One of the slightly annoying things about StoryNexus is that it does not, at least of the time of writing, support conditionals. It’s really not a huge deal, but there are times when it forces an indirect approach to certain things, namely in this case, healing and armor.
Because I cannot check to read a person’s armor every time they get hit, and because I cannot use functions to subtract an armor rating from damage taken (not that I’d necessarily want to, that linear system gets a little unrealistic and forces upward escalating spirals of damage) I wind up having to take an indirect approach. Continue reading “Orchestra: Armor And Protection”
Guts is a statistic that plays a key role in 1-800 Regime Change. If you’ve played a recent tabletop game you’ll probably have noticed that almost everything includes a mechanic that allows a player to reroll a bad roll. Guts is that, but on a per-die basis, meaning that instead of rerolling everything they may reroll one die (before explosions, if appropriate). Continue reading “1-800 Regime Change: Guts and Glory”
Orchestra on StoryNexus is becoming less and less representative of the true Orchestra world and eventual tabletop game release. Characters currently resemble a standard Orchestra-setting agent, but character creation is far more simple than it should be. I’m going to be implementing a Quick Creation (the old way) and a Detailed Creation (the new way) method. Both will give about the same amount of power, but Detailed Creation will plunge players straight into the setting and allow more fine tuning of their characters. Continue reading “Orchestra: Character Creation Revisions”
That’s something you never thought you would hear about a game that attempts to replicate stuff made for the lowest common denominator.
1-800 Regime Change, however, is class based, but not in the ways one would think. The Secret World is a major inspiration for my class system, despite itself having only cosmetic classes (called Decks). 1-800 RC uses a slightly more complex system and one that has two stages; Starter Classes and Professional Classes. Continue reading “1-800 Regime Change: Full of Class”
One gripe I have with certain tabletop games is that they entirely neglect any sense of the complexity of certain actions, or they make actually rolling for things impossible from the very start. I’m trying to avoid that entirely with 1-800 Regime Change, with a tree-based attribute/skill/specialization system. This allows me to make, say, assembling a gun different than sewing a ballistic plate into a vest, but have a shared skill so that it is not impossible to have some synergy. Continue reading “1-800 Regime Change: Reining In The Dice Regime”
1-800 Regime Change will rely on an incredibly complex system of firearms, so much so that guns will have their own character sheets (well, maybe two per page, but it’s up there).
To do this, guns are made from a number of components. A popular and recent video game that used this system is the Borderlands series, but they did more of a cosmetic-driven approach rather than a mechanics driven approach. Continue reading “1-800 Regime Change: Arming an Army Part 1: More Flexible Than A Champion Gymnast”
So I watched Commando yesterday (I’ve been buffing up on action movies to work on 1-800 Regime Change), and I was pleasantly surprised. The first thing I noticed was a long montage relating to Schwarzenegger’s character and, more importantly, his motivations. Immediately we saw Colonel Matrix’s drive when he was spending time looking after his daughter and doing things with her. Continue reading “1-800 Regime Change: Birthing A Mercenary Part 1: Love, Drive, Fear”
I’m currently working on 1-800 Regime Change, a game that attempts to emulate action movie fare in a mercenary setting where the players typically work to overthrow regimes, as the name may imply. It’s a tabletop game, which requires me to do a lot of design that is based around minimizing the difficulty of playing the game as well as creating a fun, balanced game. Continue reading “1-800 Regime Change: Thresholds are fun! Part 1: Damage and Stability”
I’m working on a game on Story Nexus called Orchestra, after the tabletop game of the same name that I made a year and a half ago or so and I’m currently redesigning the rule set for.
My biggest issue coming up is whether or not to monetize the game, and if so how. Obviously I need some more content before I can monetize solely on the criteria of action refreshes (StoryNexus mandates the use of an action pool, which helps since I don’t have super huge amounts of content), and it is not very polished in the grand scheme of things, something which I am working on as I do a partial rewrite of mostly unreleased and still-on-a-notepad content (the tutorial and several of the not-quite-finished things are always sources of irritation to me), as well as the first Metamorphysis (one of the factions in-game) story mission. Continue reading “To Monetize or not to Monetize”
This is where I’ll be doing my updates for a variety of projects, and it’ll serve as a good way to get in touch with what I’m working on when one project or another doesn’t update for a while.
Right now I’m working on three things that will be important in the long run in the scheme of my projects:
- Orchestra on StoryNexus
- 1-800 Regime Change, a tabletop game
- An unnamed Orchestra short story/miniature novella
I’ll be posting updates here as things go along.