Category Archives: projects

Halo: The Covenant War, Update Again

I was putting off H:tCW, but I got back into it. At the moment it’s mostly a matter of working out the standard mechanics for stuff like autofire and vehicles. If I can get more done I might even be posting up the untested version to my website soonish.

I haven’t really started working on it seriously, but I’m also planning to put together some kind of rules for doing a game in the vein of Red Vs Blue, with the PCs standing around being incredibly bored and making lots of pop culture references. I’m thinking there’ll be something or other to do with each character having a different source of sanity (or whatever passes for such); for Simmons it’d be ass-kissing, for Church it’s be selfishness, and so on.

I also got a wacky idea from Galaxy Angel. It’d be a sort of follow-up to my memorable Star Sorcerer campaign, except the PCs would be actors who starred in a TV drama based on the exploits of the PCs from the original campaign.

Halo: The Covenant War, update

My friend Thinh (who also did art for Mascot-tan) has started in on the paper minis for my Halo RPG. I saw the sketches he did for the Grunt and Jackal last night, and was (predictably) very happy. I need to find a digital camera so I can take pictures of the minis from our superhero game… The Halo scenario I want to run is likewise coming together, though it’s mostly a collection of set pieces for battles strung together. I need to get around to buying a bigger dry-erase battle mat thingy too…

I’m also working on putting together a “soundtrack” for the game. Since it’s based on a series of video games (with pretty damn good music to boot), I’ll be using a combination of the Halo and Halo 2 soundtracks, plus some of the fan-created music that’s out there. I’m still debating whether or not to go to the trouble of using HBO’s dialogue databank to include snippets of dialogue from the video games. It could be fun (especially for the Grunts), but a lot of extra work too.

For the actual game itself I mostly need to round out the combat rules and stat up things. Midterms are starting to kick in at school (and on top of that I have to rush to apply for grad school), so I don’t know how much time I’ll have for to work on RPG stuff.

Halo: Combat Evolved RPG

One of the players in the T&J campaign I’m playing in has been going hog-wild making paper minis on cardstock and with original art (he happens to be IMO a pretty brilliant artist too), which were surprisingly helpful all around when we had a big battle against a bunch of mooks. For no apparent reason he made a Master Chief, and I wound up getting inspired to try and tackle an idea I’d been toying with for a looong time now — a Halo RPG. It seems like minis are at once underrated and overrated in RPGs. They make a really kickass visual aid, but they can also turn an RPG into a boardgame sometimes. Still, a lot of the fun of Halo is in the tactics, so it makes sense to include minis and maps in some capacity.

I’m kind of designing with a specific mini-campaign in mind, about a group of marines who, after endless weeks of boredom, find the planet they’re stationed on suddenly under attack by the Covenant. I’ll be using a highly customized flavor of Fudge–basically a simplified version of the stuff I was talking about for Ether Star, with templates and hit points–with character creation geared towards getting characters put together and into the action as quickly as possible. You pick a profession (just Marines for my first game) and a specialty (demolitions, sniper, ODST, etc.) to determine all of a character’s skills, one free Gift, three personal skills at Fair (+0), and a Quirk (Whiner, Ice Queen, Slick, etc.) to give some personality.

Fudge Points are definitely going to be an important part of the game; it’ll be not unlike Cinematic Unisystem how PCs use them to stay alive. Also, there’ll be an NPC Spartan whom the players can spend FP to give tactical direction, thereby giving them the collective tactical brain of the whole group (and the badass with the regenerating force field is someone you want to stay alive, after all).

The actual adventure is still a bit on the sketchy side, but between various Halo machinima series and entirely too many Megadeth songs (Return to Hangar, The Disintegrators, Crush ‘Em, Rust In Peace, Train of Consequences, etc.) I’m starting to put together what I hope will be a rocking experience. As usual, I’m going to put a lot of time into having a soundtrack for the game, in this case a mix of heavy metal, Halo OST selections, and whatever other soundtrack stuff seems appropriate. A lot of it will play out like an action movie (or god forbid an FPS) with a bunch of action sets where much asskicking happens, and some of these will definitely be based on Halo multiplayer stages.

Status Report

I dug into Tokyo Heroes again after not looking at it for a couple weeks, and it looks like the actual rules are mostly done now. I need to fill out the rules for making bad guys, finish writing up the sample characters, and the last of the fluffy flavor text. Hopefully once that’s done I can get back into working on Thrash 2.0 — which is also mainly a matter of grunt work at this point. I’m not sure how much I’ll be able to get done once school starts, of course. This semester is looking to be pretty intense.

On the TH inspirational stuff front, Tokyo Mew Mew has been getting really good lately (I’m on episode 37 right now), mainly by finding interesting things to do with the different characters. I watched the first few episodes of Genseishin Jutsirisers and was surprised by how good it was (especially after seeing the first episode of Sazer-X). It’s basically a sentai show, but it has its own distinct feel, separate from the Super Sentai Series. Similar to Magical Girl Lyrical Nanoha (but in different ways) it deals with what it means to be a “hero” with weird powers. Two of the main characters are high school kids, and they’re fighting in spite of their misgivings and fears about the whole thing. I also like how the girl character is on the school’s lacrosse team basically as an excuse for the characters to have a metal stick handy when mooks show up.

Last night we had our first session of Truth & Justice, though it was mostly prologue and roleplaying. The real super action hasn’t started yet, but the campaign is off to a good start at least. We’ve been playing mostly on Sundays at the FLGS, and the first time we played on a Saturday it was much more crowded than we’ve ever seen it before. It’s definitely encouraging to see that many people playing games.

Thrash 2.0

With a project like Thrash 2.0, I can’t help but get nostalgic and whatnot. On the one hand, I can’t help but kick myself for taking so long to get this far — it’s literally been about three years, mostly taken up by distractions and procrastination — but then I’ve learned a lot about RPGs and game design in that time. I’m barely even looking at Thrash 1.8 as I work on the new version because every time I do I see stuff that makes we wince. Plus I’ve changed enough core concepts that the utility of looking at the old version is kind of limited at this point. Still, even though the rules were really wonky at that point, my Karyuu Densetsu (“Legend of the Fire Dragon”) campaign was the first really long, memorable campaign my group had post-high school. It was big and melodramatic and cheesy and the player characters were kicking ass all the time, when they weren’t too busy bickering. There was a really fantastic mishmash of mythical stuff, from Thuggee assassins (one of whom had a Grab/Life Drain/Choke Slam combo move) to a village of hybrids of humans and the Four Sacred Animals, to bring sucked into a realm in the astral plane where dragons roam free, to redeeming one of the genetically engineered bunny-girl clones, not to mention the elemental ninja clans.

Every time I start thinking I’ve left Thrash behind for good, I find myself wanting to go back, both because of those memories and because the game had its fair share of fans. At its height I was getting emails from gamers all over the world, and there were a couple different translated versions in the works. After reading and playing dozens of new RPGs, I feel much better equipped to make Thrash into the kind of game I feel it deserves to be. To do that I wound up pretty much tossing out the old edition and starting from scratch; clinging to old (bad) ideas and having no real focus for new ones is a lot of what was bogging down previous attempts at putting together 2.0.

Styles as a character trait are completely gone. That approach was full of flaws to begin with, and none of the alternative approaches I came up with were making things better. Instead, I wound up using the “Techniques” from Street Fighter: The Storytelling Game, minus having styles determine a character’s available maneuvers. The end result is that I don’t have to worry nearly as much about styles being accurate or inaccurate, and you don’t have to create new character traits to have a character whose style isn’t in the book. While in SFII they went to the trouble of listing a style for every character (even if some of them were odd or just plain made up, a situation that wasn’t improved when the game was localized for our neck of the woods), many fighting games don’t bother. Most of the cast of Soul Calibur just fights with some European weapon, and there aren’t many cool style names for that kind of stuff. It’s much easier to say that if you want to make a video game Tae Kwon Do guy you need to give him lots of big kick moves.

The new AP system is probably the most important and radically altered aspect of the system, and it seems to fix several of the combat system’s biggest problems in one fell swoop. All characters get 3 AP per turn, and unspent ones are actually saved up, to a maximum of 6 (taking a cue from Xenosaga). Combos, counters, and so on are all so much simpler this way. Improvised combos are just doing multiple moves in a turn, and combo maneuvers let you commit a certain amount of AP to do a set number of moves that would ordinarily use slightly more AP. Very few tabletop RPGs actually use any kind of Action Point system — the closest I know of is Shadowrun, and they may have changed that in the new edition — so I’m doubly curious to see how it works out in play. I’m definitely going to put those glass beads to use for tracking AP.

Maneuvers got a lot simpler too, just because I decided they should mostly be a character’s special moves (the ones that, in fighting games, take a controller motion). There was a lot of confusing and unnecessary variety in maneuvers, especially throws, and paring down that selection looks like it’ll benefit the game substantially. It’ll probably be a little harder to make a realistic martial artist, but then this is Thrash and that’s not a bad thing.

I also dropped the idea of doing a unified point-buy system. It was Mutants & Masterminds that convinced me to do this. I’ve heard good things about M&M and when I picked up the book and read it I was inclined to agree, but when creating a character it’s hard to get a good sense of point scale, and it’s just time-consuming. (Which is part of why we’re probably using T&J for our upcoming superhero campaign). For a superhero game it makes sense that you’d need to be able to divert points towards attributes if you feel inclined to make a super-strong guy, but starting Thrash characters have a narrower range anyway. Right now I have Thrash set up with three pools of points at character creation — Attributes, Techniques, and Everything Else (Edges, Flaws, Abilities/Skills, and Maneuvers).

Tokyo Heroes definitely has a bit more of an “indie” vibe to it than Thrash (insofar as you can when your game is based on a massively popular formulaic institution of Japanese television), but Thrash is where it needs to be. The thing that did the most to help me work on the basic mechanics was finally reading Unisystem (in the form of the Angel RPG). It actually uses a d10+Attribute+Skill mechanic just like Thrash’s Interlock system roots, and it even has maneuvers (though they’re a little different, more a quick-reference than a character trait). To the limited extent that I understand GNS theory, Thrash is basically Gamist. I’ve been trying to give the game a little more tactical depth (to the extent I can). I still have a hard time wrapping my head around it, but I did wind up dropping a “Fighter Nature” mechanic (where you pick an archetype of why your character fights and you get a minor special ability and a way to earn more Karma points) because it doesn’t fit with the general direction the rest of the mechanics are going. While I wonder what a more Narrativist anime martial arts game would be like, I think if I do another system I’d like it to not be about characters who fight constantly.

Just as I’ve been watching sentai and magical girl shows for Tokyo Heroes, for Thrash I need to get back into playing fighting games. Most of the time when I get inspired to work on Thrash it’s because I was playing some fighting game that I really enjoyed. Party’s Breaker and Eternal Fighter Zero helped with that in a big way at one point, and I really need to get around to playing Melty Blood at some point. Doujin games seem to be the last bastion of good 2-D fighting games these days; even SNK is trying to go 3-D. For whatever reason there aren’t a whole lot of fighting anime around though. King of Fighters: Another Day looks *really* cool, but it’s only sporadically released shorts, Fighting Beauty Wulong isn’t being subbed (I should watch the raws anyway, really), and people online act like I’m crazy for liking Air Master (and Magical Girl Lyrical Nanoha for that matter). I think my Dreamcast died though (and I never got very far in DiGi Charat Fantasy either…), so I’d have to borrow a friend’s or something.

It’s good but weird that now when I watch sentai and magical girl shows I find myself mapping things out in terms of the Tokyo Heroes game mechanics (though I’m still not sure how exactly the Dekarangers’ SWAT Mode is going to translate into game terms). Hopefully it’ll work that way for Thrash as well. ^_^

Writing Style In RPGs, In Tokyo Heroes

Lately I’ve been pondering the craft of writing — putting together words with skill — as it applies to RPGs. And not having much luck. One of my other hobbies is writing fiction and poetry, and I like to think I’m at least not completely horrible at it. However I find I have a hell of a time fully applying what writing ability I have to roleplaying game texts. I’m sure the differing writing genre makes a difference (I have a harder time with creative nonfiction too by the way), especially when it comes to writing game rules.

The RPG books that I can remember liking the writing style have mostly been either crisp and clear (Primetime Adventures) or sort of like a really excited yet coherent friend telling you about cool stuff (octaNe). Exalted books always develop a really awesome setting and have sentences here and there where the wording seems awkward to me. Part of that, I’m sure, is that I’ve found that as I work on longer pieces of fiction, the revision process lengthens exponentially rather than in a linear fashion (I don’t want to talk about how long this novella is taking me, and I’m afraid of what’ll happen when I try for a full-length novel). Another part of it is simply differing priorities; I’m not just writing, I’m putting together a game that needs a coherently interlocking array of rules and concepts. Just typing up the rules as I have them in my head is a challenge sometimes. I’m wondering if I should’ve tried taking a technical writing class alongside all those creative writing classes… And I may have to finally break down and get Dogs In The Vineyard (even though it’s not something I’d run with my group), since its writing style is yet another of the things people keep praising it for.

The thing about Tokyo Heroes is that it deals with a genres that have only a cult following in the English-speaking world, so there are a lot of non-rule concepts I want to convey in the text, but I keep finding myself using “noodly” language with lots of conditional phrases (“Often the Sixth Ranger is…”). That’s partly just a fault of how I think and write; another reason I like writing fiction is it’s easier for me to get away from that. One idea I’m contemplating is using vingettes to convey certain concepts. Granted, RPG-related fiction is notoriously bad, outdoing even novelizations of movies at times, but I like to think I could do a bit better. ^_^;

Anyway, for that (and other purposes) I want to put together sets of original characters — a sentai team and a magical girl team. For the magical girls I’m just taking the protagonists of a story that never quite came together, Magical Girl Rose, which takes some cues from Abaranger for how the five heroes are organized (three main heroes, one mentor, one who starts off evil and comes around at the end, and a dangerous/defective transformation item thrown into the mix). For the sentai I originally at least had the name (Dynaranger), except that then I’d wind up having heroes with the same names (Dyna+color) as Kagaku Sentai Dynaman. Besides, I want to come up with a more detailed and somewhat less generic sentai team concept. In the “wish I’d thought of it” category is one of the PBP RPGs in the Japan Hero forums, “Kensei Sentai Slashman.” One of my favorite things about OVA is that it has a set of sample characters and uses them for every illustration and example.

And in other news, I ordered the aforementioned TRPG Super Session Daikyouen book with the Eiyuu Sentai Seigiranger game in it, though it’ll take around 3 weeks to arrive. I don’t feel so bad for not knowing 饗宴 (kyouen; “feast”), since apparently the clerk at Kinokuniya (a native speaker) didn’t either. A friend of mine is moving to Japan next month and I’m going to be sorely tempted to bug him to buy TRPGs for me… But it’d be much better to wait for my other friends to take their 2-week trip to Japan instead.

I’ve been trying to watch more source material for Tokyo Heroes, starting with Tokyo Mew Mew. I don’t know that I’d call the series good, but it’s definitely fun, and as usual in spite of the fact that between sentai and magical girls the number of hours of programming I’ve watched is now in the triple digits (holy crap, I never realized that before!) I find I need to watch it with a notebook in arm’s reach, should I suddenly gain new insights into the genre.

Character as Communication/Tokyo Heroes

Three posts in less that twelve hours! Woo! (I really have had RPGs on the brain lately…)

Reading all this theory blog stuff (not to mention finally reading through more of The Burning Wheel) got me thinking of this idea of “character as communication.” This post in Jay Loomis’ LJ digs into the nature of the whole disadvantage concept as seen in GURPS, which helped bring an idea together:

A character sheet is a means of communication between player and GM, and both sides need to treat it as such. When a player puts a disadvantage or somesuch on the character, he should be in effect saying to the GM “I want the game to partly be about this!” Burning Wheel stresses this quite a bit actually, though with the added wrinkle that the group will periodically vote on new traits to be added to each player character based on how they act in-game. In RPGs, players tend to get disadvantages for points and hope that the actual downside will be minimalized, while GMs can sometimes get too caught up in the overall plot to have the PCs’ individual stuff be more than a sub-plot.

I’m pretty sure I’ve been guilty of both, though my character for my friend’s upcoming superhero campaign has some serious stuff that will come back to haunt her (which come to think of it is not unlike my character for his Macross-based Mekton Z game, though for very different reasons). With my superhero character (Victory Rider) I went so far as to even list off some possible plot/episode ideas. I deliberately left her father’s alien origins a total mystery, and also suggested some wacky stuff with her rider transformation getting weird before it adapts to her physiology.

For Tokyo Heroes I’m attempting to do something with this idea. The game has a “Keys” mechanic similar to TSOY, but for Hero Dice that are shared by the group, and the group chooses 2 Keys that are possesed by all team members, and the player selects one related to his character’s Aspect (ranger color) and has the option to buy a “Personal Key” to boot. Each player also has a Heroic Flaw (inspired in part by Enemy Gods), which I’m thinking of linking to the individual XP-type mechanic somehow. None of these have any point benefit during character creation; you have to pick them. Between those the players are saying a lot about what they want out of the campaign, so the text recommends that the GM either have copies of the character sheets or make a cheat sheet of the characters’ stats, and look at them before doing any serious campaign planning. This is something I’m definitely going to be trying out with pretty much any game I run.

Tokyo Heroes also has a “spotlight episode” mechanic. In sentai and magical girl shows there are often episodes that revolve around one particular hero; the team gets drawn into the plot because of a friend of that hero, and it’s that hero who leads the way into battle. In Dekaranger the episode titles are actually color coded, and there are episodes like “Perfect Blue” — where DekaBlue has an old partner come to Earth for a visit, but turns out to be a bad guy, and they have a climactic shootout. So, in Tokyo Heroes a player can invest personal points (I’ve been calling them Karma in my notes, but as a placeholder) — sort of like the Star Power in Hong Kong Action Theater 1st Edition — at the end of a session to have the next session be a spotlight episode. The character gets certain mechanical benefits and has the plot center around them for that session. In spite of that last sentence being really horrible convoluted, the point is that this is a way for players to force the issue and make it so that their characters’ desires and whatnot become a part of the game.

Also, just when I thought there weren’t any other sentai RPGs out there at all, it turns out there is in fact one in Japan. It’s called Eiyuu Sentai Seigiranger (Hero Sentai Justice Ranger), part of a 175-page RPG anthology called TRPG Super Session: Daikyouen. From what I’ve read it seems to be a little toungue-in-cheek, and pleasing the sponsors in order to get more toys is a major part of the game. Still, I’m definitely going to see about ordering a copy from Kinokuniya when I get a chance.

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