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Random Thoughts of a Game Developer

Archive for the tag “Fantasy”

Of Campaign Worlds and Game Systems

Huh. I seem to be picking up daily views with only bi-monthly content. I wonder how much more views I would get if I published more often… Which is very meta-site and entirely off the point, which, outside of the title of the post, I haven’t even gotten to yet.

While tooling away at Elements, I’ve become more and more distracted by campaign settings of Game Masterings past. Two settings in particular: The Essence Setting and my 1,000 Storms setting. I don’t view these distractions as a bad thing. I’m trying to design a game system where both of these very different settings can be used equally. I’m not sure it’s possible, for a number of reasons I’ll eventually get to, but I sorta want to try. The real problem I’m facing is that I’m not sure if I should.

I suppose I should talk a bit about the settings and their differences before I dive in. They’re both fantasy settings, and neither one is set on Earth (I find I enjoy having geographical freedom when designing campaign settings), although 1,000 Storms is similar to a dystopia cyber/diesel/Martial Arts-punk Earth, and Essence is… well, complicated, these days. So, before I get into my issues, here, then, are (sadly very brief) overviews of two of the campaign settings I’ve run games in in the past.

Essence

This one is kind of tough to summarize… It evolved out of some of my earliest gaming, and reached its apotheosis (so far) while I was in High School, gaming with friends, most of whom I still keep in touch with to this day, some 17 years later (wow… I’m getting older…) Back then, Essence was pretty straightforward. It was a non-standard High Fantasy setting. Although it missed out on the Elf/Dwarf/Halfling/Orc paradigm, it contained (and still contains) several other fantastic races, from the aquatic Myralnyr to the fae Daoine Sidhe to many, many others. A lot of the world content came from that age-old campaign, ans involved a great deal of player input.

Now, Essence has grown to monstrous proportions in my mind. It has become a genre and epoch crossing setting, divided into time periods that, within them, cover just about every genre of play except any sort of Earth Historical. The time period we were playing in back in those old high school days has shifted towards Dark Fantasy crossed with Indiana Jones/Tomb Raider-esque exploration. A lot of mythology has developed, mostly based on ideas that came up while sitting around a pool table in our friend Joe’s basement.

Basically, it’s a Fantasy setting that contains within it many other genre with greater or lesser degrees of Fantasy attached to it. The Essence Heroes of the original game have become permanent Historical (even Mythological) fixtures in the game in much the way characters like Eliminster and Mordenkinen and scimitar-wielding Dark Elves became fixtures in other, more commercially successful fantasy settings I could mention. Meanwhile, if only in my mind, the setting has continued to grow.

One of the underpinnings of the setting is the Essence – various different energies that act sort of like a combination of the classical Elements of Alchemy and The Force from Star Wars – they are a source of power to the talented and/or trained, and suffuse everything. Essences come in flavors, some familiar (Earth, Wind, Water) some less familiar (Sun, Moon, Life, Death), and some that I think are fairly unique or at least very rare.  Essence suffuses the setting whether the time period calls for High Fantasy, Magipunk, Super Heroes, or what have you. Were a mage plucked from one point in history and placed down in another, his or her magic would still work, since it’s all based on the same energies. Thus, even cross genre play is made fairly easy.

The Essence Setting started out as an Advanced Dungeons and Dragons setting, but the classic games were played in GURPS. I have also used 3e and 4e Dungeons and Dragons for the fantasy portions of the game.

1,000 Storms

This setting is very different, and was partially inspired by the Final Fantasy game series. Well, sort of.

The world it takes place on – Storm – is a fallen one. People hide from the ravages of the wild in domed city-states living under strict population controls in a caste system. Only one sport – Blood Ball, which has weekly body counts in the low teens – is played. All forms of martial training are outlawed and vilified, but some few families still train their children in secret, and some rare wandering masters still take students under their wings. The price for getting caught is dear.

1,000 Storms has a lot of themes: Lying just to Live, Opressive Government, Conspiracy, Privacy (or the lack thereof). The setting is part J.R.R. Tolkien, part George Orwell, and part William Gibson, with a healthy dose of Jet Li. Or something like that.

1,000 Storms was originally run using a diceless game system that I had come up with that I don’t think I ever came up with a name for. It was very story driven, and the system itself involved developing characters from childhood. Character Creation was integrated into the game, and it was supposed to be tough to tell when you were done making your character; in a very real sense, you never did finish character creation.

1,000 Storms could work in another system – that’s not the issue – but I really wish I could find, dust-off, and try again with that old homebrew. I think it had a lot of potential.

Should I go On?

So, here’s the thing I’ve been grappling with: should I go on trying to create a single, universal system? Or should I skip the single universal system idea and get more… specific? I want a universal game system, but it has occurred to me that there really is no such thing; will any system that runs Essence well also run 1,000 Storms well? Is it even reasonable to hope that it could? Probably not.

I maintain that gaming is essentially System Agnostic – you can play any sort of game you want with any sort of system you want. That said, some systems are better suited to some things rather than others. You can, for instance, do completely story-driven, combat-free play using the full ruleset of GURPS, with 500 point characters, well defined super powers, and all the combat stats you could want, but it isn’t the right tool for the job. You’d be better off with a system that was a lot simpler in structure.  Truth & Justice, maybe.

So, I don’t know. I’m seriously considering trying a campaign setting specific system. Any comments?

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Closer to Playtest than I Thought

So, a friend of mine took a look at what I have of 16 Bit Heroes a few days ago, and pointed something out to me that I had missed. I have been under the assumption that I needed to finish the system book before I could start playtesting. That would mean a few more months of steady work. He told me I was wrong. The system is about two chapters away from complete readiness, and could probably be played with only a small part of each of those chapters complete.

In other words, my friend Pat let me in on a secret that I should’ve guessed at myself: it’s idiotic to wait until you’re completely done designing to start playtesting.

He’s right, of course. For instance, how can I possibly guess at how to properly put monsters together without seeing the characters in action at various levels? How can I find the balance between overpowered and underpowered with magic items unless I try a few out? How can I know where to set values at for the spell creation system until I know how that system will impact the rest of combat?

So, now I have a revised list of things to do before 16 Bit Heroes playtesting begins. If you want to know what it is, read the following list. If you don’t care, skip it – you won’t hurt my feelings. Although, it is a pretty short list

  1. Complete the ALPHA Spell and Technique Creation System. This is needed so that magic and combat techniques can be used during playtest. Part of this will include the creation of a few simple monsters for Summon magic.
  2. Complete a simple outline version of the Combat System
    Dragon Quest (1986), also known as Dragon Warrior.

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    . It doesn’t need a lot of details yet – basically a simple flowchart or numbered list. The details can be forged through playtest.

  3. Complete a basic equipment list – basic weapons and armor, basic adventuring equipment. This is all done in my head and needs only to be written.
  4. Create a couple basic monsters. As mentioned above, this is needed for Summon magic. It’s also needed for combat encounters.

That’s about it. Experience can be hashed out during playtest, as can most everything else that needs doing. By providing only the magic creation framework for the start of playtest, I can leave the creation of an initial spell list to the playtesters (which is cool, since it’s how several spells in the world’s most popular role playing game came into being oh so long ago).

So… instead of looking to start playtesting near the end of the year, I’m thinking a couple weeks, maybe a month. Once I have everything that I think is needed for playtest, by the way, I will find a way to post it here, along with a new license for use for when people  want it.

I’m excited about this. It was an eye-opener to say the least, and I just want to say “thanks” to Pat for pointing it out to me. In any case, I’ve got some writing to do.

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