Posts Tagged ‘gaming’

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Gaming Thursday

May 14, 2020

As you’ve likely noticed, I haven’t written anything further on crafting the ruleset for our upcoming Star Wars campaign.  That’s because the starting date got moved up a bunch and my time had to be focused on writing the rules rather than writing about the rules.  Our first session was last weekend and it went well!  And there’s already a few tweaks to make, which is cool and exciting – I knew there would be plenty of things to fix and refine and it’s great to do some honest actual playtesting!

I’m prepping like mad for this weekend’s game (and I need to make the opening crawl, of course), but I fully intend to return here to share the rules writing process, the nuances of the rules themselves, and to demonstrate how to take the core Aurora engine and craft an entire system out of it that supports the style of gameplay perfect for the game and campaign.

Until then, let’s talk a bit about… Kickstarters!

For the first, I got my copy of the Cortex Prime book (in PDF form) and W O W.  It is a thing of beauty in terms of graphic layout (and hopefully in terms of organization too… I haven’t given it a thorough enough read with a blank perspective to assess it yet).  I already had experience with the rules and liked them, so there was no disappointment there either.  But what really caught my eye and has me super thrilled was reading all the contributors.  Because many of them worked on other systems I have enjoyed, some of which were systems that they created.  Which means that these creators – and sellers! – of their own rules nonetheless helped develop and play with other rulesets and enjoy them.  It’s this great circle of everyone having fun and supporting each other (again, even if some might otherwise see them as “competitors”) and playing all sorts of different types of games and using the rulesets that support them.  That’s just super heartwarming to me.

For the second, a new campaign just launched today on Kickstarter for something that, if you’re picking up on the theme here by now, has me giddily excited:  an RPG based on the genre of Franco-Belgian graphic novels (aka bandes dessinée).

In other words, this is essentially the Tintin RPG, and if that isn’t 1000% right up my alley, I’m not sure what is.  Go and buy in!

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Gaming Thursday: SW Part 2

April 9, 2020

Continuing on with the Star Wars development…    Read the rest of this entry ?

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Gaming Thursday: SW Part 1

March 26, 2020

Alright, here we go!  Time to take the foundation laid out in the Aurora RPG Engine and expand it into the first complete ruleset and campaign setting.  Starting with… Star Wars. Read the rest of this entry ?

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The Aurora RPG Engine – Next Steps

February 29, 2020

First off, I’ve created a PDF compilation for your reading pleasure!  Click below to grab it:

And so, where do we go from here?  The big next step is to take this core engine and begin to create some full rulesets out of it, both for playtesting but moreover for actual campaign play.  First up will be using it for an upcoming (and fittingly) Star Wars game I’ll be running.  Over the coming months I’ll share the design diaries as I put it together.

After that, I have some ideas for at least partial write-ups for campaigns based on Zoids, spycraftian action, Broken Lands, and maybe even Firefly.  Though the idea of a Tank Girl RPG I used as an example in the introduction could also be fun to try out…

Thank you all for reading, and if you try this out yourself and create a campaign with it, I’d love to hear any feedback.  Game on!

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The Aurora RPG Engine – Part 11

February 28, 2020

 

Postscript – Breaking the Core Mechanic (In a Good Way)

Sometimes, hooking a sub-system onto the core isn’t quite enough to model the intricacies of a particular genre.  Sometimes you just gotta directly hack the core.  Here’s one example of how this can work well when carefully applied, centering around the fixed target number. Read the rest of this entry ?

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The Aurora RPG Engine – Part 10

February 27, 2020

 

Additional and Common Subsystems and Considerations

To round out and complete the resolution system… Read the rest of this entry ?

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The Aurora RPG Engine – Part 9

February 27, 2020

 

Creating the Base Pool

After going through nearly the entirety of the resolution system and outlining the bits that happen once the base pool has been gathered, it’s well past time to cover how that base pool, and its baseline value of 5 dice, is generated.  This is no trivial matter.  As every test or roll made by a character begins with these values, what gets included, measured, and listed on the character sheet not only defines that character but also has a huge influence on the overall genre, tone, and playstyle of the entire game/campaign.  These values say what’s important about the characters, and thus what’s important about the game.  They influence how the players view the characters, how they approach things, and what kinds of actions they will take.  They provide flavour and guidance and ultimately are the lens through which the players/characters know themselves.  All in all, the way characters are measured and defined is one of the most important choices in designing the campaign. Read the rest of this entry ?