stargazer Games site. Every comment is highly appreciated!

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Hacking in Cyberpunk games

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Paris City Grid card from the game "Netrunner" As I’ve written two weeks ago I am thinking about developing a Cyberpunk game powered by my Gears system. But there’s one thing that I don’t like about most Cyberpunk games: Hacking. Usually these games assume that the internet of the future is looking much like Second Life. You have an avatar that travels through subnets that look like futuristic cities. Intrusion countermeasure software looks like snakes, guard dogs, knights in shining armor that you fight with attack programs looking like weapons. While this sounded cool in the 1980s I don’t think this makes much sense – neither from a technical nor a gameplay standpoint.

The main problem with the “virtual world” concept is that you separate your hacker from the rest of the group. This always increases work for the GM and slows down play. When I remember correctly the latest edition of Shadowrun tried to remedy that issue by making the Matrix wireless and by adding “augmented reality”. Now hackers could do their “magic” in the real world. And at least from a gameplay standpoint that makes a lot of sense.

For my Cyberpunk setting I am considering something similar. While there are still normal desktop computers, portable computers, smartphones etc. you can also use special glasses or contact lenses to make use of “augmented reality”. When you look at a house, all necessary information is overlaid onto what you see. If you look at a person, you see all the details they make publically available. Business cards are basically a thing of the past.

When it comes to hacking devices you usually have to be in close vicinity to do so. While this may sound odd at first, it’s the best way to do it.No sane person would connect a server where the really interesting data is stored to the internet, so in order to access this data, you need to be at least in the same building to hack into it. So the hacker has to accompany his group when they try to steal the rival corporations research data. In a way, the hacker becomes the modern version of D&D’s thief. Overcoming security systems, hacking into CCTV cameras, disabling robot drones is the modern equivalent of disarming traps and picking locks. While this may break with one of the basic Cyberpunk tropes, it makes things much easier.

In the classic Cyberpunk genre, hackers usually still use keyboards (even when connected to the Cyberspace by a neural interface). From today’s standpoint touchscreen interfaces, gesture controls and perhaps even holographic displays seem more reasonable. While this is basically window-dressing, it’s still an important part of making the setting more modern and unique.

Rules wise I think it’s best to handle most easy hacking tasks like you simple skill rolls. Hacking a CCTV camera to make it show a freeze frame is just a simple check of the Hacking skill. Hacking into a secured server may be more like a skill challenge that starts with doing some basic research, writing custom tools, looking for backdoors etc. that are simulated by a couple of rolls on various skills.

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Gears: The only constant is change!

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Ghost in the Shell I finally made up my mind about Gears, my roleplaying game in development. Thanks to the comments I got during the last weeks I was finally able to decide what I should focus on next. Creating a game system that works in every genre is no easy feat, so I will probably focus on getting to work Gears in one genre and then move on to the next. Each game will contain all rules needed to play and a complete mini-setting.

The first game will probably be a Cyberpunk game that I intend to create as entry into the 1KM1KT.net Cyberpunk Revival Project.

I’ve also decided to make some changes to how Gears will work in general:

  • Basic task resolution
    The core mechanic will stay pretty much the same, but I am considering using some of the ideas, John Powell posted recently as a comment on one of my Gears-related posts.
  • No classes and levels
    Although there are no classes per se, character creation will make use of character packages which speed up the character creation process. Players and GMs may come up with their own character packages.
  • Skill ranks
    I will probably change the skill ladder from four to six levels

So basically Gears will stay the same (with some tweaks) and instead of focusing on multi-genre I will try to get games for specific genres done first. So, what are your thoughts on these changes? Please let your voices be heard in the comments below!

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