Category Archives: Design Journal

Magical Burst Development Update 2

Matt Sanchez’s recent blog post on Adventure Planning Service‘s Saikoro Fiction[1] system got me inspired to finally sit down and read the rules of Shinobigami, which had been sitting on my bookshelf for way too damn long. It’s a really neat game, and the design of it makes me wonder how much is American indie RPG influence and how much is Kawashima just being that brilliant by himself. The rules are pretty short too–something like 70 pages including stats for NPC enemies and setting info–and about 2/3 of the book is taken up by a replay.

There are a ton of things I could gush about with regard to Shinobigami (especially where the combat system is concerned), but Matt’s planning to cover all of the Saikoro Fiction games in depth, so you can tune into his blog for more detail in the future. The big thing from Shinobigami that has me all inspired to work on Magical Burst after taking a bit of a break from it is the way it breaks the action into scenes. I’ve realized that on paper at least my problem with the current version of Magical Burst is that the rules do very little to guide the action. There are important bits of the narrative (like how the magical girls actually find the youma) that are pretty much handwaved. I know for a fact that the folks who’ve been playing the game have been able to work with that, but personally coming at the game I’m not sure I could actually do that good a job of running it.

Shinobigami is about modern-day ninjas, and while it’s possible to have the PCs all work together, the default assumption is that they end up in two competing factions[2]. With conflicting goals and secrets (established by the GM giving out Handouts[3]), the players basically take turns setting up scenes where they pursue information, relationships, etc. that can get them closer to their goal. You can also attack another PC on your turn, but you have to first figure out where they are. After a certain number of rounds of player-led scenes (usually 3), they arrive at the Climax Phase, which is typically an epic battle.

I think something similarly player-led is about what I’m looking for to make Magical Burst more like what I want. There can be other variations, not to mention a distinct possibility of failure or just ignoring the threat, but the base Magical Burst story is about the magical girls finding and defeating a youma and what it costs them to do so, so the kind of structure that Shinobigami uses makes a lot of sense for it. That’s going to affect how I approach a bunch of other things (especially relationship scenes), but we’ll see how it goes.

Aside from that, the things I’m looking at in this stage are going to be relatively small until deeper analysis and/or playtesting suggest otherwise.

  • I’m planning to make youma stats scale with the number of magical girls. It’s become a thing for me with both design and actual play that finding the right balance in terms of opponents that can challenge an entire group of foes while not being burdensome for the GM to keep track of is a big deal. On top of that, in Magical Burst a youma is (in D&D4e terms) normally a solo, and even the guys at WotC have had a hard time getting those right. This is mirroring some of the stuff I’ve been working on for Slime Quest, and I think “solo” type monsters need to scale not only stats but capabilities in order to keep up with a growing number of PCs.
  • In general I need to do a more rigorous analysis of the math to keep things on track. Luckily today a fan pointed me to AnyDice.com, which I think will become a very useful tool for that kind of thing.
  • Obviously, the Change tables need some work. Since I made the decision to switch from Magic uniquely producing Mutations to all three kinds of Overcharge producing Changes, I want to have three full d66 tables instead of one giant table and two half-size ones. I’ve tried to make the Heart and Fury ones be more derangements, but I’m thinking I’ll let them get more into the realm of mutations. Plus, I can prune the Magic Change table considerably, since I’m sure there are results in there that are at the far end of what I got from wracking my brains.
  • The magical girl creation tables were one of those “stumbling across the finish line” kind of things, and I do need to revise them some. The costume table in particular has a bunch of elements that belong (or are duplicated) in the weapons table. Plus I think “Key” is in there twice. (Did anyone catch on to how the names table is mostly taken from names of magical girls and other anime heroines?)

A Couple Other Things
Jake Richmond is going to be on the Yaruki Zero Podcast at some point to talk about the new Cel*Style games and such, but in the meantime you can listen to him on the Found in the Alley podcast. Jake and the podcast hosts are really entertaining, and I got really inspired listening to him talk about the new games. There’s also the full Panty Explosion head-punching story (amongst others), and it seems Jake is even worse than me for having his eyes glaze over from long rulebooks.

I’ve also been brainstorming for a new iteration of Raspberry Heaven, my heartwarming slice of life Japanese schoolgirls game. There will definitely be some other things at play, but it seems like it’s going to look a lot like a cute, happy version of Fiasco that uses playing cards. I really like Fiasco’s subtlety, and I think the trust it puts in the players is one of the things that Raspberry Heaven really needed. I have half a page of notes so far, but I’ll have to get into things to get a better idea what’s what.

Also, Raspberry Heaven is another project where I’d want the final product to have manga rather than anime style art.

[1]“Saikoro” means “dice,” and the logo on the back of the books abbreviates the name to “Sai-Fi.”

[2]The book also offers Battle Royal as a scenario setup (but warns it can be time-consuming) and hybrids of the various types.

[3]It’s an increasingly common thing in Japanese TRPGs that the GM gives players “handouts” that set up where their respective PCs fit into the story. I’m sure it would get mixed reactions from Western gamers, but it also seems like it’s one of the things that would make Shinobigami sing in actual play.

Slime Story: Awesome Progress

Nothing particularly Easter-y going on with me, yet I have time to put up two blog posts in one day. Go figure.

I’ve been pretty badly stuck on what to do with Slime Story for a while, but I think I’ve finally figured out where to go next. The game has involved ripping big chunks out and putting new stuff in every step of the way, and this is no exception. The major issue is how to set up interludes to do what I want them to, and the solution has wound up involving stuff that resembles bits of Bliss Stage, Meikyuu Kingdom, and Nechronica. (And it will no doubt require plenty of playtesting to get right.)

So, the game has two currencies, called Awesome Points and Suck Points. They represent general positive and negative trends in a character’s life, which can be psychological or karma or whatever. You gain AP when you roll doubles (other than snake eyes), raise a connection by a rank, and certain other things, and you take SP when you roll snake eyes (a Fumble), get taken out in an encounter, or voluntarily take them to use things you’d otherwise have to spend AP on. Characters can end up taking SP to get through an encounter and to heal themselves afterward. All of that makes AP kind of like the Hope points in Meikyuu Kingdom, but with some weird twists. That includes making many Talents have a Cost rather than ripping off the Encounter/Daily thing from D&D4e. Another point economy to (heavily) playtest. Le sigh.


Anyway. Each character has two “Limit Breaks,” which are disadvantages that activate if they take too many SP. If you have 3 SP you have to pick one Limit Break to activates, and if you get 6+ the other one kicks in too. That’s your major incentive for getting rid of SP. I’m still working on specific Limit Breaks, but these are kind of like the fetters in Nechronica. I’m thinking there’ll be one called Clingy (for example), which requires you to stay uncomfortably close to whatever characters you have a high connection rank with, another called Unsocial that limits your ability to use teamwork or be close to others.

During interludes, each PC has the opportunity to do a quick vignette, which have wound up being a lot like Interlude Actions in Bliss Stage, which is to say you role-play, and an unrelated participant decides what mechanical effect you get. That will include a lot of the stuff I already had in the interlude rules (though significantly simplified in some cases), but removing a Suck Point will also be one of the major things you do (which also resembles the Conversation Checks in Nechronica).

I have high hopes for this whole thing working out (eventually), though it’ll take a lot of work to fully implement, especially since it’ll drastically affect the selection of Talents I need to write up. Aside from that and all the stuff I blathered about in my last blog post on Slime Story, I decided to add higher-level items crafted from monster parts, basically to give characters more crap to play with. I still need to work out more details and figure out what the heck to call them though. (And whenever I get around to working on the novel again I’m going to have a ton of setting elements to integrate.)

Slime Story Design Journal: New Stuff

Now that NaNoWriMo is finally out of the way (and I’m starting to recover from such), I’ve started working on Slime Story again. Here’s a quick look at what I’m working on right now.

Elective Talents
Playtest Version 2 just had the Base Talents of each class and clique (which I’m refining a bit), but I’ve started working on the “elective talents” that players get to choose themselves for their protagonists. These are an aspect of the game that’s at once interesting and tedious. They have an element of exception-based design, so I get to figure out a bunch of different ways for characters to bend the existing rules in interesting ways. On the other hand, writing up well over a hundred of the things can get to be a bit of a slog after a while.

I had been toying with an idea for “Talent Pools,” and having each class and clique give you access to a couple of pools, but I wound up just having separate sets of talents for each class and clique, which also lets me customize the abilities of the different character types much better.

Vignettes
This is probably the most important change in terms of how the game plays, and it’s my attempt to address the issue of interludes not involving much role-playing. During an interlude players can create “vignettes,” short scenes in the overall story. These can take place a bit in the past or even the future relative to the monster hunting run going on in the game, which will makes it much easier to involve secondary characters without contriving to have them show up during a hunting session. More importantly, you pretty much can’t do an active action in an interlude without wrapping it in a vignette of some kind, though there’s quite a bit of freedom in terms of what kind of active action a given vignette can take you to.

I’m still not sure how Crafting (making or modifying items) will fit into things. It doesn’t seem like something that would make for good vignettes, and I may just separate crafting from the Action Point economy.

Terrain Variations
This is a simple but interesting little rule, which basically lets you add special properties to positions on the battlefield map. It’s kind of an obvious idea when you think about it, and the kind of thing where adapting the relatively simple concept to the rules’ abstractions is kind of neat. I can make little cards for the GM to lay down on the battlefield map, a random table of terrain setups, and customized maps with those setups already on them. On top of that, I can do a bunch of neat stuff with certain monsters and items affecting the terrain variations.

Portal Flora
I’ve made a small but interesting change to the setting, which is that the portals also deposit immobile plants from time to time. My grandmother recently passed away, but a little before that I gave her an audio recording of the prologue to Slime Story: The Legend of Doug. She had a dream where there were trees that produced amber. People took the amber from the Mother Tree, and all the other trees wept and created a flood, but the Father Tree sheltered them. Under the circumstances I couldn’t not do something with the idea.

“Portal flora” include those amber trees (though taking the valuable “portal amber” tends to attract angry monsters), but also herbs and other plants with special properties similar to monster parts, dangerous plants like razor ivy, and “monster grass,” which herbivorous monsters seem to particularly like. These also add to the variety of terrain variations.

I’m contemplating some kind of rule for “foraging” (not sure if that’s the right term), seeking out useful stuff from portal flora, abandoned monster parts, etc., but it runs into the same difficulties as crafting.

Monster Variations
These are basically Slime Story’s version of d20 monster templates, and a way to use different combinations to expand the range of possible monsters. In terms of the setting, there are certain plants, parasites, symbionts, mutations, etc. that can substantially change what a monster is like. A monster that eats a certain portal fauna shrub becomes a berzerker, certain monsters get a fire aura if they somehow eat a salamander crystal, and there can be mundane stuff like a stumpy that inhabits a metal trash can instead of a tree stump can take more damage.

Slime Story Design Journal: Advancement

Slime Story Phoebe

I got kind of lazy with my original version of the character advancement in Slime Story. I did the thing where characters accumulate points and then spend them piecemeal on whatever they want to improve, like in a White Wolf game. (I also did that with Tokyo Heroes by the way.) There was some neat stuff with how you got those points–a combination of video game style achievements, deepening connections with other characters, invoking characters’ issues, and achieving goals–but the way you used them was still just lazy design.

That’s why I’ve wound up giving it a level-based mechanic, which is a bit Savage Worlds and a bit D&D4e. There are one or two other uses for Character Points, so characters don’t level up automatically, but instead spend points to gain levels between episodes. Having what characters gain at what level be predefined makes character growth a little more interesting. There was a time when I disdained classes and levels as artificially limiting, but just throwing points around more or less like in character creation is really boring and lazy (if functional). Levels aren’t the only way to go–not by a long shot–but they seem to be a good fit for Slime Story.

Anyway, this was another one of those things I thought up in the middle of the night and implemented right away. At this point a playtest draft (albeit a simplified one without many Talents or monsters included) will just be a matter of filling in some necessary details, more equipment and such than rules per se. If I don’t get distracted by other stuff (which is a very distinct possibility) I’ll be posting it up in the next week or two and hopefully doing some playtesting myself in the near future.

And Some Other Stuff

  • Guy Shalev has a blog called Geekorner-Geekulture which deals mainly with anime/otaku stuff, including regular features on anime/game/etc. figures (and his obsession with Saber from Fate/Stay Night). Not wanting to start up yet another blog myself, I’ve started contributing posts there, which will all be under the “Ewen’s Corner” tag. Most of these will be reviews of strange manga I’ve read, but my first post is about my experiences commissioning custom plushies.
  • I’ve started a second podcast, called Trapped Inside the Dream Forever. It’s all recordings of my bizarre fiction writing (and probably some of my poetry too at some point). So far it’s updating every Friday, but that’s because I still have a big backlog of stories to record. If anyone thinks they can do better recordings than me and wants to do so, let me know.
  • I may have inspired Ben Lehman to make a new game, for a second time.

Slime Story Design Journal: Bits and Pieces

Since Slime Story has become a very ambitious project that I’m very determined to complete (i.e., turn into a complete, playable, and fun RPG), I’ve decided to start posting “Design Journal” entries so that folks can see the process and maybe get a little more excited about the game. (And maybe offer suggestions too.) I do kind of feel like I’ve been piling lots of bells and whistles onto the game, and I’m wondering if I won’t have to just get rid of some of them depending on how they work out in playtesting, but that’s how it goes, I guess. Here are the major things with the game that are on my mind at the moment:

Encounters
Slime Story’s encounter rules are meant to be a relatively simple tactical game that players can enjoy on its own merits. It’s turned into a sort of D&D4e-light, mixed with bits of Meikyuu Kingdom and a few other things. Characters take turns and can do one Full Action (attacking and other involved stuff) and one Maneuver Action (moving and other actions that help indirectly) per turn.

The Action Stack is a set of cards representing each participant in an encounter. The GM simply shuffles the cards, and that’s the initiative order. (Certain conditions will let characters shift their card up or down in the stack.) The GM simply flips through the cards, and whoever’s card is on top gets to act.

The Battlefield Map is an abstract map with seven spaces arranged vertically. Characters can attack enemies that fall are within a number of spaces based on the Range of their attacks (a typical melee weapon has a range of 0-1, so it can hit enemies in the same area or an adjacent one), and can use a Maneuver Action to move from one area to an adjacent one.

To make both elements work more smoothly, I’m thinking of having a PDF with three sets of generic action cards and battlefield tokens/pawns for monsters (numbers, letters, and symbols), which you can use rather than having to prepare them for each type of monster you want to include in advance.

Right now the main boondoggle with encounters is that I want to have some way for characters to try to get a positional advantage, but I’m not sure how to go about that without having it be too time-consuming or giving too overwhelming of an advantage.

Achievements
Achievements are probably one of my favorite things about the game. Achievements are very much like the things from Xbox 360 and other video game platforms, in that they archive a character’s accomplishments and contribute to his or her overall reputation. In Slime Story, the GM hands them out to players where appropriate during play, and everyone can suggest achievements after the session is over. Characters can “cash in” achievements for Character Points (to improve attributes and buy new abilities) and/or Influence (to buy stuff with).

I have a notion of having achievements cause characters to gradually build up a Renown rating, but I’m not sure what it would actually do in the game.

Happenings
This is the newest thing, which wound up being a combination of a couple different things that were rattling around inside my head. During Interludes (the stuff that goes between encounters, where characters can quarrel, bond, make items, etc.), players have a limited number of Action Points (they get one per Interlude, and each gets one extra AP per episode) to spend on doing stuff. I’ve been wanting to have some mechanism for players to earn more AP if they want/need to. I also had a vague idea of having rules for random events, which the GM would periodically throw in to make things more interesting (so the monster hunters might run into a dead deer, get caught in a sudden downpour, bump into a police officer, get a call from home, etc.). It occurs to me that inconvenient “Happenings,” whether rolled randomly, devised by the GM in advance, or suggested by the people at the table, make an excellent way to both make protagonists’ lives more interesting and give an appropriate “fee” for awarding Action Points.

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